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The Summer Games
WOODBURY, Robert F; WYELD, Theodor G; SHANNON, Susan J; ROBERTS, Ian W;
RADFORD, Anthony; BURRY, Mark; SKATES, Henry; HAM, Jeremy; DATTA, Sambit
The University of Adelaide, Australia
http://www.arch.adelaide.edu.au
As part of a nationally funded project, we have developed and used “games” as studentcentred teaching resources to enrich the capacity for design in beginning students in
architecture, landscape architecture and urban design. Students are encouraged to learn
inter-actively in a milieu characterised by self-directed play in a low-risk computermodelling environment. Recently thirteen upper year design students, six from Adelaide
University (Adelaide, South Australia, Australia), five from Deakin University (Geelong,
Victoria, Australia), and two from Victoria University, (Wellington, New Zealand) were
commissioned over a ten-week period of the 2000-2001 Australian summer to construct a
new series of games. This paper discusses the process behind constructing these games.
This paper discusses six topical areas:
–
what is a game;
–
specific goals of the summer games;
–
the structure of a game;
–
the game-making process;
–
key findings from the production unit; and
–
future directions.
Keywords: Reflection-in-action, design making, game container, collections, meta-cases,
data repository.
environment interaction or other relevant topic through
What is a game?
From Bower (Bower, 1974) we see games are useful
for enhancing specific skills in a structured yet playful
environment. Cheng (Cheng, 1999) alludes to games
containing narratives that become less dependent on
logic. And Caillios (Caillios, 1961) sees games as
removing the mysterious. Again Bower describes
games as “…a contest in which there are agreed upon
rules and goals. It is a contrived social system with
prescribed space and time boundaries” (Bower, 1974).
In a designerly sense, playing a game can be an
exploration of paths of choices and actions from all
those available to the players. In our case, a game is
a structured basis for learning about construction, the
process of researching information, building/
a series of activities using digital media that are
analogous to playing a game. A group of games with
different learning objectives may use a single
architectural work as their focus.
Why Games?
Games attempt to address, through their emphasis
on problem solving skills, what Schon describes as
Universities’ commitment to a particular epistemology
that “…fosters selective inattention to practical
competence and professional artistry” (Schon, 1983
p-vii). Games attempt to ameliorate, for the student,
the mismatch between professional knowledge and
the complexity of value judgements required of
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practice. Games do this by exemplifying the unique
events of practice situations. Through numerous case
studies, drawn from real-world contexts, games help
students gain the generic problem-solving skills highly
valued in the profession (Wyeld, 2001). Digital media,
and in particular CAD, in delivery of, and construction
of, the games enhances traditional pen and paper
design language. They are as much ‘the stuff of
inquiry’ as a design studio teacher’s ruminating and
sketching.
Play follows contingent agreements embedded
in the rules of a game. Games have clear political
implications, “acknowledging excess and complication
as facts of architectural practice…. Play negotiates
stability and instability and demands participation”
(AR, 1996, p8-95). Designing is game like. Early
learner design students are empowered to explore
spatial concepts through game-play in a CAD
environment which they may not have had the skill,
hence confidence, to do so in a traditional paper based
design studio (Woodbury et al, 2001A).
Not all the games created over the summer were
based on real-world cases. Some form making games
are abstract, isolated design issues intended to stretch
students’ imagination (Bury et al, 1999). These
isolated parts of larger design tasks reveal important
architectural ideas. In particular abstract form-making
games assist learning through self-directed, structured
play (Woodbury et al, 2001B).
relationship to its physical counterpart. This is
achieved through a recurring theme of
construction image sequencing followed by
physical referencing (Radford, 1999B).
These games can be fun to play. Their play strategy
aims to de-emphasise the instrument. Putting the tool
in the background means that the attainment of a
higher level of digital mastery happens through the
process of doing things meaningful in themselves. A
key enabling feature of these games is how, through
active learning, IT and making skills are acquired as
an outcome of low-risk explorative play. The
introduction of web-based games delivery/submission
both supported existing on-line curriculum delivery at
Adelaide and initiated it at Deakin. In the case of
Deakin the role of staff developing the games during
the summer extended within the domain to that of
being an ‘adopter’ as well as ‘change agent’ for the
integration of games into the curriculum across the
curriculum areas Architecture and Construction
Management respectively (see Figure 1). (Davies and
Csete 1998).
The structure of a game
Games comprise a collection of resources including
CAD models, digital images, QTVR panoramas, links
to trade and regulatory literature and a construction
primer, text, and other media, delivered on line. A
Specific goals of the summer games
Reflection-in-action and design making were two
primary goals for the summer games. Computing
offered a new way to engage these goals:
• Reflection-in-action is fostered through
development and application of criteria for judging
performance in the game–these criteria are an
explicit part of a game’s content. The hope is that
self-judgment and use of that judgement moves
beginning students to a new understanding.
• The summer games’ emphasis on design making
attempts to address the paradoxical relationship
of designing in a computing medium and the
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Figure 1. Construction
Management submission
(Deakin).
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Figure 2 (left). Bike Shed
Game web-page(Adelaide).
Figure 3 (right)q. Typical kitof-parts Game and student
submission (Harland, T.
(2001) Adelaide).
game container holds web pages setting out and
linking to: aims, tasks, resources, assessment criteria,
and extension exercises (see Figure 2). Each page is
a carefully crafted document:
• Aims often comprise a realistic ‘scene’ setting
narrative, (such as the student may be implicated
in the outcome of a discussion between an
architect and a client about a construction process
(McNair, 1954)).
• Tasks set out what is the minimum expectation of
engagement.
• Self and mastery assessment criteria are both
explicit from the outset (Biggs, 1999).
• Extension exercises suggest further directions of
investigation which challenge those students who
quickly master the game.
• Resources may include sophisticated digital
resources and links to on-line references including
student submissions (see Figure 3).
A central theme in many of the games was “how do
buildings get built?”
The game-making process
Over the ten-week period forty-six (Adelaide 22 ,
Deakin 14, and Wellington 10) games were produced.
Each game was directed by a client, typically the
teacher who would use the game in a course, and
created by a small team of students. Chronologically
the main features of the game process were the
following:
• agreements with vested parties, such as
architects and others, sought in both a formal and
informal manner;
• collections of pertinent resource data: digital,
working drawings, aerial photographs, maps,
documents etc;
• selection of suitable games constructors, and the
formation of teams and team leaders;
• collective motivational site visits (and further data
collection);
• games client meetings –brief drafting;
• CAD model construction, digital photographing,
scanning, referencing, copyright proofing, etc;
• third party testing within the production unit;
• refinement ready for delivery; and
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• classroom delivery and learning evaluation
supported by journalling.
Typically the scope for any game was restricted to
what was achievable in one week. The weekly cycle
included Monday morning briefings with a games
client followed by reviews on Wednesday mornings,
and Thursday afternoons with Fridays reserved for
final polishing. Clients typically came with hesitant
expectations and were much encouraged by the
enthusiasm of the student games-constructors. The
student games-constructors gave invaluable insights
to the final game form that showed constant selfreflection throughout the game making process. The
game container, successfully established earlier,
posed as a working template for all games.
Key findings from the production
unit
Findings can be grouped into three categories: before,
during and after production.
Prior to production commencing:
• various methodologies for addressing the goals
and needs of game production were discussed
and mapped-out;
• the need for a meta-case collection of games and
a method for storage and easy retrieval of case
resources was identified;
• across the three universities involved, five case
studies were chosen;
• a repository with associated metadata entry
template was trialed and though valuable as a
storage device it did not deliver the useability
sought. The repository is subject to ongoing
research;
• a games container model was established;
• all copyright agreements were in place; and
• substantial data related to specific cases had been
collected.
Early in production it become clear that:
• selected students vary in their ability, personality,
and application. While students had been chosen
for a combination of their computing aptitude,
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general construction knowledge and research
backgrounds, they were forthright in promoting
their specific talents in adding a professional level
of detail beyond expectations ;
• each game reflected authors’ peculiar strengths
and insights;
• successful games did not always follow a carefully
drafted work plan. Student game-constructors
often invested heavily in risk-taking with rewards
outweighing failures. Overly-structured games
can be less interesting than ones which follow a
more intuitive path;
• a weekly cycle of encouraged self-direction by
games directors followed by positive criticism
leaves time to polish the games. This leads also
to a deep mutual respect followed by equal
dedication from both parties. In this workplace
environment students felt they could extend
themselves, spawning desirable yet unpredictable
outcomes; and
• deep exploration of the tools of games
construction is crucial and is directed by the
games coordinator.
On completion of the summer games production
clients were invited to include their games in their
teaching schedules. At this time, with the clarity of
teaching expectations, clients found their ‘games’
needed to fit more closely traditional teaching material.
Some minor and ongoing refinements include:
• in the uptake of digital construction systems into
construction subjects 3D digitising of a
construction ‘system’ needs to be supplemented
by its physical counterpart. Students should be
encouraged to contribute their digital
interpretations directly to the resource base for
the game/case; and
• real-time constraints of loading and executing
large/complex models on slow delivery machines
can be problematic. Optimisation of digital
resources allows for wider use across differential
platform performance.
Future directions
The summer games build on a history of the use of
games as design learning tools at the participating
universities (Radford, 1997A). What makes these
games different is the level to which each reflects the
student-games-constructor’s interpretation of their
own learning strategies. The games are an exemplar
of, and promote, reflection-in-action. Student users
will contribute directly to furthering this digital making.
As collections of games they support a case study of
a particular built environment. Evaluation of their
learning effectiveness in the classroom is ongoing
(Woodbury, 2001B). A data repository that can
organise and allow for multiple cross-referencing of
digital resources for consistent delivery of games and
cases is a future goal of this research team.
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