The Foundations of Learning Game Design Playing to Learn Thursday, March 23 Sharon Boller Indianapolis, IN About me…. Sharon Boller Game-lover(!), learner, instructional designer, product owner, game designer, dog-lover and owner, Mom, wife, cyclist. Oh…and president, Bottom-Line Performance. Not “When are games…?” Instead “Which kind of games…? Bottom-Line Performance 3 Game 1: Sequence Game Goal Align the cards into the specified sequence within 90 seconds. Set up and Rules • Deal out the cards to every other person in your row. The person who starts the deal is Person #1. • • Hand out all cards, giving some people two cards if necessary. Make sure cards make it all the way to other end of row. This might mean leaving TWO spaces between card holders. Bottom-Line Performance 5 Set up and Rules • You have 90 seconds to re-arrange the cards or yourselves so the words on the cards match the order they appear on your handout/the slide I’m about to show. 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. Bottom-Line Performance 6 Correct Sequence 1. 2. 3. 4. 5. 6. Activity Explicit Goal Challenge Rules Players 30 Bottom-Line Performance 7. Interactivity 8. Players 9. Game Environment 10. Feedback Mechanisms 60 11. Cues 12. Performing 13. Quantifiable outcome 14. Emotional reaction 90 7 A game is… • An activity with an explicit goal or challenge • Rules for players and the system (computer games) • Interactivity with other players, the game environment (or both) • Feedback mechanisms that provides players with clear cues on how they are performing. • It results in a quantifiable outcome (you win, you lose, you hit the target, etc.) and often triggers an emotional reaction in players. Bottom-Line Performance 8 Turning this into a learning game… Game Goal Stay in business and minimize costs. Align the cards while using the least amount of $$ and time to accomplish the task. Rules to Know • • • • • • Each row is a business. Your business is working on an essential project. Each 30 seconds used costs your business $300,000. 30 seconds = 1 month. The person in the left-most chair is the project manager. Each person in your row contributes $10,000 to this cost. Finish the task within 2 minutes and earn a bonus for each team member. If you need more time at 2 minutes, the PM must eliminate at least two jobs. If you are not successful within 4 minutes, your company goes bankrupt. Bottom-Line Performance 10 Game 2: Newton Game Goal Make the other person’s feet move within 17 seconds. What “fun” was in these games? How did this “fun” engage us? 12 Motivation Relevant Practice Specific, Timely Feedback Spacing & Repetition Story Ability to retrieve 13 So how do you get started designing them? Game 3 (commercial): Spot It 1. Game goal: Spot the matches so you can be the first one to get rid of all your cards. 2. To get started: 1. Place one card in the center, face-up. 2. Deal remaining cards to players at your table. Make sure each player has an even # of cards. Spot It 1. Once the dealer says “go,” you each turn up your first card. Keep your others face down. 2. Compare the card you turned up to the one that’s face up on the table. Look for a match. There will always be one. Spot It I turn this card up in my personal deck. I see a match and call it out. I place my card on the face-up card. Spider! Spot It I have another match! I call out the match and play it as fast as I can. Skull! Evaluate Spot It 1. What was the game goal? Was it fun? 2. What was the core dynamic? Was it fun? 3. What were 1-3 mechanics (rules) that stood out? Did they help – or confuse you? 4. What game elements did you notice? 5. How did you know how you were doing? (What feedback did you get?) 6. Any ideas you could pull into a learning game? Let’s change it up. 1. Replay Spot It. This time work cooperatively at your tables to beat the clock. 2. Deal out the cards, place one face-up in center. When I say GO, you have 3 minutes to get rid of all your cards. Every team that succeeds wins. 3 minutes 2 minutes 1 minute Q. How do you get started? 1. Play and evaluate games to expand your game design ideas. 2. Consider ALL kinds of games: board games, experiential games, digital games. When you need digital, consider going outside a rapid authoring tool. “Will the world collapse if a game DOESN’T get tracked in the LMS?” 3. Think cooperative instead of just competitive. Q. How do you get started? 5. Embed within a curriculum; don’t make the GAME = the course. 6. Go beyond points, badges, leaderboards (PBLs); recognize the power of aesthetics, story, and theme; be more intentional about game elements you choose. 7. Decrease complexity. 8. Link game elements to real-world job constraints or challenges when possible. Point 5: Embed the game w/in something bigger http://bottomlineperformance.com/passwordblaster Point 6 - “Go beyond PBLs.” PBLs are fun…for awhile. This Guru games does use them – but goes beyond them as well. Check out Game Design Guru to see what else we used. http://theknowledgeguru.com/2016gamedesign #6 - Recognize power of aesthetics, themes – adds element of fun; sets context, sparks emotion. #7 – Choose game elements with more intention. Cooperation Time Chance Strategy Levels How could you use these? Think about commercial games you play – and how they use these elements. How do you fit these same elements EFFECTIVELY into a learning game? Ideas on how to use 5 game elements to enhance learning • Time – to compress real-world time, to provide element of stress that mimics real-world, to manage duration of learning experience, to serve as a resource that must be managed (much like it must be managed in real-world. • Cooperation – to foster collaboration and teamwork (assets in real-world, to increase and / or maintain learner engagement, to mimic real-world cooperation required in a job or process • Strategy – to encourage problem-solving or use of judgment, to force people to manage limited resources (a frequent real-world constraint) • Chance – to help “balance” a game so people don’t opt out if they fall too far behind; to mimic real-world “chance” events such as a person getting sick, someone quitting, a natural disaster, etc., to force people assess and manage risk. • Levels – to help balance a game so that different experience levels can play; to allow people to learn via play by having an easy level precede harder levels, to increase complexity as players gain experience. So how do you get started designing them? https://www.td.org/Publications/Books/Play-to-Learn Thank you for letting me play and share with you! Sharon Boller President Bottom-Line Performance, Inc. [email protected] @Sharon_Boller (Twitter)
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