ten principles we can learn from game designers julie dirksen usable learning
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Ten Principles We Can Learn From Game Designers Julie Dirksen Usable Learning. Big Learning Nerd. But First, Meet Allison. Allison is a brand new instructional designer, who just got hired for her first job. - PowerPoint PPT PresentationTRANSCRIPT
TEN PRINCIPLES WE CAN LEARN FROM GAME DESIGNERS
JULIE DIRKSENUSABLE LEARNING
Big
Learning
Nerd
© Usable Learning 2013
BUT FIRST, MEET ALLISON
Allison is a brand new instructional designer, who just got hired for her first job.
I’m really excited – I studied game-based learning in school,
and my new boss is really enthusiastic about the idea!
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Donald, Allison’s new boss is pretty enthusiastic.
HER BOSS IS ON BOARD…
We hired Allison partly because she can bring a fresh new perspective. I’ll need to
coach her on the business end, but she’s got some great
ideas.
We are going to find a learning game project for her
right away.
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…there’s a new development…
BUT THEN….
Hey, Allison, I have some great news!
I just got the offer to head up all of South American training!
It’ll be a chance to perfect my salsa
moves.
And oh yeah – you’re getting a new boss.
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Lena is not a “game-y” person.
THE NEW BOSS
I’m not sure I see the business value of games for
learning.
Allison is going to have be pretty convincing, and make
the case for this project.
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Green Work Practices Software Training
Safety Compliance
ALLISON’S DILEMMA
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MAKING THE CASE
Video Game Stare
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Making the business case
MAKING THE CASE FOR GAMES
Lena needs more than “engagement”
to convince her.
Secret:It’s not really about engagement.
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THE BOSS PRIZE OF E-LEARNING
FamiliarizationComprehension Conscious EffortConscious ActionProficiencyUnconscious Competence
- From Electronic Performance Support Systems by Gloria Gery
Glucose Metabolic Rate after several weeks of Tetris Practice
Tip #1DESIGN FOR
FEEDBACK
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What does the feedback loop look like?
FEEDBACK
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CYCLES OF EXPERTISE
Principle: Expertise is formed in any area by repeated cycles of learners practicing skills until they are nearly automatic, then having those skills fail in ways that cause the learners to have to think again and learn anew...
Games: Good games create and support the cycle of expertise...This is, in fact, part of what constitutes good pacing in a game.
- James Paul Gee
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ANYBODY EVERY PLAYED DINER DASH?
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How often do users get feedback in e-Learning?
FEEDBACK FREQUENCY
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Positive FeedbackNegative FeedbackRewardPunishment
BETTER THAN A SKINNER BOX
Tip #2TALK TO THE
ELEPHANT
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How long is your attention span?
FIRST, LET’S START WITH ATTENTION
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Let’s talk about attention…
LET’S START WITH THE ELEPHANT
Jonathan Haidt, The Happiness Hypothesis
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THE RIDER
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THE ELEPHANT
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SO, WHEN THERE’S A CONFLICT…
Who do you think wins?
Tip #3URGENCY MATTERS
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URGENCY MATTERS
We are creatures of urgency:
Maybe I should
consider retirement planning…Basically, the elephant is
bad at waiting for stuff.
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WE HAVE TROUBLE WITH THIS…
We are also loss averse…
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WHICH DO YOU THINK WORKS BETTER:
I guess I’ll be glad I know this someday
…
I’m really glad I
know this now…
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AND THE FUTURE IS SOOOOO FAR AWAY…
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WE MAKE DECISIONS DIFFERENTLY FOR OUR FUTURE SELVES
Current self
Future self
Pronin et al 2008
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IT’S ABOUT CAKE VS FRUIT SALAD
Shiv and Fedorikhin 1999Heart and Mind in Conflict: The Interplay of Affect and Cognition in Consumer Decision Making
Tip #4ACCOMPLISHMENTS
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Instead of WIIFM, How about WCIDWT?
PURPOSE
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WCIDWT?
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A goal needs to be an accomplishment
GOALS = ACCOMPLISHMENTS
You completed Module 4!I crushed the quarterly sales goal!
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Would you rather:
THEY NEED TO BE INTERESTING CHOICES
Go faste
r
Be safer
Tip #5STRUCTURED FLOW
OF GOALS
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NEXT, LET’S TALK ABOUT GOALS
Image Credit – Sebastian Deterding http://www.slideshare.net/dings/dont-play-games-with-me-promises-and-pitfalls-of-gameful-design
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EVER BEEN ROCK CLIMBING?
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Image Credit – Sebastian Deterding http://www.slideshare.net/dings/dont-play-games-with-me-promises-and-pitfalls-of-gameful-design
MICRO-LEVEL GOALS
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MEDIUM GOALS
Image Credit – Sebastian Deterding http://www.slideshare.net/dings/dont-play-games-with-me-promises-and-pitfalls-of-gameful-design
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Image Credit – Sebastian Deterding http://www.slideshare.net/dings/dont-play-games-with-me-promises-and-pitfalls-of-gameful-design
END GOAL!
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BUT WAIT…
5.0 to 5.4 There are two hand- and two footholds for every move; the holds become progressively smaller as the number increases.5.5 to 5.6 The two hand- and two footholds are there, obvious to the experienced, but not necessarily so to the beginner.5.7 The move is missing one hand- or foothold.5.8 The move is missing two holds of the four, or missing only one but is very strenuous.5.9 The move has only one reasonable hold which may be for either a foot or a hand.5.10 No hand- or footholds. The choices are to pretend a hold is there, pray a lot, or go home.5.11 After thorough inspection you conclude this move is obviously impossible; however, occasionally someone actually accomplishes it. Since there is nothing for a handhold, grab it with both hands.5.12 The surface is as smooth as glass and vertical. No one has really ever made this move, although a few claim they have.5.13 This is identical to 5.12 except it is located under overhanging rock."
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THERE’S MORE…
5.0 to 5.4 There are two hand- and two footholds for every move; the holds become progressively smaller as the number increases.5.5 to 5.6 The two hand- and two footholds are there, obvious to the experienced, but not necessarily so to the beginner.5.7 The move is missing one hand- or foothold.5.8 The move is missing two holds of the four, or missing only one but is very strenuous.5.9 The move has only one reasonable hold which may be for either a foot or a hand.5.10 No hand- or footholds. The choices are to pretend a hold is there, pray a lot, or go home.5.11 After thorough inspection you conclude this move is obviously impossible; however, occasionally someone actually accomplishes it. Since there is nothing for a handhold, grab it with both hands.5.12 The surface is as smooth as glass and vertical. No one has really ever made this move, although a few claim they have.5.13 This is identical to 5.12 except it is located under overhanging rock."
Demo: Allen Interactions
Demo: Allen Interactions
Demo: Allen Interactions
Tip #6INCREASING
DIFFICULTY
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EVEN IF YOU DON’T NOTICE IT…
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EVEN IF YOU DON’T NOTICE IT…
The Art of Game Design
By Jesse Schell
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HOW ABOUT MONOPOLY?
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POP QUIZ
How you do you say:
“Mihaly Csikszentmihalyi”
cheat code
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WHAT’S FLOW?
Flow: The Psychology of Optimal Experience
By Mihaly Csikszentmihalyi
ArousalAnxiety
Worry Control
RelaxationApathy Boredom
Flow
Low Skill LevelHigh
Ch
allen
ge L
evel
High
Low
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THE FLOW CHANNEL
Challenge
Abili
ty
Flow Channel
- Flow: The Psychology of Optimal Experience by Mihaly Csikszentmihalyi
Tip #7DESIGN FOR
AUTOMATICITY
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WHAT’S HAPPENING IN THE BRAIN?
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WHAT IS GOING ON WHEN YOU ARE LEARNING SOMETHING NEW?
Well, areas like your frontal cortex gets busy. It starts burning a lot of fuel, and hits its limits pretty quickly.
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WHAT IS GOING ON WHEN YOU USING A REGULAR PATTERN YOU ALREADY KNOW?
That leverages parts of the brain/brain functions that can run without a lot of conscious attention.
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MOST CLASSES ARE BIKING STRAIGHT UPHILL
New New New New New New
Whew!
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GAMES, ON THE OTHER HAND…
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Some new stuff, pretty easy
though
Stuff you know plus a bit more
Stuff you
know, maybe a little faster
Stuff you
know plus a
bit more
Stuff you
know, kicked up a notch
Boss Fight
Glucose Metabolic Rate after several weeks of Tetris Practice
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IT ALSO ALLOWS YOU TO PAY ATTENTION TO WHAT’S DIFFERENT.
In this model, everything is new and everything is important (so nothing is).
Whew!
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IT ALSO ALLOWS YOU TO PAY ATTENTION TO WHAT’S DIFFERENT.
In this model, the new material is mixed in with existing stuff, so the new material stands out.
Whew!
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KEEP IT BALANCED
Challenge
Abili
ty
Flow Channel
Tip #8MAKE THINGS
VISCERAL
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LET’S TALK ABOUT VISCERAL FEEDBACK
http://vhil.stanford.edu/pubs/2011/VHIL-technical-report.pdf
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CONSEQUENCE-BASED FEEDBACK
“Incorrect, a better choice would be to establish a perimeter before proceeding into the secure area.”
BLAM!
“You just triggered a secondary device, killing yourself and several bystanders…”
This is opinion... …while this is data.
Tip #9MAKE IT FUN
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TYPES OF FUN
Fiero or Hard Fun Overcoming Challenges, Solving Puzzles
Easy Fun Curiosity, Exploration, Discovery and Surprise
People Fun Socializing, Collaboration
Serious Fun Excitement, Relaxation
Nicole Lazzaro: The 4 Fun Keys
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TAXONOMY OF GAME PLEASURES
Leblanc's Taxonomy of Game Pleasures
1. Sensation2. Fantasy3. Narrative4. Challenge5. Fellowship6. Discovery7. Expression8. Submission
Additional (Schell)
AnticipationDelight in another's
misfortuneGift givingHumorPossibilityPride in an accomplishmentPurifi cation (and Set
Completion)SurpriseThrillTriumph over adversityWonder
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There’s no such thing as mandatory fun.
GAME EXPERIENCE - FUN
Hmm…I realize that gaming
experiences are fundamentally subjective, but
objectively speaking, this
game is just not fun.
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Is five dollars a good reward?
BE CAREFUL ABOUT REWARDS
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GOOD SURPRISES ARE GOOD
Pleasant surprises cause a dopamine spike
“PAY ATTENTION! If this is good, then you want
more.
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EVEN BAD SURPRISES ARE GOOD
Unpleasant surprises cause a dopamine drop.
“PAY ATTENTION! This is bad. Avoid in future.”
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NO SURPRISES ARE BAD
Hmm. I wonder what I should
have for dinner...
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GAMES DO THIS WELL
Gold Coin
Gold Coin
Gold Coin
Gold Coin
Super Platinum Hammer of Death™ that lets you SQUASH
evildoers!!!
Tip #10DON’T MAKE CRAPPY
GAMES
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MATCH GAMEPLAY TO THE REAL TASK
Games are good at teaching you how to play games (not necessarily how to actually do things)
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Is this a good game?
MATCH GAMEPLAY TO CONTENT
logo
logo
logo
logo
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PLAYTEST LIKE CRAZY
You HAVE to test games out.
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PLANTS VS ZOMBIES LEVEL DIFFICULTY
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Green Work Practices Software Training
Safety Compliance
ALLISON’S DILEMMA
I need to decide.
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Green Work Practices
Software Training
Safety Compliance
ALLISON’S DILEMMA
10 Tips:
1. Design for feedback
2. Talk to the Elephant
3. Urgency Matters
4. Design for accomplishments
5. Create a structured flow of goals
6. Increase difficulty
7. Design for Automaticity
8. Make it visceral
9. Make it fun (use surprise and unexpectedness)
10.Don’t make crappy games (Match gameplay to
real task)
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Thanks! Julie DirksenUsable Learning [email protected]: usablelearningLinkedin: Julie Dirksen
References here:
http://bit.ly/TKgame
QUESTION? COMMENTS? VIOLENT DISAGREEMENT?