digital learning game design: lessons from the trenches
DESCRIPTION
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.TRANSCRIPT
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Digital Learning Game Design Lessons from the Trenches
Presented by Sharon Boller & Kristen Hewe2 Bo#om-‐Line Performance, Inc.
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What do we even MEAN by game? An ac4vity that has an explicit goal or challenge, rules that guide achievement of the goal, interac6vity with either other players or the game environment (or both), and feedback mechanisms that give clear cues as to how well or poorly you are performing. It results in a quan6fiable outcome (you win/you lose, you hit the target, etc). Usually generates an emo6onal reac6on in players.
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Learning Game Design Process
Tools & Templates
6 Lessons: Best Prac4ces; PiMalls to Avoid
Goals for Today
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Learning Game Design Process
Play games; evaluate what you
are playing
Get familiar w/ game elements & how to use them.
Think about the learning – and then the game.
Dump ADDIE. Go agile instead.
Playtest.Playtest. Did I say playtest?
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Let’s Play Games (and Evaluate)!
Use Handout Page 5 to do your evalua4on of
these games as we play.
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Think About Learning FIRST Game Topic
Who’s the target audience? (incl. characteristics)
The INSTRUCTIONAL goal is:
The LEARNING objectives are:
Key content to include
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Then Consider the Game
Game Goal Core Dynamic(s)?
Game Mechanics (aka “rules”)
Game Elements • Theme • Story • Cooperation • Competition • Etc.
• Strategy • Chance • Aesthetics • Resources
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Dump ADDIE; go agile instead (iterative) Playtest. Playtest. Did I say playtest?
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Learning Game Design Process
Tools & Templates
6 Lessons: Best Prac4ces; PiMalls to Avoid
www.bo#omlineperformance.com
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3 Guiding Principles 1. Play and evaluate lots of digital games
before you starting designing your first one.
2. Pay attention to how different core dynamics and different game mechanics affect the game play and the learning experience.
3. PLAYTEST! Many, many times… and with the right audience. Expect lots of fixes each time.
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6 Lessons 1. You need game content– even at the first
prototype.
2. Aesthe6cs and theme drama4cally affect desire to play.
3. Fantasy has high appeal – even to “corporate” learners.
4. Players need help figuring out how to play – but typically won’t opt for it.
www.bo#omlineperformance.com
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6 Lessons 5. Keep rule and game complexity propor6onal to
the amount of 4me people will play the game.
6. Scoring is hardest element to get right – keep trying un4l you do.
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Game content is needed – even in the first prototype.
– h#p://theknowledgeguru.com/c2_examples/GGB/storyShuffle/
– h#p://theknowledgeguru.com/GameBuilder/LateForLunch/
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1
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Aesthe6cs and theme affect desire to play.
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2
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From Ho-‐Hum
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To Pre2y Fun
h#p://www.theknowledgeguru.com/gamedesign/
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To Pre2y Fun
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To Pre2y Fun
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Don’t dismiss fantasy. It engages people a lot. They can learn even if the theme doesn’t mirror reality.
www.bo#omlineperformance.com
3
http://theknowledgeguru.com/c2_examples/GGB/MakingGold_v96/
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Players need help figuring out how to play so build help in via levels, resources, and tutorials.
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4
Early prototype – no tutorial Later itera4on – tutorial, guided play
h#p://www.theknowledgeguru.com/GameBuilder/Elevator/
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Make complexity propor4onal to expected playing 4me. Cogni6ve overload is real.
www.bo#omlineperformance.com
5 Scoring is hardest element to get right.
Cri6cal for player engagement. Takes hours – and mul4ple playtests -‐ to plan out and do well.
6
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Scoring Algorithm FTM
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Learning Game Design Process
Tools & Templates
6 Lessons: Best Prac4ces; PiMalls to Avoid
www.bo#omlineperformance.com
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Tools & Templates
• Primer on Play (p. 1) – Terms and defini4ons – Core Dynamics – descrip4ons of common ones – Game Elements and ?s to ask when considering whether to include/exclude from a game
• Game Evalua4on Worksheet (p. 5) • Learning Game Design Checklist (pp. 7-‐10) • Learning Game Design Template (Slides 6-‐7) • Playtest field guide (p. 11)
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Learning Game Design Process
Tools & Templates
6 Lessons: Best Prac4ces; PiMalls to Avoid
www.bo#omlineperformance.com
???
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Thank You • sharon@bo#omlineperformance.com • www.bo#omlineperformance.com/lolblog • Twi2er: @sharon_boller • (317) 861-‐5935 – office
www.bo#omlineperformance.com
• kristen@bo#omlineperformance.com • Twi2er: @KristenNHewe# • (317) 514-‐1860 -‐ office