[game_edu] What would be your ideal design classroom setup?

Bill Crosbie bcrosbie at rci.rutgers.edu
Wed Apr 15 21:23:10 EDT 2009


Hey everyone,

I'm hoping to leverage the collective wisdom of the community on an
issue. There is an undeveloped space in our building that I am trying
to convince our administration should be converted for collaborative
work areas for my game design/development students.

If you are presently happy with the layout of your classroom, could
you share how you are utilizing your space? If you are dissatisfied
with the layout of your classroom, what is making your life difficult?
And ideally, what would you change about your space?

I'll get the ball rolling.

What I am currently working in is a standard computer lab style
classroom that is shared with other courses. There are 28 computers
set up in rows facing a large white board. One additional small
whiteboard at the back of the room. The room has standard cinder
block walls.

The layout and furniture choices make paper prototyping, playing
card/board games, or even for collaborative work in groups larger than
2 or 3 very difficult. Having multiple groups working in this space
is a challenge.

I have taken to bringing in large sheets of foam core as portable tack
boards for concept art and the two foot post-its for brain-storming
sessions and ideas that need persistence across class sessions.


What I am envisioning is a studio space with zones set up for multiple
project groups where concept art, team brainstorming, scheduling etc
can be left up between classes. The center of the room would be for
group meetings/prototyping, and ideally would be reconfigurable to
support a variety of team sizes. Power and network jacks in the floor
for high speed connections, and WiFi available in the room for those
who prefer to remain unfettered. The classroom would contain a laptop
cart to support tech prototyping.

Thanks in advance for any and all help,

Bill
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
It is humbling almost to the point of despair to discover that 15
dozen screenfuls of ponderous commentary produced by a small
liberal-arts faculty worth of beardy gamer geeks can, with almost zero
loss of insight, be reduced to the three panels of a Penny Arcade
cartoon.
~ Julian Dibbell quoted in Wired (September 2007)


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