So You Want To Bring Game Design to Your Classroom?

If this helps anyone think more clearly about how to integrate video game design into the classroom (with a science angle), then feel free to borrow, adapt, hack and remix as needed. This is the basics of my sixth grade video game design unit.

Geological Game Design Project by KevinHodgson

There’s a lot more information about our game design project, including videos of students talking about their work, at our free website resource:
Peace (in the game),

Learning Aloud: Video Games and Student Engagement

I had the pleasure to take part in a conversation the other night about gaming and teens as part of the Learning Aloud series from Connected Learning TV. The series puts the narrative into the hands of students sharing out their expertise with the world. I was invited as a sort of “token teacher” who teaches video game design, as a high school student from Chicago (the very articulate John) and the librarian who founded The Library of Games in the Chicago Public Library (Taylor Bayliss) talked about how a group of teens come together to discuss and create podcasts about video gaming.

It was a great show, with lots to think about. I brought in some views around gender, about making the switch from consumers of games to creators of games, about the need for teachers to open up the classrooms to more of students’ interests, and concerns about how to reach a broader audience than just an after-school program.

Check it out:

Watch live streaming video from connectedlearningtv at

You can also listen to some of the Library of Games podcasts at Soundcloud.

Peace (in the games),


The Library of Games and Connected Learning

Tonight, I am a guest on a Learning Aloud program with some high school students who are going to be talking about video gaming. The Learning Aloud series is youth-centered sharing and is part of the Connected Learning movement. You can listen in and join with the chat. The show begins at 5:30 p.m. (eastern time). A focus of the show is something known as the Library of Games in Chicago. It seems like a great idea.

Library of Games (LoG) is a video game journalism program sponsored by YOUmedia Chicago at the Chicago Public Library. LoG is open to all high school students who love video games and want to learn more about games, gaming criticism and journalism. Students in LoG produce a weekly video game podcast and produce all of the content on the LoG blog including articles, editorials, videos, graphic design and more.

We believe that video games are an incredibly important part of people’s lives, especially teenagers, and we need an open and intelligent forum to discuss games. We want to represent the diversity of teen gamers and prove that teens can speak and write intelligently about video games. — from

Peace (in the game),

Video Game Design Storyboarding

Writing is a central feature of our science-based video game design project, and we come at it from a few different angles. One is the pre-planning and storyboarding that has to take place before they can begin building the game. The storyboards offer students a chance to articulate the vision of the game but also a way for us to chat about what they envision doing, the potential roadblocks, and a path forward.

Here are a few storyboard scenes:
Gaming Storyboards 2013

Gaming Storyboards 2013

Gaming Storyboards 2013

Gaming Storyboards 2013

Peace (in the game),

What They Choose: The Science in the Video Games

We’re in the midst of a video game design project. I queried students about the geology/science theme that underpins their video game projects, and created this chart that breaks down the topics. It’s no surprise that Layers of the Earth gets the most attention, as it translates nicely to a multi-leveled game.
Video Game Science Concepts

Peace (in the topics),

An Inside Tour of Student-created/Science-based Video Games

My current group of sixth graders is at the starting point of our video game design unit, and next week, they will be fully immersed in the making of games. But this week, as they brainstormed the science concept and story ideas that will form the narrative and informational frame of their video games, I shared with them this collection of looks inside projects from last year. The video captures a lot of the elements of the project.

Peace (in the game),
PS — if you want more information about our game design project, visit our website resource:

At MiddleWeb: Using Game Design to Reach Reluctant Writers, and Reviewing Close Reading

Some of you know that I also blog over at MiddleWeb and my most recent post was an offshoot of a vignette I shared at NCTE during NCTE President Sandy Hayes’s speech. The post has to do with reaching a reluctant boy writer with our game design unit, and how he was so inspired, he began writing a novel.

Kevin-Games-illus 400

View the post: Reluctant Writers and Game Design

The second is a book review of Falling in Love with Close Reading, which I highly recommend.

falling in love with close reading hodgson

Read my review

Peace (in the web),


Curating: Video Game Design in Schools

At NCTE, I gave two talks with a theme of Video Game Design (and just so you know, I don’t spent the year with video games although you might get that impression if you were in both sessions.) I use as a way to curate interesting resources and ideas around video game design for the classroom. This is my Video Game Design Scoop. Feel free to follow and borrow.

Peace (in the sharing),

The Genres of YouTube Videos and the Rise of Machinima

As I continue my exploration of video as text via DS106, I was intrigued by a growing collaborative document that was started in a previous DS106 group that examined the various genres of videos on YouTube. Going through the list reminded me again of how vibrant and creative people are in making videos, and how ever-widening the scope has become.

A few stats from YouTube to consider:

  • More than 1 billion unique users visit YouTube each month
  • Over 6 billion hours of video are watched each month on YouTube—that’s almost an hour for every person on Earth, and 50% more than last year
  • 100 hours of video are uploaded to YouTube every minute

Check out this word cloud that I created from the crowdsourced genre list:
YouTube Genres Wordcloud

And I added my own category at the end: Machinima, which is when folks take screenshot clips from favorite video games, and remix them into stories. It’s one of those video phenomenons that is huge in certain circles but often falls ways below our radar screens if you are not in the loop. In fact, it makes me wonder how many of our students are making these style of movies, publishing them to YouTube, without us (or their parents, probably) ever even knowing.

Check out a few examples:
The Awakening (via Sims)

A Child’s War (via Second Life)

In the Beginning: An Imagined Minecraft History (via Minecraft)

After spending some time yesterday examining scenes from Hollywood movies, I had a critical lens on as I watched these clips. Sure, the quality is not nearly the same. But the creativity and understanding of ideas around angles, composition and other elements of filmmaking are in there, and it makes me wonder how long it will be before a major production company takes the idea of Machinima and transforms it into a blockbuster (I think I saw previews of a tongue-in-cheek Lego game movie coming down the pike.)

Peace (in the game),


Game Review: Type Rider

So, this is one of those games that made my jaw drop because it is so beautiful, visual, and so interesting, content-wise. The IOS game is called Type:Rider and while it functions like any number of the “runner games” out there (your players move through levels by running, or in this case, rolling, from danger and obstacles), Type:Rider incorporates the idea of design and typography as its platform of play.

I know. I had trouble thinking how they would pull it off, too, but they do it in wonderful fashion. The player rolls two dots — which I believe are called “interpoints” in typography speak — through a series of levels built around different styles of fonts, and along the way, there are places to learn more of the history of the design of writing. The stories told about font development and typography, and therefore writing itself, is fascinating and the game developers give just enough of the juicy historical details to make things interesting before you had back into the game itself.


Each level consists of HUGE letters that became part of the game play itself, as you roll through rounded letters, jump over spiked points of type and move through an environment that seems perfectly scaled to feeling like a small point of font. The app suggests you use headphones for an immersive musical experience, and I agree. The music seems in sync with the style of font for each level, adding yet another element of design to the game play. And check out the background images behind the game itself. it’s another element of wonder here, with shadows and light giving the game a sense of mood.

I’ve only gotten my way through three levels in Type:Rider but I am impressed. Now, would this game be valuable to students? I don’t know. Yes, for the dynamics of play, but I suspect that interest in the history of typography might be a narrow field. Still, you would learn more than a few things about how the visual design of type impacts what and how we write, and what those choices mean to the books and texts we read.

The Type:Rider game costs $2.99 for the iPad, just so you know.

Peace (in the type),

PS — cool “behind the scenes” video of the making of the game: