Play → Name → Make → Reflect
The weekly rhythm of VG101 - and our core pedagogical method. Learning videogame design isn't about reading theory first. It's about feeling, then naming, then making, then understanding.
The Sequence
1. Play
Experience videogames firsthand. Not analyzing yet - just playing. Letting the videogame affect you.
What students do: Play assigned videogames with journaling prompts. Notice what they feel. Don't explain yet.
2. Name
Give vocabulary to the experience. "That feeling when you dash" becomes "the dash gesture." "Where did that mechanic come from?" becomes "aesthetic heritage."
What students do: Learn concepts that name what they've already felt. Discuss. Make connections.
3. Make
Create something that embodies the concept. Not just talk about gestures - build one. Use the Code Bank scaffolds.
What students do: Small, focused making exercises. Recreation, modification, original work.
4. Reflect
Step back and understand. What did you make? Why did it work or not? How does this change how you see videogames?
What students do: Written reflection, critique sessions, connecting to larger ideas.
Then repeat. Each week, a new cycle.
Why This Order?
The conventional order - theory first, application second - doesn't work for videogame design.
| Conventional | Play → Name → Make → Reflect |
|---|---|
| Read about jumping | Jump in a videogame, feel it |
| Learn "game feel" vocabulary | Give name to what you felt |
| Try to implement jump | Build a jump that matches the feeling |
| Grade the implementation | Reflect on what you learned |
The problem with theory-first: students learn words without referents. "Ludonarrative dissonance" means nothing until you've felt the dissonance.
The Play → Name → Make → Reflect sequence ensures that vocabulary attaches to felt experience, and that understanding emerges from making.
Play: What Counts?
"Play" isn't just passing time with videogames. It's active, attentive engagement.
Good playing:
- Playing with a question in mind ("What makes this jump feel good?")
- Journaling while or after playing
- Playing something unfamiliar (not just comfort videogames)
- Playing critically (noticing choices, not just reacting)
Less useful playing:
- Mindless grinding
- Checking phone while playing
- Only playing what you already know
The assignment matters: what question are students taking into play?
Name: Vocabulary That Fits
Naming should feel like relief, not burden.
If we've shown students Celeste and had them write about the dash, then we introduce "gesture" - they should think "oh, that's what that was!"
If they're confused by "gesture," we introduced it too early. They needed more play.
Naming principles:
- Name what they've experienced
- Use terms that help, not impress
- Let naming emerge from discussion, not just lecture
- Connect new names to old names
Make: Constrained Creating
Making should be scoped and focused, not open-ended.
"Make a videogame" is paralyzing.
"Recreate the Celeste dash using the dash scaffold in 30 minutes" is actionable.
Good making prompts:
- Clear scope (one gesture, one system, one level)
- Available tools (Code Bank scaffolds, not raw engine)
- Time limit (forces prioritization)
- Evaluable criteria (what does "done" mean?)
The constraint is the gift. Freedom overwhelms; constraint enables.
Reflect: Closing the Loop
Reflection is where learning consolidates. Without it, students do but don't understand.
Reflection prompts:
- "What surprised you in the making process?"
- "How is what you made different from what you planned?"
- "What would you do differently?"
- "How does this change how you see the original videogame?"
Written reflection is valuable, but so is critique: presenting work and receiving feedback.
The Rhythm Across VG101
| Week | Play | Name | Make | Reflect |
|---|---|---|---|---|
| 2 | Celeste, Katamari | Gesture | Recreate a gesture | What is a gesture? |
| 3 | Trace gestures backward | Aesthetic Heritage | Heritage Translation | What's inherited? |
| 4 | Permission-heavy videogames | Permissions | Permission Audit | What does this allow? |
| 5 | Feel-focused videogames | Feedback & Readability | 30-Minute Action | What makes feel? |
| ... | ... | ... | ... | ... |
Each week cycles through the sequence with different content.
Meta-Pedagogy
This entry is about pedagogy, so the "craft" section is meta.
Why We Designed This Rhythm
We came from music education, where the sequence is obvious: listen, name (theory), practice, reflect. You don't teach music theory before students have heard music. Videogames should work the same.
Challenges
Students trained in lecture-first education sometimes resist playing before reading. They want to "know the answer" before engaging. The rhythm requires unlearning that expectation.
Assessment Alignment
If the rhythm is play → name → make → reflect, assessment should match. We assess reflection and making, not vocabulary recall.
The Role of Failure
"Make" often involves failure. That's intentional. Reflection on failure is some of the best learning. (See: Debugging as Literacy)
Common Pitfalls
"Play" becomes passive consumption:
Without journaling prompts or questions, "play" can become just playing. The assignment structure matters. Give students something to attend to.
"Name" becomes lecture:
Naming works best as dialogue, not delivery. Ask students what they noticed, then provide vocabulary for what they're describing.
"Make" becomes overwhelming:
Scope aggressively. A 30-minute constraint is better than a week-long project. Small wins build confidence.
"Reflect" gets skipped:
When time is short, reflection goes first. Resist this. Reflection is where learning consolidates. Build it into class time, not just homework.
Theoretical Background
Key Influences
John Dewey: Learning by doing. Experience precedes abstraction. The philosophical backbone of this approach.
Donald Schön: The Reflective Practitioner. Reflection-in-action and reflection-on-action. The idea that professionals learn by reflecting on what they do.
Kolb's Experiential Learning Cycle: Concrete experience → reflective observation → abstract conceptualization → active experimentation. Our rhythm maps loosely to Kolb.
Studio pedagogy: Art, architecture, design schools all use variations of this rhythm. Make, critique, reflect, iterate.
What We're Resisting
The lecture-exam model. Videogame design isn't learned by absorbing information. It's learned by making things and understanding what you made.
The "naturalistic" fallacy. Just playing doesn't teach design. Unstructured play is valuable, but it's not education. The structure (naming, focused making, reflection) is essential.
Unresolved Questions
- How do you assess the "play" and "name" phases? Can they be graded without distorting them?
- Does this rhythm work for all students? Some may need more structure, more theory, more time.
- How does this scale? Studio pedagogy is labor-intensive. How do you run this with 100 students?
References
- Dewey, John. Experience and Education (1938)
- Schön, Donald. The Reflective Practitioner (1983)
- Kolb, David. Experiential Learning (1984)
Related
- Gesture - Week 2 concept, first "name" in the sequence
- Aesthetic Heritage - Week 3 concept
- Debugging as Literacy - failure as learning
- Code Bank - tools for the "make" phase