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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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How many of
you are using
games for
learning now?
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Today’s Game Board
1
2 3
4
1. Game Feedback 2. Game
Structures
3. Game Experiences
4. Making Games
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Today’s Game Board
1
2 3
4
1. Game Feedback
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Is this “educational gaming?”
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Video
Game Stare
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Halo 3 Sold 8 million copies
Take from http://www.bungie.net/images/Games/Halo3/Screenshots/Halo3_Valhalla-3rdperson-01.jpg
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- From www.gdmag.com/freeyear
What’s your budget?
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But what about Tetris?
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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?
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Let’s talk about feedback
Good Job! You correctly identified Option A as the correct
answer. That is correct!
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Let’s play a game
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What types of Feedback did you
see?
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Points
How games do feedback:
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How games do feedback:
Collecting
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How games do feedback:
Time
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How games do feedback:
Sound
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How games do feedback:
Events /
Reactions
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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
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Which is the most effective?
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Feedback
• Points
• Collecting
• Time
• Sounds
• Events / Reactions
• Variable Reinforcement
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• Points can provide
greater degree of ambiguity & determine
outcomes
• Multifaceted feedback
(facial expressions,
coaching, line graph,
thoughts)
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• Different types of elements
to be collected
• Motivational element
• Tracking progress
• Completion
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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
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Today’s Game Board
1
2 3
4
2. Game Structures
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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!
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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
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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?
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GOAL STRUCTURING
Graphic adapted from Sebastian Deterding
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What’s happening in the brain?
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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.
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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!
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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
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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
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FLOW of GAMES
Courtesy of Rick Raymer
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FLOW of LEARNING
Courtesy of Rick Raymer
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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!
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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
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Goals in Diner Dash
• Immediate Goal – Task
• Short-term Goal – Level
• Long-term Goal –
Stage / Game
Completion
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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
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• 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
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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
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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)
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More levels
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Leveling up
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Badges and Achievements
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Leveling up
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Challenge:
• Use the restaurant manager’s
competencies list
• Break into:
– Quick Competencies
– Moderate Competencies
– Slow Competencies
15 min
Todd – A
brand new
manager
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Create Levels for Todd
• What would the levels be?
• What would the achievements be for each level?
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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
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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
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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)
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Elephant = everything else
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Sometimes the elephant is willing
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Other times...
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So, how do you train the
elephant?
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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?
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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!
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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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Learning with urgency:
Learning that engages the whole
brain requires much less conscious
effort:
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What makes it work?
• Balanced gameplay
– Expectation
– Surprise
– Reward
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Good surprises are good
• Pleasant surprises cause a dopamine
spike “PAY ATTENTION!
If this is good, then you
want more.
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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...
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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?
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Cost Now Benefit later
Remember the
elephant?
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Hyperbolic discounting
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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?
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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
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Variability / Unexpectedness
Gold
Coin
Gold
Coin
Gold
Coin
Gold
Coin
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Adding Variability
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Adding Variability: Points
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Adding Variability
Gold
Coin
Gold
Coin
Gold
Coin
Gold
Coin
70%
20%
10%
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Adding Variability – Act of God
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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.
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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
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Game Experience - Narrative
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Narrative & Character
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Using Story to Frame Mechanics
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Narrative doesn’t always mean
characters
http://www.playspent.org
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Game Experience - Social
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Competition
& Status
Leader Boards
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Customization /Personalization
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Social Gaming
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Now you try!
• It’s your turn to try this out… – Points
– Leveling
– Collecting
– Time
– Surprise
– Reward
– Urgency
– Narrative
– Social
5 min
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Today’s Game Board
1
2 3
4
4. Making Games
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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?
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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
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$400
$500
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$200
$300
$400
$500
$100
$200
$300
$400
$500
$100
$200
$300
$400
$500
$100
$200
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$500
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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.
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Avoid the
Shallows
Play
Testing
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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
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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
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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?
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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
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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…
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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
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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
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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
Gameful Learning Design – Usable Learning – Copyright 2013
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