gameful learning design...• general articles –the neuroscience of leadership by david rock and...

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7/19/2013 1 Gameful Learning Design – Usable Learning – Copyright 2013 Gameful Learning Design Using Game Mechanics to Create Engaging Learning Middle Tennessee ASTD Julie Dirksen, Usable Learning LLC Gameful Learning Design – Usable Learning – Copyright 2013 What I really want to know: What about you? Why are you here? What games do you play? Why are you here?

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Page 1: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

7/19/2013

1

Gameful Learning Design – Usable Learning – Copyright 2013

Gameful Learning Design

Using Game Mechanics to Create Engaging Learning Middle Tennessee ASTD Julie Dirksen, Usable Learning LLC

Gameful Learning Design – Usable Learning – Copyright 2013

What I really want to know:

• What about you?

• Why are you here?

• What games do you play?

Why are you here?

Page 2: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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How many of

you are using

games for

learning now?

Gameful Learning Design – Usable Learning – Copyright 2013

Today’s Game Board

1

2 3

4

1. Game Feedback 2. Game

Structures

3. Game Experiences

4. Making Games

Page 3: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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Today’s Game Board

1

2 3

4

1. Game Feedback

Gameful Learning Design – Usable Learning – Copyright 2013

Is this “educational gaming?”

$100

$200

$300

$400

$500

$100

$200

$300

$400

$500

$100

$200

$300

$400

$500

$100

$200

$300

$400

$500

$100

$200

$300

$400

$500

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Video

Game Stare

Gameful Learning Design – Usable Learning – Copyright 2013

Halo 3 Sold 8 million copies

Take from http://www.bungie.net/images/Games/Halo3/Screenshots/Halo3_Valhalla-3rdperson-01.jpg

Page 5: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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- From www.gdmag.com/freeyear

What’s your budget?

Gameful Learning Design – Usable Learning – Copyright 2013

But what about Tetris?

Page 6: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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So what makes the difference? “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

What are those elements?

Gameful Learning Design – Usable Learning – Copyright 2013

Let’s talk about feedback

Good Job! You correctly identified Option A as the correct

answer. That is correct!

Page 7: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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Let’s play a game

Gameful Learning Design – Usable Learning – Copyright 2013

What types of Feedback did you

see?

Page 8: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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Points

How games do feedback:

Gameful Learning Design – Usable Learning – Copyright 2013

How games do feedback:

Collecting

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How games do feedback:

Time

Gameful Learning Design – Usable Learning – Copyright 2013

How games do feedback:

Sound

Page 10: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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How games do feedback:

Events /

Reactions

Gameful Learning Design – Usable Learning – Copyright 2013

Feedback Frequency

How often do users get feedback in e-

Learning?

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Better than a Skinner Box

• Positive Feedback

• Negative Feedback

• Reward

• Punishment

Gameful Learning Design – Usable Learning – Copyright 2013

Which is the most effective?

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Feedback

• Points

• Collecting

• Time

• Sounds

• Events / Reactions

• Variable Reinforcement

Gameful Learning Design – Usable Learning – Copyright 2013

• Points can provide

greater degree of ambiguity & determine

outcomes

• Multifaceted feedback

(facial expressions,

coaching, line graph,

thoughts)

Page 13: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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• Different types of elements

to be collected

• Motivational element

• Tracking progress

• Completion

Gameful Learning Design – Usable Learning – Copyright 2013

Special Collecting: The Power-up

Power-ups: Improves the abilities of the

player

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Challenge:

• With your group, choose 2-3 items from the

game list.

• Determine how you would use:

– Points

– Collecting

– Time

– Sounds

– Events / Reactions

10 min

Gameful Learning Design – Usable Learning – Copyright 2013

Today’s Game Board

1

2 3

4

2. Game Structures

Page 15: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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The boss prize of e-learning • Familiarization

• Comprehension

• Conscious Effort

• Conscious Action

• Proficiency

• Unconscious Competence

- From Electronic Performance Support Systems by Gloria Gery

Formal

Learning

Practice!

Gameful Learning Design – Usable Learning – Copyright 2013

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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How games are structured:

Leveling

Gameful Learning Design – Usable Learning – Copyright 2013

Leveling

• If you are not

proficient enough,

you don’t move

on until you are

proficient.

• Completion =

proficiency

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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?

Gameful Learning Design – Usable Learning – Copyright 2013

GOAL STRUCTURING

Graphic adapted from Sebastian Deterding

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What’s happening in the brain?

Gameful Learning Design – Usable Learning – Copyright 2013

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 fills up

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

that can run without

a lot of conscious

attention.

Gameful Learning Design – Usable Learning – Copyright 2013

Glucose Metabolic Rate after several weeks of Tetris Practice

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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!

Gameful Learning Design – Usable Learning – Copyright 2013

How are most games structured?

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

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HUB SYSTEMS

Courtesy of Rick Raymer

Gameful Learning Design – Usable Learning – Copyright 2013

HUB SYSTEMS

Courtesy of Rick Raymer

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It’s a lot like flow:

Challenge

Abili

ty

- Flow: The Psychology of Optimal Experience by

Mihaly Csikszentmihalyi

Gameful Learning Design – Usable Learning – Copyright 2013

FLOW of GAMES

Courtesy of Rick Raymer

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FLOW of LEARNING

Courtesy of Rick Raymer

Gameful Learning Design – Usable Learning – Copyright 2013

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!

Gameful Learning Design – Usable Learning – Copyright 2013

We all need a rest sometimes:

If you don’t give people a break, they will take

it anyway.

Okay, I

get it

Uh huh.

Uh huh...

Wait, this is

important

Whew!

Brain dead,

leaking out

the ears

Tuned out

Kind of

distracted

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Goals, Goals and Goals

• Immediate, Short-term and Long-term

goals

Gameful Learning Design – Usable Learning – Copyright 2013

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Goals in Diner Dash

• Immediate Goal – Task

• Short-term Goal – Level

• Long-term Goal –

Stage / Game

Completion

Gameful Learning Design – Usable Learning – Copyright 2013

Long-term Goal: The boss fight

When you put all the skills

you’ve learned together

to beat the BOSS.

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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

Gameful Learning Design – Usable Learning – Copyright 2013

• Examples: Dialog Coach

http://www.dialogcoach.com

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Leveling

http://www.dialogcoach.com

• Intermittent goals and

overall goal

• Variable mastery of levels

• Gradual improvement of

skills

Gameful Learning Design – Usable Learning – Copyright 2013

Challenge:

In your group, choose one topic off the

board

• Come up with immediate, short term and

long term goals for a game

• Determine how you could level up in the

game

5 min

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Types of Games

• Action Games / Fighting / First-Person Shooters

• Adventure Games

• Sims

• Role-Playing Games

• Strategy Games

• Vehicle Sims / Racing Games

• Alternate Reality Games (ARGs)

• Casual Games (Including Time Management

Games)

• Social Games

Gameful Learning Design – Usable Learning – Copyright 2013

Pace Layering

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Pace Layering

Knowledge (i.e. Specific tools,

techniques, concepts & principles)

Faster

Slower

Skills & Attitudes

Foundation (i.e. culture, core

values, personality traits)

Gameful Learning Design – Usable Learning – Copyright 2013

More levels

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Leveling up

Gameful Learning Design – Usable Learning – Copyright 2013

Badges and Achievements

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Leveling up

Gameful Learning Design – Usable Learning – Copyright 2013

Challenge:

• Use the restaurant manager’s

competencies list

• Break into:

– Quick Competencies

– Moderate Competencies

– Slow Competencies

15 min

Todd – A

brand new

manager

Page 34: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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Create Levels for Todd

• What would the levels be?

• What would the achievements be for each level?

Gameful Learning Design – Usable Learning – Copyright 2013

Game Topic Roundup

•What is “game thinking”? And, why

is it important?

•Are we obligated to make training

an entertaining experience?

•What are examples of some of the

most powerful learning experiences

you’ve had?

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Today’s Game Board

1

2 3

4

3. Game Experiences

Gameful Learning Design – Usable Learning – Copyright 2013

Four Aspects of Game Experiences

1 2

3

4 Attention

Fun

Narrative

Social

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Attention and… Ooo Shiny!

Easily distracted by

shiny objects

Gameful Learning Design – Usable Learning – Copyright 2013

Why are brains like elephants?

• Why is our brain like a child riding an

elephant?

Jonathan Haidt – The Happiness Hypothesis

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Child = conscious mind / executive function

(prefrontal cortex)

Gameful Learning Design – Usable Learning – Copyright 2013

Elephant = everything else

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Sometimes the elephant is willing

Gameful Learning Design – Usable Learning – Copyright 2013

Other times...

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So, how do you train the

elephant?

Gameful Learning Design – Usable Learning – Copyright 2013

What are you using here?

• How many people have had to take

the written drivers test lately?

Right of Way and Yielding

Right-of-way and yielding laws help traffic flow smoothly and safely.

They are based on courtesy and common sense. Violation of these

laws is a leading cause of traffic crashes.

When two vehicles reach an intersection at the same time, and there

is no traffic light or signal, the driver of the vehicle on the left must

yield to the vehicle on the right.

-Minnesota Driver’s Manual

• Think about how that feels.

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Now, how

about this?

Gameful Learning Design – Usable Learning – Copyright 2013

If there’s no urgency...

Most of the burden is

on the executive

function (e.g. frontal

cortex).

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Learning without urgency:

Relying solely on the executive

function is like:

Gasp!

Gameful Learning Design – Usable Learning – Copyright 2013

What happens when there is urgency?

Mid-brain areas (e.g. limbic

system / amygdala are saying:

“PAY ATTENTION! This could be

important.”

Page 42: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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Learning with urgency:

Learning that engages the whole

brain requires much less conscious

effort:

Gameful Learning Design – Usable Learning – Copyright 2013

What makes it work?

• Balanced gameplay

– Expectation

– Surprise

– Reward

Page 43: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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Good surprises are good

• Pleasant surprises cause a dopamine

spike “PAY ATTENTION!

If this is good, then you

want more.

Gameful Learning Design – Usable Learning – Copyright 2013

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...

Gameful Learning Design – Usable Learning – Copyright 2013

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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Pattern Recognition

What the heck did I do there?

How do I get it to

happen again?

Gameful Learning Design – Usable Learning – Copyright 2013

Cost Now Benefit later

Remember the

elephant?

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Hyperbolic discounting

Gameful Learning Design – Usable Learning – Copyright 2013

I think it explains a lot about

procrastination…

Time to deadline

De

ad

line

Pain of not doing task

Pain of doing task

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Which would the elephant prefer?

Gameful Learning Design – Usable Learning – Copyright 2013

As a designer, one of your most important jobs is to MAKE YOUR

LEARNERS FEEL CLEVER

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And, just as

important

Make them feel

capable

Gameful Learning Design – Usable Learning – Copyright 2013

Variability / Unexpectedness

Gold

Coin

Gold

Coin

Gold

Coin

Gold

Coin

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Gameful Learning Design – Usable Learning – Copyright 2013

Adding Variability

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Adding Variability: Points

Gameful Learning Design – Usable Learning – Copyright 2013

Adding Variability

Gold

Coin

Gold

Coin

Gold

Coin

Gold

Coin

70%

20%

10%

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Adding Variability – Act of God

Gameful Learning Design – Usable Learning – Copyright 2013

Adding Variability – Act of God

OMG – The server’s down,

and if you don’t get it back

up in 10 minutes, we’ll all

lose our jobs!!

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Game

Experience - Fun

Hmm…I realize that

gaming experiences are fundamentally

subjective, but

objectively

speaking, this game

is just not fun.

Gameful Learning Design – Usable Learning – Copyright 2013

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. Sensation

• 2. Fantasy

• 3. Narrative

• 4. Challenge

• 5. Fellowship

• 6. Discovery

• 7. Expression

• 8. Submission

Additional (Schell) • Anticipation

• Delight in another's misfortune

• Gift giving

• Humor

• Possibility

• Pride in an accomplishment

• Purification (and Set Completion)

• Surprise

• Thrill

• Triumph over adversity

• Wonder

Gameful Learning Design – Usable Learning – Copyright 2013

Game Experience - Narrative

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Gameful Learning Design – Usable Learning – Copyright 2013

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Narrative & Character

Gameful Learning Design – Usable Learning – Copyright 2013

Using Story to Frame Mechanics

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Narrative doesn’t always mean

characters

http://www.playspent.org

Gameful Learning Design – Usable Learning – Copyright 2013

Game Experience - Social

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Competition

& Status

Leader Boards

Gameful Learning Design – Usable Learning – Copyright 2013

Customization /Personalization

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Social Gaming

Gameful Learning Design – Usable Learning – Copyright 2013

Now you try!

• It’s your turn to try this out… – Points

– Leveling

– Collecting

– Time

– Surprise

– Reward

– Urgency

– Narrative

– Social

5 min

Page 59: Gameful Learning Design...• General Articles –The Neuroscience of Leadership by David Rock and Jeffrey

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Today’s Game Board

1

2 3

4

4. Making Games

Gameful Learning Design – Usable Learning – Copyright 2013

Making Games

• Shallow Games

• Playtesting

• Let’s make a

Game

• Types of Games

• Tools

• The make-a-game

game

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Shallow games Good games are like icebergs

What adds depth?

Gameful Learning Design – Usable Learning – Copyright 2013

Avoid the shallows

Games are good at teaching you how to play games (not necessarily how to actually do things)

The gameplay should reflect real world actions and choices

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Avoid the shallows

Trivia Contests are trivial

$100

$200

$300

$400

$500

$100

$200

$300

$400

$500

$100

$200

$300

$400

$500

$100

$200

$300

$400

$500

$100

$200

$300

$400

$500

Gameful Learning Design – Usable Learning – Copyright 2013

Avoid the shallows

It shouldn’t just *look* like a game

Click each

square to answer

questions about

insurance

investigation

procedures!

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Avoid the shallows

Gamers are a self-

selecting audience.

Consider the style

and needs of your

audience.

Gameful Learning Design – Usable Learning – Copyright 2013

Avoid the

Shallows

Play

Testing

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Gameful Learning Design – Usable Learning – Copyright 2013

On Playtesting

Rules of Play p. 12

We have a straightforward rule of them regarding prototyping and

playtesting games: a game prototype should be created and playtested, at

the absolute latest, 20 percent of the way into the project schedule. If a

game is a two-week student assignment, the students should be playing a

version of the game two days after it is assigned.

Early prototypes are not pretty. They might be paper versions of a digital

game, a single-player version of a networked experience, or a butt-ugly

mock-up with placeholder artwork. Still, the prototype is more than an

interactive slideshow – it is a genuinely playable game…

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Games

should be

iterated

Gameful Learning Design – Usable Learning – Copyright 2013

Challenge: It’s time to design!

1 Get with your

team

2 Choose a

game topic

3 Brainstorm the heck out

of it

20 min

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Challenge: Now

Build It!

Create a paper

prototype of your

game for

playtesting.

cc image from

http://www.flickr.com/photos/collyl

ogic/4970459983/

40 min

Gameful Learning Design – Usable Learning – Copyright 2013

It’s time to Play!

• Borrow a person from another team, and

let them playtest your game.

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What did you learn?

• Tell us about your

game

• How did

playtesting go?

Gameful Learning Design – Usable Learning – Copyright 2013

Programming Tools

Adobe

Flash

Open

Source!

Questions to ask:

-Can these be used without a developer? (Probably not)

-Will they work on the web without plugins? (Also, probably not)

http://en.wikipedia.org/wiki/List_of_game_engines

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Tool: Rapid e-Learning Tools

Questions to ask:

-Do you have graphical control of the screen?

-Can you save variables?

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Tool: Quandary

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Tool: Game Shows

http://c3softworks.com/products/lms/

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Tool: GameSalad (Mac Only)

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Tool: Thinking Worlds

Gameful Learning Design – Usable Learning – Copyright 2013

Other possibilities:

• Venatio Creo http://www.venatiocreo.com

• 2Simple Software http://2simple.com/2diy/

• Scratch http://scratch.mit.edu/

• Alice http://alice.org

• Panda 3D http://www.panda3d.org/

• Game Maker http://www.yoyogames.com/

• Adventure Maker

http://www.adventuremaker.com

• RPG Maker http://www.rpgmakerweb.com

Source: http://www.kaplaneduneering.com/kappnotes/index.php/2010/09/11-

free-game-creation-software-programs/

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What is Gamification?

“They put a virtual

pet in your car and it

changes the way

people drive!”

- Jesse Schell

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Why gamification is kind of

awesome…

Gamification Achievement Unlocked!

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And the progress and goals can be

visible…

Gameful Learning Design – Usable Learning – Copyright 2013

What if…

The company wants this

lovely sales trainee…

…to fully document all her

sales leads, even

unpromising ones.

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Why wouldn’t it happen?

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Why gamification is NOT

awesome…

Grumpy game

developer

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Why gamification is NOT

awesome…

Endorphin

Monkey

Gameful Learning Design – Usable Learning – Copyright 2013

Why gamification is NOT

awesome…

Play is a

delicate

thing…

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Questions?

You can also reach me with questions at: • Presentation Site: http://bit.ly/LS2013 • Twitter: http://twitter.com/usablelearning

• Julie’s Email: [email protected]

• Rick’s Email: [email protected]

Whew!

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Thanks to:

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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

– The Art of Game Design by Jesse Schell

– A Theory of Fun for Game Design by Raph Koster

Gameful Learning Design – Usable Learning – Copyright 2013

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-video-games/article_print

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References

• General Articles – The Neuroscience of Leadership by David Rock and Jeffrey

Schwartz http://www.strategy-business.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=F70A14F7355B0C7A8DDDAB0894DA404482 (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/week52/index.html

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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