aikoashiya
Sep 25, 2016
Undergraduate / Georgia Tech Essay Prompt: Students are often told what classes they should take. [5]
I don't believe GT has any course specifically related to board games, but they have many courses related to game design and creating games, whether that be through a digital or analog platform. In that essence, you need to think about what it is about your class that would stand out from these other design classes. Think of this prompt essentially as a pitch to GT to actually create the class - why would GT be interested in offering a class about board games?
While board games may be unpopular in Vietnam, I'm afraid that doesn't really relate strongly to a reason to creating a class at GT where the class would be offered to a diverse crowd of students not solely from Vietnam. Instead, your reasoning of wanting to promote board games to improve real-life interactions would be a better selling point.
It's true that you can gain a lot of valuable experience in designing a board game, but that is true in designing practically any type of project. These benefits are not unique to designing a board game, which is one of the biggest points I am trying to get across. Your class in itself should be unique (as in, not already offered at GT), but the lessons and learning done in the class also should try to come across as offering a unique perspective to prospective students. Why would other students be interested in your class, what kind of students would you be interested in teaching if you were the professor, what is the core idea of your class - these are some of the perspectives you should think from when writing your response.
When I said cut back, yes, I do mean to reduce the amount of description about the scenes of the game. It would be fine to include a sentence or even two describing a fantasy-like element to a board-game (though remember not all board games involve this kind of fantasy element, you need to consider that the scope of board games and that they involve many more genres than just fantasy, ranging from sci-fi to historical, and that board games also include strategy games from classics such as Chess to more modern games such as Catan). When over half of your prompt is simply describing a scene of a board game, not even of multiple board games, but seemingly of just one, your prompt comes across as very shallow and wasteful of your already small word limit.
Basically, I think you need to focus your response on the student body and why they would want to take the class. I don't think that board games are essentially so foreign of a concept that you need to give a long description of the class, but instead talk about what student might do in the class, what they should hope to get out of taking the class, and the benefits of the class.
I don't believe GT has any course specifically related to board games, but they have many courses related to game design and creating games, whether that be through a digital or analog platform. In that essence, you need to think about what it is about your class that would stand out from these other design classes. Think of this prompt essentially as a pitch to GT to actually create the class - why would GT be interested in offering a class about board games?
While board games may be unpopular in Vietnam, I'm afraid that doesn't really relate strongly to a reason to creating a class at GT where the class would be offered to a diverse crowd of students not solely from Vietnam. Instead, your reasoning of wanting to promote board games to improve real-life interactions would be a better selling point.
It's true that you can gain a lot of valuable experience in designing a board game, but that is true in designing practically any type of project. These benefits are not unique to designing a board game, which is one of the biggest points I am trying to get across. Your class in itself should be unique (as in, not already offered at GT), but the lessons and learning done in the class also should try to come across as offering a unique perspective to prospective students. Why would other students be interested in your class, what kind of students would you be interested in teaching if you were the professor, what is the core idea of your class - these are some of the perspectives you should think from when writing your response.
When I said cut back, yes, I do mean to reduce the amount of description about the scenes of the game. It would be fine to include a sentence or even two describing a fantasy-like element to a board-game (though remember not all board games involve this kind of fantasy element, you need to consider that the scope of board games and that they involve many more genres than just fantasy, ranging from sci-fi to historical, and that board games also include strategy games from classics such as Chess to more modern games such as Catan). When over half of your prompt is simply describing a scene of a board game, not even of multiple board games, but seemingly of just one, your prompt comes across as very shallow and wasteful of your already small word limit.
Basically, I think you need to focus your response on the student body and why they would want to take the class. I don't think that board games are essentially so foreign of a concept that you need to give a long description of the class, but instead talk about what student might do in the class, what they should hope to get out of taking the class, and the benefits of the class.