Beruflich Dokumente
Kultur Dokumente
Scheutzow
Final
Project
Game
Prototype
&
Literature
Review
3/2/16
Art
History
Trivia
Quest
&
Literature
Review
For
my
final
project,
I
created
a
prototype
for
an
Art
History
Trivia
Quest
Game
that
I
envisioned
based
on
a
need
for
a
more
engaging,
interactive
Art
based
game.
Through
the
game
play
in
this
course
and
my
research
and
readings
online,
I
found
that
a
good
learning
game
should
be
interactive,
present
challenges
in
the
form
of
trivia
questions
or
obstacles,
and
provide
the
player
with
rewards
and
opportunities
to
advance
to
the
next
level.
As
I
worked
through
my
idea,
I
researched
online
articles
that
explored
the
significance
of
learning
art
through
games
and
the
use
of
art
in
game
design.
I
found
two
that
were
very
significant
in
my
research,
with
the
first
being
an
article
I
will
be
using
in
my
teaching
to
show
students
the
use
of
art
in
video
game
design
and
comparative
studies
of
modern
day
art
with
classical
studies.
Part
One:
Literature
Review
1.)
Solarski,
C.
(2013,
Jan.
30)
Aesthetics
of
Game
Art
and
Game
Design.
Retrieved
from:
http://www.gamasutra.com/view/feature/185676/the_aesthetics_of_game_ar
t_and_.php
on
March
1,
2016
"The
content
of
a
work
of
art
finds
its
expression
in
the
composition,
in
the
sum
of
the
tensions
inwardly
organized
for
the
work."
-Kandinsky,
Point
and
Line
to
Plane
(1926)
This
article
was
very
significant
to
me
because
of
it's
emphasis
on
the
importance
of
art
in
game
design
and
how
visual
design
elements
can
effect
the
viewer
or
game
player
on
a
psychological
level.
The
author
explored
traditional
video
games
and
design
elements
and
compares
these
with
Contemporary
Master
Artworks.
Throughout
Art
History,
shapes
and
composition
have
been
a
primary
artistic
tool
used
to
organize
a
work
of
art
and
shape
aesthetic
qualities
of
images.
These
art
elements
and
principles
are
used
to
create
a
more
emotionally
meaningful
gaming
experience
and
promote
interactivity
within
the
game.
1
Solarski
goes
on
to
explain
the
background
behind
the
psychology
of
shapes
and
dynamic
composition.
He
cites
the
5
Elements
of
dynamic
composition
as
being:
1.
Character
Shape
2.
Character
Animations
3.
Environment
Shapes
4.
Pathways
5.
Player
Gestures.
The
above
images
are
referenced
in
the
article
to
explain
to
the
viewer
how
these
shapes
and
design
elements
are
used
in
design
and
games
to
provide
the
viewer
or
gamer
with
a
richer
gaming
experience.
He
explains
the
psychology
and
emotional
response
to
each
of
the
shapes
used
in
game
design
and
art
works.
Aesthetic
concepts
throughout
history
view
the
Circle
as
representing
innocence,
youth,
energy,
and
femininity.
The
Square
represents
maturity,
stability,
balance,
and
stubbornness,
while
the
Triangle
represents
aggression,
masculinity,
and
force.
Each
of
these
elements
can
be
seen
in
the
above
logos
and
designs,
and
influence
artists
in
the
ways
they
create
design
elements
within
their
game
designs.
I
considered
some
of
these
influences
and
compositional
elements
when
designing
my
own
game.
I
wanted
my
game
to
have
a
warm,
inviting
feeling
and
include
many
bright
colors
and
artworks.
I
subconsciously
chose
more
circular
and
square
shapes
for
my
game
design.
These
represent
a
fun,
energetic
learning
environment
with
the
emphasis
on
the
artwork
and
the
player
engaging
in
an
exploration
of
an
art
2
museum
to
not
only
learn
new
information,
but
also
excel
through
the
levels
to
reach
the
highest
level
of
achievement.
I
was
especially
intrigued
with
this
article
being
an
Art
teacher
and
teaching
Art
History,
because
I
think
in
order
to
create
a
game
that
people
will
connect
with,
it
is
important
for
the
designer
to
understand
compositional
art
elements
and
the
meaningful
and
emotional
responses
people
will
have
to
different
types
of
designs
and
characters
within
a
game.
In
the
article,
Solarski
says
that,
"
As
designers
we
must
consider
the
audiences
real
life
experiences
and
sense
of
touch
and
incorporate
these
ideas
into
our
artwork."
(Solarski,
page.
3)
People
respond
to
artworks
and
games/simulations
in
different
ways
based
on
their
unique
life
experiences.
For
example,
some
people
would
be
more
deeply
affected
or
disturbed
by
war
games
that
feature
violent
images
if
they
had
a
more
sensitive
nature
or
had
been
in
a
violent
or
dangerous
situation
in
their
lives
prior
to
experiencing
the
game.
The
way
that
people
connect
with
a
game
is
highly
influenced
by
personality
characteristics
and
life
experiences,
as
well
as
the
compositional
design
elements
the
game
features.
I
considered
my
audience
and
traditional
design
elements
when
creating
my
prototype
for
my
Art
History
Museum
Quest
game.
Based
on
my
research
and
interactions
with
my
target
audience,
high
school
aged
students,
I
feel
confident
in
my
design
choices
and
trivia
options.
2.)
National Center for Technology Innovation and Center for Implementing
Technology in Education (CITEd) (2015.) Integrating the Arts with
Technology: Inspiring Creativity.
Retrieved from http://www.ldonline.org/article/30245/
The
second
article
I
read
that
had
an
impact
on
the
way
I
designed
my
game
and
gave
me
more
insight
into
how
students
learned
about
art
through
the
use
of
online
gaming
and
technology.
Through the arts, students gain self-confidence and self-esteem by
expressing and exploring their identities, as well as communicating issues and
personal reflections through alternative mediums of expression. (2015, CITEd)
When
art
and
technology
are
combined,
educators
can
create
new
and
exciting
opportunities
for
students
to
stay
motivated
in
the
learning
process.
Since
the
arts
are
a
visual
means
of
communication,
most
of
the
art
games
featured
in
this
article
included
a
wide
range
of
interesting
graphics
and
sounds
to
keep
the
player
engaged
in
learning
art
topics.
There
were
7
different
online
gaming
sites
included
for
learning
about
art
and
Art
History.
This
article
mostly
focused
on
how
the
use
of
art
and
technology
benefited
students
with
disabilities.
It
also
explored
how
the
combination
of
art
and
technology
allowed
educators
to
differentiate
their
lessons
for
many
different
types
of
learners.
For
example,
a
mostly
non-verbal
student
who
has
difficulty
writing
and
verbally
expressing
ideas
can
learn
through
an
art
game
that
features
images
and
auditory
cues
to
communicate
with
the
student.
3
There
are
many
benefits
to
learning
art
through
games
for
students
with
different
learning
abilities
and
disabilities.
Students
with
disabilities
were
given
the
opportunity
to
be
successful
through
the
use
of
an
artistic
medium
or
an
art
game.
This
opportunity
to
explore
art
through
gaming
diffused
feelings
of
isolation
and
frustration
the
student
may
have
felt
as
a
result
of
dealing
with
a
disability
in
their
daily
life.
I
work
with
students
with
disabilities
in
the
art
room
and
have
seen
evidence
of
increased
learning
retention
and
self-confidence
through
online
art
games
and
activities.
At
risk
students
have
also
been
shown
to
benefit
from
the
arts
and
technology.
Through
a
research
study,
at
risk
students
showed
evidence
of
increased
positivity
and
an
increased
academic
performance
after
participating
in
art
activities
and
opportunities
that
allowed
them
to
be
successful.
I
chose
to
study
this
article
while
designing
my
game
because
I
wanted
to
take
into
consideration
how
students
learned
and
felt
rewarded
when
playing
a
game
about
art.
My
game
features
opportunities
for
students
to
be
successful
and
learn
about
artworks
through
a
visual
and
auditory
means
of
game
play.
Students
can
earn
rewards,
points,
and
badges
through
my
Art
History
Game
Quest
game.
This
promotes
the
concept
of
a
learner
centered
creative
process
through
a
creative,
interactive
gaming
experience.
Here
are
some
links
to
sites
listed
within
the
article
that
promote
learning
art
through
games:
ArtRage (Windows and Macintosh)
This is a fun, easy-to-learn program for experimenting with digital art with an
easy-to-use interface.
ArtWeaver (Windows)
ArtWeaver features a number of natural media brushes and tools such as
chalk, pencils, charcoal, oil paint, felt markers, crayons, airbrushes, acrylic,
sponges, and pastels.
Deleter CG illust (Windows)
If you have a student who is into the Anime and Manga illustration style of
Japanese comics, check out this program. There is a library of users' Event
files to watch how the steps of an illustration become animation.
Destination Modern Art (online)
From the Museum of Modern Art, this interactive online website speaks to
students about art literally reading out the instructions, a help for students
who do not read well. Students of all abilities can explore and use this site to
learn about different interpretive ideas, practice vocabulary, learn how art is
created, and much more.
SketchUp7 (online)
A free download from Google, this 3D design program allows users to create
imaginary cities, buildings, or recreate existing ones. First created for
architects, it is a powerful educational tool students can use as well.
The Art Zone (online)
Sponsored by the National Gallery of Art, this interactive site currently hosts
16 art programs that educate and engage students of all ages. Check out the
new Photo Op program that teaches users about digital photography and
photo manipulation tools.
TuxPaint (Windows, Macintosh, Linux)
This open source drawing program is a free download that works well on
nearly all platforms, including slower or thinner (with less memory) machines
4
Part
Two:
Art
History
Trivia
Game:
Prototype
Audience
and
Description
of
what
my
game
does:
The
audience
for
my
game
is
9-12th
grade
High
School
Students
and
adults.
I
want
to
make
the
facts
and
trivia
included
in
this
game
difficult
enough
for
a
High
School
thinker
but
also
challenging
to
an
adult
who
does
not
have
experience
with
the
topic
of
Art
History.
This
game
would
be
accessible
ideally
as
an
internet
computer
game
and
an
app
so
the
user
would
have
a
wider
range
of
options
when
playing
this
game.
This
would
make
the
game
useful
in
any
type
of
learning
situation
or
learning
scenario.
It
does
not
just
have
to
be
used
in
the
classroom,
but
by
anyone
seeking
more
information
about
the
topic
of
Art
History
through
a
fun
and
engaging
gaming
environment.
Why
this
game
is
important
and
necessary:
During
the
course
of
this
class,
I
searched
weekly
for
games
that
I
could
use
with
my
classes
that
provided
an
interactive
and
engaging
platform
for
learning
Art
History
for
High
School
students.
Most
of
the
games
I
found
were
very
generic
and
not
at
all
interesting.
I
found
a
few
good
ones
for
younger
children,
but
really
not
many
that
High
School
students
used
to
playing
super
realistic
interactive
video
games
would
appreciate
or
even
feel
challenged
by.
I
wanted
to
make
my
game
more
like
an
interactive
"Quest"
so
players
got
the
feeling
of
adventure,
exploration,
and
problem
solving
-
more
elements
of
successful
games!
I
found
I
was
able
to
do
this
while
including
important
facts
and
art
movements
for
the
player
to
explore.
I
think
that
adults
wanting
to
learn
more
about
the
topic
of
Art
History
would
also
benefit
from
this
game
because
the
difficulty
level
is
enough
that
they
would
feel
challenged
and
also
appreciate
the
more
interactive
aspects
of
the
game.
Many
Art
trivia
games
that
I
explored
only
provided
the
players
with
worded
questions
with
no
visuals.
I
think
that
it
is
essential
for
students
to
actually
see
the
artwork
and
artists
connected
with
the
trivia
questions
in
order
to
promote
retention
and
learning.
I
think
this
game
could
make
an
important
impact
on
the
Art
learning
environment
for
secondary
students.
I
tried
to
include
important
basic
characteristics
of
a
strong,
interactive
trivia
game
such
as
challenges
and
rewards,
and
the
opportunity
to
advance
levels
throughout
the
course
of
the
game.
Since
this
is
an
educational
game,
the
primary
purpose
of
the
game
is
to
promote
learning
within
the
field
of
Art
History.
I
have
yet
to
find
an
internet
game
that
supports
this
idea
which
was
a
main
source
of
inspiration
for
me
when
creating
and
researching
this
topic.
This
game
supports
the
learning
by
allowing
players
to
read
facts
about
Art
History,
hear
the
museum
guide
talk
about
the
facts
and
artworks,
view
artworks
and
photos
of
the
artists,
and
provide
an
interactive
gaming
experience
that
hopefully
the
player
will
want
to
tell
others
about
and
teach
them
how
to
play
it.
5
This
game
differentiates
learning
opportunities
by
giving
the
player
many
different
ways
to
learn
facts
and
information.
This
idea
supports
many
different
types
of
learners
by
providing
problem-solving
opportunities
and
challenges
within
each
level
of
the
Art
Museum
Quest.
Game
Prototype
Explanation
and
Screenshots
The
next
section
contains
several
screenshots
of
the
actual
game
prototype
and
explanations
of
the
various
aspects
of
the
game.
The
game
will
start
out
with
the
player
entering
an
Art
Museum
customized
to
the
city
of
their
choice.
I
chose
to
use
the
Cleveland
Museum
of
Art
as
the
prototype
for
my
game
since
I
live
in
the
Cleveland
area
and
am
most
familiar
with
this
museum.
The
main
objective
of
the
game
is
an
"Art
History
Quest."
6
Players
will
navigate
their
chosen
Art
Museum
with
the
ultimate
goal
of
getting
through
the
museum
to
the
Art
Gallery
Reception
at
the
end.
Players
will
attempt
to
earn
Art
History
Scholar
Badges
(can
earn
different
badges
for
each
time
period/art
movement)
and
as
many
points
as
possible
before
getting
to
the
end.
This
page
will
appear
early
on
to
explain
some
of
the
game
objectives
to
the
player.
There
will
be
more
pages
that
pop
up
throughout
the
game
to
tell
the
player
if
they
earned
badges
or
unlocked
"secret"
art
collections
to
earn
more
points.
Players
will
begin
the
game
in
the
first
gallery
with
three
choices
of
Art
Movements
at
the
start
of
the
game.
So
for
example,
player
enters
the
museum
and
chooses
Impressionism.
The
player
must
correctly
answer
5
-10
Art
History
questions
about
Impressionist
artworks/artists
before
getting
to
advance
to
another
level
in
the
museum.
Real
photos
of
the
artworks/artists
will
pop
up
with
the
questions
so
the
player
can
relate
facts
to
the
visuals
and
make
greater
learning
connections.
7
Players
start
out
with
a
choice
of
Art
Movements
before
getting
into
the
Trivia
part
of
the
game.
There
are
different
art
movements
in
each
level
that
the
player
can
choose
to
answer
questions.
Each
level
will
have
2
choices
of
Art
Movements
players
can
pick
from.
When
players
advanced
a
level,
artworks
and
questions
will
get
a
little
more
difficult
to
create
more
of
a
challenge.
At
the
end
of
each
level,
players
can
earn
points,
expert
badges,
and
the
opportunity
to
unlock
"secret
art
collections"
and
explore
and
answer
questions
about
them.
After
an
Art
Movement
is
selected,
players
will
get
to
see
actual
artworks,
photos
of
artists,
or
even
short
video
clips
and
answer
trivia
questions
about
the
art.
At
the
end
of
the
game,
the
player
earns
the
privilege
of
attending
an
Art
Gallery
Reception
party
and
can
see
all
of
their
points
and
badges
earned,
as
well
as
the
ability
to
scroll
back
through
each
of
the
artworks
and
trivia
questions
they
got
correct.
8
Allowing
the
player
to
scroll
back
through
the
art
trivia
allows
for
reinforcement
of
learning
and
lets
the
player
look
back
on
some
of
the
artworks
they
are
interested
in.
There
will
be
links
on
the
artworks
to
"learn
more"
at
the
end
of
the
game,
which
would
take
the
player
to
different
websites
with
information
about
each
artwork
or
artist.