Thinking like a game designer is a great way to craft instruction that engages learners on multiple levels. Game designers make decisions based on action, interaction, and player motivation. When properly applied, game thinking provides learning designers with insights into how to create instruction that motivates both online and face-to-face learners. In this session, you will play a game to discover how game thinking works. You will participate in both a learning experience and a debriefing process highlighting several game-thinking elements such as the freedom to fail, the value of an action-oriented approach, and the motivational aspects of both story and competition
2. Beyond Gamification:
Thinking Like
A game designer.
By Karl M. Kapp
Professor, Bloomsburg University, Author Gamification
of Learning and Instruction
March 22, 2018
Author: Gamification of Learning and Instruction
Twitter:@kkapp
karlkapp@gmail.com
23. Actually, there are a number of benefits to
card games.
They build learner engagement, are a social
accelerant and provide a tangible take-away
from the event.
24. Here’s some examples from a conference. Card or tabletop
games engage people at a meaningful level.
25.
26. ..and attendees tend to play the game throughout the
entire event during downtime and play back at office.
29. Next decision about this dragon
capturing game is how to start the
game. What should the player’s first
in-game experience be?
30. You have two choices:
Tell the player three things they need to
know about capturing dragons.
or
Begin with by having the player start
capturing dragons right away.
32. Good game designers know that games
are engaging because they require action
right away.
Action draws in the player and
encourages further engagement.
Start by capturing a dragon.
33. Too often instructional design is
about the content and not about
the actions that need to occur.
Game Design is about action.
35. Remember, research indicates that
learners who used interactive games
for learning had greater cognitive
gains over learners provided with
traditional classroom training.
Vogel, J. J., Vogel D.S., Cannon-Bowers, J., Bowers, C.A., Muse, K., & Wright, M. (2006). Computer gaming and
Interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34(3), 229-243.
36. Ok, next decision.
Provide information about every single
dragon in the game.
or
Create a sense of mystery and
curiosity concerning each dragon.
37. It is always a good idea to build curiosity and
mystery into a game.
Check out my notebook on this
subject.
38.
39.
40. A sense of suspense, mystery
and intrigue draws people into
games and can draw them into
learning as well.
41. OK, what do we decide next, should we:
Make the game easy so we don’t discourage the
players.
or
Make the game challenging, knowing some
players will fail the first few times.
42. Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology
for educational reform. North Central Regional Educational Laboratory. [Online]. Available:
http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing
better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass. Chapter 2
“The Gamification of Learning and Instruction.”
It needs to be challenging.
43. Look! Good games give players a set of
challenging problems and let them solve those
problems until they can do it automatically.
Then those same games throw a new class of
problem at the players requiring them to re-
think, their now—taken for granted—mastery.
They must learn something new and integrate
into their old mastery.
47. Also, keep in mind things that are too easy or
too difficult will not pique a learner’s interest
because they lead to boredom or frustration.
Research has shown that challenge is
correlated with both intrinsic motivation
and motivation related to the desire to
seek competence and self confidence.
White, R.W. (1959) Motivation reconsidered: The concept of competence. Psychological Review, 66, 297-333.
48. In fact, give them the
Kobayashi Maru of challenges.
50. Well, the next decision, should we:
Put the player at risk, they could die at
any moment.
or
Let the player safely explore the
environment.
51.
52. Seriously, you are asking me
this question. The player needs
to be at risk.
53. No risk, or danger equal no skin in
the game.
Get the player emotionally involved
by putting him or her at “mock”
risk.
54. In games, failing is allowed, it’s
acceptable, and it’s part of the
process. Games accommodate
failure with multiple lives, second
chances and alternative methods of
success.
55. Research indicates that our brains
grow when we make a mistake
because it is a time of struggle.
Moser, J. Schroder, H.S., Heeter, C., C., Moran, T.P., & Lee, Y.H. (2011) Mind your errors: Evidence for a neural
mechanism linking growth mindset to adaptive post error adjustments. Psychological Science, 22, 1284-1489.
Our brains react with greater
electrical activity when we make a
mistake than when we are correct.
56. Do you punish failure in your
learning design or do you allow and
encourage the freedom to fail?
57. Cordova, D.I., & Lepper M. R. (1996) Intrinsic motivation and the process of learning: Beneficial effects of
contextualization, personalization and choice. Journal of Educational Psychology, 88, 715-730
Also, give learners control over their learning,
research has shown that learners invested more
and attempted more complex strategies than
when they had no control. So give learners
control.
63. Here are five tips for thinking like a
game designer:
1) Begin with activity
2) Create curiosity, mystery, intrigue
3) Create a challenge for the learner
4) Put learners at “mock” risk—
encourage mistakes
5) Give learners control and meaningful
choices