Creating Game-like Engagement without a Game Desginers Budget

105
Creating Game-like
Engagement without a
Game Desginers Budget
Julie Dirksen, Usable Learning
March 24 – 26, 2010
Orlando, FL
Creating Game-like
Engagement
(without a Game Designer’s Budget)
Learning Solutions 2010
Julie Dirksen – March 24, 2010
Image via CC license http://www.flickr.com/photos/amagill/3367543094/
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Video
Game
Stare
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What’s your budget?
- From www.gdmag.com/freeyear
Available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Halo 3 Sold 8 million copies
Take from http://www.bungie.net/images/Games/Halo3/Screenshots/Halo3_Valhalla-3rdperson-01.jpg
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What games do you play?
•
•
•
•
•
•
•
Adventure / Strategy
Role-playing (RPG)
Multiplayer Online Games (MOG/MMOG)
Sports / Racing Arcade
First Person Shooter (FPS)
Casual Games (Puzzle Games, Tetris, etc.)
Simulations
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What games do you play?
• Platforms
– Console games (Xbox, Playstation,
Nintendo, Wii)
– Online single player games
– Online multiplayer games
– Other PC or Mac games
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
How many of
you are using
games for
learning now?
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Is this “educational gaming?”
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
So what do we do about it?
“It may sound trite, but for us educational
games are first and foremost games. Whether
a bona-fide contest with logical rules and a
winning condition, or a Sim City-style sandbox
playtoy, a game experience needs to have
certain basic elements to be a meaningful
experience for players.”
- Eric Zimmerman
So, what are those elements?
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
1
Feedback
2
Structure
3
Attention
4
Tools
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
1
Feedback
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Feedback in e-learning:
Good Job! You correctly identified Option
A as the correct answer. That is correct!
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Let’s play a game
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What types of Feedback did you
see?
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
How games do feedback:
Points
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
How games do feedback:
Collecting
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
How games do feedback:
Time
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
How games do feedback:
Sound
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
How games do feedback:
Events /
Reactions
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Feedback Frequency
How often do users get feedback in eLearning?
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Better than a Skinner Box
•
•
•
•
Positive Feedback
Negative Feedback
Reward
Punishment
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
•
Points can provide
greater degree of
ambiguity & determine
outcomes
•
Multifaceted feedback
(facial expressions,
coaching, line graph,
thoughts)
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
• Different types of elements
to be collected
• Motivational element
• Tracking progress
• Completion
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Special Collecting: The Power-up
Power-ups: Improves the abilities of the
player
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What I really find interesting:
• Gameify!
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
2
Structure
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
The boss prize of e-learning
•
•
•
•
•
•
Familiarization
Comprehension
Conscious Effort
Conscious Action
Proficiency
Unconscious Competence
- From Electronic Performance Support Systems by Gloria Gery
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
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
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
How games do feedback:
Leveling
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Leveling
• If you are not
proficient enough,
you don’t move
on until you are
proficient.
• Completion =
proficiency
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
So, can we just put more levels into
e-Learning?
Module 1 Module 2 Module 3 Module 4 Module 5 Module 6
TEST
TEST
TEST
TEST
TEST
What does this get us?
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What’s happening in the
brain?
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What is going on when you are
learning something new?
Well, your frontal
cortex gets busy. It
starts burning a lot
of fuel, and fills up
pretty quickly.
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What is going on when you using a
regular pattern you already know?
That leverages
parts of your mid
and hind brain–
parts of the brain
that can run without
a lot of conscious
attention.
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Glucose Metabolic Rate after several weeks of Tetris Practice
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
How is most e-Learning
structured?
Module 1 Module 2 Module 3 Module 4 Module 5 Module 6
Intro
New Info
More new
Info
Even more
new Info
Yet again
with the
new info
Summary
Whew!
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
How are most games
structured?
Level 1
Level 2
Level 3
Level 4
Level 5
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
Level 6
Boss
Fight
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
It’s a lot like flow:
Ability
Flo
el
n
n
ha
C
w
Challenge
- Flow: The Psychology of Optimal Experience by
Mihaly Csikszentmihalyi
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
It also allows you to pay
attention to what’s different.
Whew!
In this model, everything is new and
everything is important (so nothing is).
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
It also allows you to pay
attention to what’s different.
Whew!
In this model, the new material is
mixed in with existing stuff, so the
new material stands out.
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
We all need a rest
sometimes:
Whew!
If you don’t give people a break,
they will take it anyway.
Wait, this is
important
Tuned out
Okay, I
get it
Uh huh.
Uh huh...
Brain
dead,
leaking out
the ears
Kind of
distracted
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Goals, Goals and Goals
• Immediate, Short-term and Long-term
goals
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Goals in Diner Dash
• Immediate Goal – Task / Level
• Short-term Goal – Stage
• Long-term Goal – Game Completion
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Long-term Goal: The boss
fight
When you put all the
skills you’ve learned
together to beat the
BOSS.
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
The boss fight
“On the boss fight, you are
ready to fail 5-6 times until
you get it.
If I get a boss on the 1st try,
I think it’s too easy.”
- MS Hunter
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
• Examples: Dialog Coach
http://www.dialogcoach.com
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Leveling
• Intermittent goals and
overall goal
• Variable mastery of levels
• Gradual improvement of
skills
http://www.dialogcoach.com
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Evaluation is hard:
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What if completion was
enough?
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
3
Attention
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Why are brains like elephants?
• Why is our brain like a child riding an
elephant?
Jonathan Haidt – The Happiness Hypothesis
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Child = conscious mind / executive
function (prefrontal cortex)
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Elephant = everything else
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Sometimes the elephant is
willing
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Other times...
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
So, how do you train the
elephant?
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What are you using here?
• How many people have had to take
the written drivers test lately?
Right
RightofofWay
Wayand
andYielding
Yielding
Right-of-way
and
Right-of-way andyielding
yieldinglaws
lawshelp
helptraffic
trafficflow
flowsmoothly
smoothlyand
andsafely.
safely.
They
are
based
on
courtesy
and
common
sense.
Violation
of
these
They are based on courtesy and common sense. Violation of these
laws
lawsisisaaleading
leadingcause
causeofoftraffic
trafficcrashes.
crashes.
When
Whentwo
twovehicles
vehiclesreach
reachan
anintersection
intersectionatatthe
thesame
sametime,
time,and
andthere
there
isisno
traffic
light
or
signal,
the
driver
of
the
vehicle
on
the
left
must
no traffic light or signal, the driver of the vehicle on the left must
yield
yieldtotothe
thevehicle
vehicleon
onthe
theright.
right.
-Minnesota
-MinnesotaDriver’s
Driver’sManual
Manual
• Think about how that feels.
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Now, how
about this?
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
If there’s no urgency...
Most of the
burden is on the
executive function
(e.g. frontal
cortex).
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Learning without urgency:
Relying solely on the executive function
is like:
Gasp!
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What happens when there is
urgency?
Mid-brain areas (e.g.
limbic system / amygdala
are saying:
“PAY ATTENTION! This
could be important.”
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Learning with urgency:
Learning that engages the whole brain
requires much less conscious effort:
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What makes it work?
• Balanced gameplay
– Expectation
– Surprise
– Reward
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Good surprises are good
• Pleasant surprises cause a dopamine
spike
“PAY
ATTENTION!
If this is good,
then you want
more.
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Even bad surprises are good
• Unpleasant surprises cause a
dopamine drop.
“PAY
ATTENTION!
This is bad.
Avoid in future.”
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
No surprises are bad
Hmm. I wonder
what I should
have for dinner...
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Games do this well
Gold
Coin
Gold
Coin
Gold
Coin
Gold
Coin
Super Platinum Hammer of Death™ that
lets you SQUASH evildoers!!!
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What else?
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Narrative & Character
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Visual &
Sound
Effects
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Customization /Personalization
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Competition
Leader Boards
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Now you try!
• It’s your turn to try this out…
– Points
– Leveling
– Collecting
– Time
– Surprise
– Reward
– Urgency
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
So what’s the catch?
• So this is all great, but what’s the
catch?
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What’s the catch?
• Games are good at teaching you how
to play games (not necessarily how to
actually do things)
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What’s the catch?
Low
Budget
Fast
Easy
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What’s the catch?
Low
Budget
Fast
Easy
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
What’s the catch?
Gamers are a selfselecting audience
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Playtesting
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Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
4
Tools
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Tool: Rapid e-Learning Tools
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Tool: Quandary
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Tool: Game Shows
http://c3softworks.com/products/lms/
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Tool: GameSalad (Mac Only)
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Tool: Thinking Worlds
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
Questions?
You can also reach me with questions at:
•Speakers’ Clinic at 4 PM
•Presentation Site: http://www.usablelearning.com/LS2010.html
•Blog: http://usablelearning.wordpress.com
•Twitter: http://twitter.com/usablelearning
•Email: [email protected]
Thanks to:
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
References
•
Books
– Electronic Performance Support System by Gloria Gery
– Flow: The Psychology of Optimal Experience by Mihaly
Csikszentmihalyi (A reasonable Wikipedia explanation can be found at
http://en.wikipedia.org/wiki/Flow_(psychology) )
– What Video Games Have to Teach Us About Learning and
Literacy by James Paul Gee
– The Happiness Hypothesis by Jonathan Haidt
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
References
•
Game Articles:
– Learning to Play to Learn - Lessons in Educational Game Design by Nick
Fortugno & Eric Zimmerman
http://www.ericzimmerman.com/texts/learningtoplay.htm - originally
published in Gamasutra
http://www.gamasutra.com/features/20050405/zimmerman_01.shtml
(Other publications by Eric Zimmerman
http://www.ericzimmerman.com/writings.html)
– Behavioral Game Design by John Hopson
http://www.gamasutra.com/features/20010427/hopson_01.htm
– Proof of Learning: Assessment in Serious Games by Sande Chen
http://www.gamasutra.com/features/20051019/chen_01.shtml
– Learning by Design: Games as Learning Machines by James Paul Gee
http://www.gamasutra.com/gdc2004/features/20040324/gee_01.shtml
– Your Brain on Video Games by Steven Johnson
http://discovermagazine.com/2005/jul/brain-on-videogames/article_print
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
References
•
General Articles
– The Neuroscience of Leadership by David Rock and Jeffrey
Schwartz http://www.strategybusiness.com/press/freearticle/06207
– The New Science of Change by Christopher Koch
http://www.cio.com/archive/091506/change.html
– Hijacking the Brain Circuits With a Nickel Slot Machine by Sandra
Blakeslee
http://select.nytimes.com/search/restricted/article?res=F70A14F7
355B0C7A8DDDAB0894DA404482 (paid access)
– Getting past the brain's crap filter Posted by Kathy Sierra on
December 22, 2004 on Creating Passionate Users Blog
http://headrush.typepad.com/creating_passionate_users/2004/w
eek52/index.html
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
References
•
Egghead stuff
–
Predictability Modulates Human Brain Response to Reward by Gregory S. Berns, Samuel M.
McClure, Giuseppe Pagnoni, and P. Read Montague
http://www.ccnl.emory.edu/greg/Koolaid_JN_Print.pdf (Other recent publications by
Gregory Berns http://www.ccnl.emory.edu/greg/)
–
When Things Are Better or Worse than Expected: The Medial Frontal Cortex and the
Allocation of Processing Resources
http://www.hnl.bcm.tmc.edu/articles/JNeuroScience2006PottsMontague.pdf Geoffrey F.
Potts, Laura E. Martin, Philip Burton, and P. Read Montague (Other recent publications by
Read Montague http://www.hnl.bcm.tmc.edu/faculty.html)
–
Reward signaling by dopamine neurons by Wolfram Schultz
http://www.biopsychiatry.com/dopaminerev.htm
–
Recent publications by Jonathan Cohen http://www.csbmb.princeton.edu/ncc/jdc.html
–
Regional glucose metabolic changes after learning a complex visuospatial/motor task: a
positron emission tomographic study by Richard J. Haier, Benjamin V. Siegel Jr., Andrew
MacLachlan, Eric Soderling, Stephen Lottenberg and Monte S. Buchsbaum
http://www.ncbi.nlm.nih.gov/pubmed/1617405
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page
March 24 – 26, 2010
Orlando, FL
References
•
Games
– Diner Dash:
http://www.shockwave.com/gamelanding/dinerdash.jsp
– Driver's Ed Game:
http://www.mofunzone.com/online_games/driversed.shtml#
– Super Collapse 3:
http://www.shockwave.com/gamelanding/collapse3.jsp
– Luck Charm Deluxe:
http://www.shockwave.com/gamelanding/luckcharm.jsp
– Insaniquarium http://www.shockwave.com
– Luxor http://www.shockwave.com
– Project ALERT: http://www.projectalert.com
is available under the Creative Commons Attribution-ShareAlike License
Session 105 – Creating Game-like Engagement without a Game
Designer’s Budget – Julie Dirksen, Usable Learning
Page