GAME 1: SEQUENCE Goal: Get the cards in the right order within 90 seconds’ time. Set up and Rules: • Deal out the cards to members of your row. Person who starts the deal is Person #1. Every other person in the row should get a card. (Persons 1, 3, 5, 7, etc.). • You have 90 seconds to re-arrange the cards or yourselves so the words on the cards match the order they appear below. Discard cards that do not belong. • For your team to win, Person #1 should hold the first card on the list. The rest should be held by Persons 2 – 14 in the row. Person #15 should have all discards. • Card holders may NOT talk. Nonverbal cues are allowed. 1. Activity 8. Players 2. Explicit 9. Game Environment 3. Goal 10. Feedback Mechanisms 4. Challenge 11. Cues 5. Rules 12. Performing 6. Players 13. Quantifiable outcome 7. Interactivity 14. Emotional reaction 1 Copyright Bottom-Line Performance, Inc 2017 Contact: Sharon Boller via email : [email protected] or via Twitter: @Sharon_Boller COMMERCIAL GAME EVALUATION WORKSHEET The game goal: What was it and was it engaging? Core Dynamic(s) used in the game: Game Mechanics: List up to 3 game rules from the game Identify game elements used in the game and describe the key ones (delete or add to the list as needed) __ Aesthetics __ Chance __ Resources __ Conflict __ Rewards __ Competition __ Strategy __ Cooperation __ Theme __ Levels __ Time __ Cooperation __ Story How did you know how you were doing in the game? What feedback did you get What aspects of this game could be inspiration for a learning game? General Comments 2 Copyright Bottom-Line Performance, Inc 2017 Contact: Sharon Boller via email : [email protected] or via Twitter: @Sharon_Boller A PRIMER ON PLAY Definitions and Terms Term Definition Game (highlighted words used in Sequence game) An activity with an explicit goal or challenge. It includes rules for players and/or the system (if a digital game). It requires interactivity with other players and/or the game environment. It includes feedback mechanisms that provide players with clear cues on how they are performing. It results in a (win/lose, hit the target, achieve the goal, etc), and it often triggers quantifiable outcome an emotional reaction in players. Learning Game (aka “serious game”) A subset in the genre of games that is focused on specific learning objectives (since we think all games teach!). Learning games can be used to help people learn new knowledge or to reinforce what’s already been learned. Simulations are a subset of learning games; simulations focus on emulating the real world as much as possible and re-creating the conditions under which someone will perform the job. They provide a safe place to practice the skills without any real-world consequences. Gamification Using game-based mechanics (such as storytelling, points, continuous feedback, levels, etc.), aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. Gamification does not equal game. Game Goal What players are trying to achieve: what constitutes a “win.” Core Dynamic A description of the game play; what players have to do to win the game. Examples include territory acquisition, collection, exploration, building, race to the finish. Game Mechanics The rules of play. If the game is digital, these mechanics include the system rules. The rules define what players can and cannot do in achieving the goal. They also define what happens after a play does something in the game. Game Elements Features that help immerse players in the game. Things such as aesthetics, story, conflict, chance, resources, and strategy are all game elements designers can use to help create an immersive, fun play experience. 3 Copyright Bottom-Line Performance, Inc 2017 Contact: Sharon Boller via email : [email protected] or via Twitter: @Sharon_Boller FREQUENTLY USED CORE DYNAMICS How do you win the game? When you tell someone about a game, you typically describe how you win or what you have to do to win. Example for Risk: “Be the one to take over the most territories and achieve world domination.” The choice of core dynamic(s) is a major element in making the game fun to play; we play because we want to engage in whatever core dynamic(s) the game includes. This chart lists common core dynamics. Any game you design will likely use one or more of these dynamics. Some games have only one. Others may use two or three. In learning games, less is often best: Dynamic Commercial games that use this dynamic Race to the finish – get to the finish before anyone else Life, Candy Land, Mario Kart Territory acquisition – acquire – or take – land, typically to create an empire or own the most of something. Risk, Settlers of Catan, Monopoly Exploration – wander around and check out various aspects of your game world to see if you can find things of value. Minecraft, Civilization Collecting – find and get specified objects/people. Trivial Pursuit, Checkers, Rescue or escape – get out of a situation/place you are in. City of Heroes, Forbidden Island, Capture the Flag Alignment – arrange game pieces in a particular order Tic-Tac –Toe, Bejeweled Forbidden Act – get fellow players to break the rules, make a wrong move, or do something they shouldn’t Twister – get someone to fall; Operation – get someone to touch an edge, Great Divide – get someone to break contact, Stare contest – get someone to laugh Construct/Build – create something using specified resources. Sims, Roller Coaster Tycoon Outwit - Use specialized knowledge or skill to defeat an opponent Stratego, chess Solution: Solve a problem or puzzle. SpellTower, Rooms and Doors 4 Copyright Bottom-Line Performance, Inc 2017 Contact: Sharon Boller via email : [email protected] or via Twitter: @Sharon_Boller GAME ELEMENTS – AND USING THEM IN LEARNING GAMES Element Questions to ask when designing a learning game. Aesthetics – the visual look of the game and the various game parts. • Do my visuals intrigue? • Do they mirror something relevant? • Do they clarify game play? Chance – elements you include to equalize the playing experience, to add an element of surprise, or to derail players. Chance can be useful; it can often be unintentional. Playtest is required to make sure you aren’t creating a game where winning occurs largely by chance. • Is the use of chance deliberate or an accident? • What real-world elements in the person’s job are equivalent to chance within a game? Competition – players are in opposition to each other with one player attempting to gain the advantage over another. • Is competition a key factor in real-world success? • Does pitting one player against another help/hinder the learning experience? • Should players compete against each other – or against the game itself? Or both? Conflict – something the player has to overcome; something to be conquered or to create a sense of urgency. • Does the game conflict mirror what I need them to learn? • Does it facilitate what I want them to learn? Cooperation – players work together to achieve a goal – or at least to manage a given challenge within a game. • Is there value in having players work together? Does it help – or hinder – learning? • Do I want to create unique roles – or having everyone focused on the same thing? • Do I want to start my game off easy and let it get harder? Does that make sense for what I’m trying to help people learn? • Do I need to account for different experience levels? Levels – a game can be organized into levels of play to allow players to go from novice to mastery or to allow players from different experience levels all play the same game. Many games do not have levels; others offer them. Levels typically indicate a progression of difficulty through a game. 5 Copyright Bottom-Line Performance, Inc 2017 Contact: Sharon Boller via email : [email protected] or via Twitter: @Sharon_Boller Element Questions to ask when designing a learning game. Resources – assets such as money or objects that help a player gain an advantage. Typically resources can be acquired or lost during a game with some resources allocated to a player at the start. • What resources make sense? • Have I made my resources too complex? • In the real world, what resources would people be able to use? Should I incorporate versions of these into the game? How? Rewards –achievements players earn – either based on performance or completion. Not all games include them. • What reward structure makes sense? • How do I link rewards to relevant feedback on performance? Story – a narrative that either weaves throughout an entire game or sets up the reason you are playing the game and elaborates on the theme. • Would story add to this game? • Can story be used as a learning tool? • Will story help learners embrace, get immersed in the game? • How are my game’s strategy elements mirroring real-world contexts? • Is the strategy in the game appropriate to the learning objectives? • Are my strategic elements too simplistic? Too complex? Necessary? • Do I want a theme? • Will a theme facilitate game play or motivation? Can it help players’ engagement? Can it be used to link to a real-world context? • Can it be symbolic? • Is time a necessary component of doing the task I’m helping people learn in the game? • Is there a way I should be compressing time? Strategy – elements you include to force the player to analyze and consider various options. Gives the player high control over the game’s outcome. (Think Chess, Stratego, Risk) Theme – a backdrop for a game. Some games use them; others are devoid of theme. (Scrabble has no theme. Forbidden Island has one.) Time – in a game, time can be compressed (something that would really take hours or days can be compressed into minutes) it can serve as a resource that players can gain/lose, or it can be a complete nonfactor. It can also be integrated into the game goal with players racing against time to win the game. 6 Copyright Bottom-Line Performance, Inc 2017 Contact: Sharon Boller via email : [email protected] or via Twitter: @Sharon_Boller
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