TU 102 Not WHEN Learning Games but WHICH Learning Games Sharon Boller, President Bottom-Line Performance, Inc. www.bottomlineperformance.com Twitter: @Sharon_Boller About me…. Game-lover(!), learner, author, instructional designer, game designer, dog-lover and owner, Mom, wife, cyclist. Oh…and president, Sharon Boller Bottom-Line Performance. Not “When are games…?” But “Which kind of games…? Bottom-Line Performance 3 Cat and Mouse If you’re the cat – get the mouse within 30 seconds. If you’re the mouse, evade the cat for 30 seconds. Newton Make the other person’s feet move within 17 seconds. Number Race Round 1: Pair up. Work together to count to 25 – in 2’s – w/in 15 seconds Number Race Round 2: Pair up. Work together to count to 25 – in 2’s – w/in 10 seconds Sequence Align the cards into the specified sequence within 90 seconds. Set up and Rules • Each row has a 25-card deck. • Person #1 within a row deals out cards to every other person in the row. • Hand out all cards. • Make sure cards make it all the way to other end of row. • • This might mean you need to leave TWO spaces between card holders. It may mean you need to give some people TWO cards. Bottom-Line Performance 9 Set up and Rules • You have 2 minutes to re-arrange the cards or yourselves so the words on the cards match the order they appear on the slide I’m about to show. • Discard cards that do not belong. • 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. If your row has more than 15 ppl, not everyone will have cards. • Only the initial noncard holders can talk. Nonverbal cues are allowed. Bottom-Line Performance 10 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.Clear Cues 12.Performing 13.Quantifiable outcome 14.Emotional reaction 90 120 11 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 12 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 14 What “fun” was in these games? How did this “fun” engage us? 15 Motivation Spacing & Repetition Relevant Practice Specific, Timely Feedback Story Ability to retrieve 16 So how do you get started designing them? It all starts HERE! Tabletop game: 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 face-up in the center of table. 2. Deal remaining cards to players at your table. Make sure each player has an even # of cards. How to play 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. Look for a match. There will always be one. Example 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! Example (cont) 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? 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. 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. Make games a part and not the whole http://bottomlineperformance.com/passwordblaster Go beyond “PBLs” – way beyond PBLs are fun…for awhile. This Guru games does use them – but goes beyond them as well. Check out ATDGame Design Guru to see what else we used. theknowledgeguru.com/ATDGameDesignGuru/ Use power of aesthetics, themes Choose game elements with intention Time Cooperation Chance Strategy Levels Think about commercial games you play – and how they use these elements. How do you fit these same elements EFFECTIVELY into a learning game? How about these ideas? • 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. Resource to help you…. https://www.td.org/Publications/Books/Play-toLearn 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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