SlideShare uma empresa Scribd logo
1 de 78
Educational Game Design
David Farrell
Glasgow Caledonian University
david.farrell@gcu.ac.uk
@unthank
Games in Education
• Games used as motivator (especially boys)
 • extrinsic motivator
    “finish your work and you can play”
 • intrinsic motivator
  • “since they like play, we’ll put learning
      in their games!!”
Problem?


• These products are not particularly
  successful as games or / education
Shavian Reversal


         +        Text
                         =

Beauty       Brains          Beauty & Brains?
Shavian Reversal


         +            =

Beauty       Brains       Beauty & Brains?
Shavian Reversal




  Ugly & Stupid
Chocolate Covered Broccoli




• Thin layer of chocolate (game) on a piece
  of broccoli (educational content)
Raph Koster
  • Game Designer
   • Ultima Online
   • Everquest
   • Star Wars Galaxies
  • Author
   • Theory of Fun for Game Design
Wil Wright
      • Game Designer
       • sims
       • sim city
       • spore
Will wright @ GDC2010

 • Said that designing games is like building a
   model of the universe. Playing a game is
   like testing a world model and learning
   from how it behaves.
 • like a child playing with water or shapes.
• Neither Raph Koster or Wil Wright are
  educational game developers - but they
  have noticed the potential of games to
  teach through modelling some aspect of
  the world.
Kurt Squire
• Indeed, this kind of learning seems to be
  something that games do particularly well
• Kurt Squire’s work with Civilization - just
  by playing scenarios in this commercial
  game, students gained a deep, meaningful
  understanding of history
  • not as a series of facts - but as patterns,
    relationships - as a model of how history
    works
David W Shaffer

• Similar idea - game models physics.
  (Svarovski & Shaffer, 2006)
• By playing with it, students get a really deep
  understanding of physics.
• Instead of separating the game from the
  learning, it seems that one of the best ways
  to teach through play is to have the game
  model the learning outcomes.
• By playing with a simulation, students can
  attain a deep learning experience.
GM Choccoli

• If games teach what games model, then we
  can design game mechanics that model
  learning outcomes
• by doing that, we can create ‘genetically
  modified broccoli’
  • Broccolate? Choccoli?
• This puts an emphasis on the ‘game’ part of
  educational game design.
• Educational game designers should
  understand the game development process.
Designing Games

• Temping to jump straight to a scenario or
  an idea
 • but you can’t wholly trust your instincts
  • what you find enjoyable may not be
      what your users find enjoyable
Play styles

• There are different types of play
• Understanding your options can help you
  find ways to implement learning in game
  mechanics AND find ways to make your
  game appeal to your audience
Huizina / Callois
• Agon
 • Games of competition & conflict
• Alea
 • Games of chance and fate
• Mimicry
 • Games of simulation and copying
• Ilinx
 • Games of vertigo & reckless abandon
User Centred Game Design
• You want your player to enjoy your game,
  so you need to learn about your user
 • what games do they like? (genre, play
    style)
 • what music & movies do they like?
 • what is important to them
• Work towards creating a persona
  that represents your player.
• Profile of your average player (Persona)
• Make it as real as you can.
• When yourself:designing your game, keep
  asking
         you are

 • Would Nathan like this game?
 • Would Nathan like this addition?
                                    • Nathan
                                    • 9 years old
                                    • Basketball
                                    • SpongeBob
                                    • Mario
Actual User Feedback

• Discussing game ideas with audience is crucial
• Having observations and interviews with
  players during development is key to ensuring
  that players will respond as you expect
Match LO’s to Mechanics

 • Using user personae & understanding of
   games and deep learning, model the
   learning outcome using game mechanics
 • Use narrative & story as framing devices
   for game mechanics where possible
e-Bug
• European Commission project to improve
  microbial education
• One game - for young children was like Mario
• One game - for older children was a story-
  based adventure
• Used the above techniques to design
Detective Game

• Narrative / conceptual model based.
• Heavily inspired by the Phoenix Wright: Ace
  Attorney games
• Players explore locations, looking for clues,
  and speak to characters.
Converting LOs to
     Mechanics

• Learning Outcome
 • Some microbes are good for us.
Younger Children

• For researching the younger audience, we
  had decided that:
 • we couldn’t use too much text.
 • we wanted a visual and simple interaction
Platform Game Solution
• Used different art to represent good and
  bad microbes
• Contact with bad microbes hurts the player
  whereas good microbes can be stood on to
  jump higher.
• When good and bad microbes come in
  contact with each other, they kill each
  other - showing the good microbe
  protecting the body.
Older Children

• For the older children, we used the puzzle
  structure of the detective game to create a
  situation where a character had harmed his
  body’s good microbes.
• Using dialogue, the player knows that the
  Coach Beveridge character is sick.
• The player is talking to a girl called Allison
  who tells the player that Coach Beveridge has
  been taking her antibiotic pills.
• When the player confronts Coach Beveridge,
  it emerges that he has killed his good bacteria
  and that is why he is sick.
Some areas that worked
• Enjoyable - why?
 • Platform game - good play-testing throughout
   • levels tweaked to find appropriate difficulty
      level.
   • Didn’t ‘feel like’ an educational game
 • Detective game - good stories / dialogue
  • stories discussed with children before hand
• Teachers liked the games
 • teacher involvement in conceptual stage
    helped ensure their concerns were met
• rolled out to 10 EU countries, more coming
• High production values
• good team work / art / management in-house /
  personal investment / communication
 • Because of the internal art production, we
    managed to get 2 man-years’ worth of
    production from what would have been 3
    months of outsourced work.
• Internationalisation
 • technical solution that decentralised the
    process
    • allowed for cultural sensitivity
    • allowed for variation in puzzle emphasis
• Google Spreadsheet used to coordinate.
 • because the game was data driven, could
    pretty much ‘save as’ the spreadsheet straight
    into the game.
• Some positive knowledge change results
 • in platform game, particular areas very
    successful in short period of time (30
    minutes of play covering multiple LOs)
  • in detective game, some encouraging
    results but not statistically significant -
    too many pupils already aware of correct
    answer - need further study
Data Collection
• We used two methods of data collection
• The platform game had a built-in quiz show
  that asked the players questions. Their
  answers were automatically saved in a
  database.
• The detective game featured a pre and
  post-play web-questionnaire.
differences
• found many players post-game questionnaire did
  not match their pre-game one
  • name differences
  • claimed to have played a different mission
• many players did not fill out post-game
  questionnaire
• having a questionnaire up front scares of players
whereas...

• having mini-quizes at each stage of platform
  game meant that even if a player left early,
  we still got some data
• also we could validate and contextualise
  data (identify player, level, what content
  exposed to etc)
Some areas of difficulty
• Detective game did not get enough player
  testing during development.
 • before and after - but not during
    implementation (3 month)
 • didn’t paper-prototype
 • a number of UI issues
 • some conceptual issues causing difficulty
    for some players
UI Issues
• Implied buttons
Phoenix Wright

• Lifted some menu terminology that wasn’t
  appropriate when put in the context of our
  game.
• Users underlying conceptual model didn’t
  match game behaviour
• Why would you need to use your phone to
  speak to someone who is in the same
  room as you?
• Why would you need to use your phone to
  change room?
How could this happen?


• Phone metaphor was popular with children
  pre-development, but we did not use UI
  design best practice
How could we avoid?
• Paper prototype would have found that the
  phone interface wasn’t meeting player
  expectations before software development
• Use of cognitive walkthrough and other
  established UI techniques could have
  identified problems during early stages of
  development - before any art or
  programming
Didn’t allow for player error
  • If players accidentally clicked through a
    dialogue without fully understanding it,
    there was no way of getting that
    information
  • because the game is totally reliant on
    players understanding this content, we
    should have considered this.
Complicated
• The Detective Game required some
  actions from the player that were intended
  to emulate the real-world investigation
  practices of institutions like the UK’s
  Health Protection Agency
• These were functionally unnecessary in
  terms of game play and players found them
  confusing.
www.e-bug.eu?
David Farrell
Glasgow Caledonian University
david.farrell@gcu.ac.uk
@unthank

Mais conteúdo relacionado

Mais procurados

Mais procurados (20)

Classroom Game Master
Classroom Game MasterClassroom Game Master
Classroom Game Master
 
Teaching Game Design to Teach Interaction Design
Teaching Game Design to Teach Interaction DesignTeaching Game Design to Teach Interaction Design
Teaching Game Design to Teach Interaction Design
 
Digital Game-Based Learning
Digital Game-Based LearningDigital Game-Based Learning
Digital Game-Based Learning
 
Judy Perry- MIT Scheller Teacher, Education Program Lab
Judy Perry- MIT Scheller Teacher, Education Program LabJudy Perry- MIT Scheller Teacher, Education Program Lab
Judy Perry- MIT Scheller Teacher, Education Program Lab
 
A Primer On Play: How to use Games for Learning and Results
A Primer On Play: How to use Games for Learning and ResultsA Primer On Play: How to use Games for Learning and Results
A Primer On Play: How to use Games for Learning and Results
 
Lessons from the Trenches of Learning Game Design
Lessons from the Trenches of Learning Game DesignLessons from the Trenches of Learning Game Design
Lessons from the Trenches of Learning Game Design
 
Digital Learning Game Design: Lessons from the Trenches
Digital Learning Game Design: Lessons from the TrenchesDigital Learning Game Design: Lessons from the Trenches
Digital Learning Game Design: Lessons from the Trenches
 
NWRESA - Digital Learning Academy - Games and Learning
NWRESA - Digital Learning Academy - Games and LearningNWRESA - Digital Learning Academy - Games and Learning
NWRESA - Digital Learning Academy - Games and Learning
 
Using Computer Game Design For Learning
Using Computer Game Design For LearningUsing Computer Game Design For Learning
Using Computer Game Design For Learning
 
UI/UX: Building Player Experiences
UI/UX: Building Player ExperiencesUI/UX: Building Player Experiences
UI/UX: Building Player Experiences
 
Introducing SAGA
Introducing SAGAIntroducing SAGA
Introducing SAGA
 
Are You in the Game? Harnessing Millennial Learning Strategies to Market You...
Are You in the Game?  Harnessing Millennial Learning Strategies to Market You...Are You in the Game?  Harnessing Millennial Learning Strategies to Market You...
Are You in the Game? Harnessing Millennial Learning Strategies to Market You...
 
A List of Some of the Tools Available to Create Digital Learning Games
A List of Some of the Tools Available to Create Digital Learning GamesA List of Some of the Tools Available to Create Digital Learning Games
A List of Some of the Tools Available to Create Digital Learning Games
 
Nikki Navta - Teaching Game Design in the Classroom
Nikki Navta - Teaching Game Design in the ClassroomNikki Navta - Teaching Game Design in the Classroom
Nikki Navta - Teaching Game Design in the Classroom
 
Create Tabletop Games to Foster Organizational Learning
Create Tabletop Games to Foster Organizational LearningCreate Tabletop Games to Foster Organizational Learning
Create Tabletop Games to Foster Organizational Learning
 
Get Your Gamestorming On! Shift the Paradigm of Requirements Gathering
Get Your Gamestorming On! Shift the Paradigm of Requirements GatheringGet Your Gamestorming On! Shift the Paradigm of Requirements Gathering
Get Your Gamestorming On! Shift the Paradigm of Requirements Gathering
 
Using Educational Games and Gamification
Using Educational Games and GamificationUsing Educational Games and Gamification
Using Educational Games and Gamification
 
FROM CURIOUS TO CREATIVE
FROM CURIOUS TO CREATIVEFROM CURIOUS TO CREATIVE
FROM CURIOUS TO CREATIVE
 
Tandem Transformational Game Design
Tandem Transformational Game DesignTandem Transformational Game Design
Tandem Transformational Game Design
 
Teaching with Games
Teaching with GamesTeaching with Games
Teaching with Games
 

Destaque

Destaque (9)

2015 08 19 Using Online Educational Technologies in Legal Studies: the Comb...
2015 08 19   Using Online Educational Technologies in Legal Studies: the Comb...2015 08 19   Using Online Educational Technologies in Legal Studies: the Comb...
2015 08 19 Using Online Educational Technologies in Legal Studies: the Comb...
 
AnnMaria De Mars - Making Educational Games That Add Up
AnnMaria De Mars - Making Educational Games That Add UpAnnMaria De Mars - Making Educational Games That Add Up
AnnMaria De Mars - Making Educational Games That Add Up
 
Platforma EDU - nowe narzędzi wspierające szkolenia testerzy.pl i ITtraiining.pl
Platforma EDU - nowe narzędzi wspierające szkolenia testerzy.pl i ITtraiining.plPlatforma EDU - nowe narzędzi wspierające szkolenia testerzy.pl i ITtraiining.pl
Platforma EDU - nowe narzędzi wspierające szkolenia testerzy.pl i ITtraiining.pl
 
Educational Game Trivia Persuit questions
Educational Game Trivia Persuit questionsEducational Game Trivia Persuit questions
Educational Game Trivia Persuit questions
 
IInstitutional Policy of Open Educational Resources: Fact and Trivia
IInstitutional Policy of Open Educational Resources: Fact and TriviaIInstitutional Policy of Open Educational Resources: Fact and Trivia
IInstitutional Policy of Open Educational Resources: Fact and Trivia
 
Educational computer games: what are the students’ expectations?
Educational computer games: what are the students’ expectations?Educational computer games: what are the students’ expectations?
Educational computer games: what are the students’ expectations?
 
Kids' games and educational app design
Kids' games and educational app designKids' games and educational app design
Kids' games and educational app design
 
Top 100 Tools for Learning 2012
Top 100 Tools for Learning 2012Top 100 Tools for Learning 2012
Top 100 Tools for Learning 2012
 
Quiz trivia
Quiz triviaQuiz trivia
Quiz trivia
 

Semelhante a Educational Games Design (STEG10 Keynote)

Semelhante a Educational Games Design (STEG10 Keynote) (20)

Using Social Media to Teach Engineering Process
Using Social Media to Teach Engineering ProcessUsing Social Media to Teach Engineering Process
Using Social Media to Teach Engineering Process
 
Game Designer's Journey
Game Designer's JourneyGame Designer's Journey
Game Designer's Journey
 
Games: More than just fun
Games: More than just funGames: More than just fun
Games: More than just fun
 
Leanna Prater - Can You Create A Game?: Rethinking Student Assessment
Leanna Prater - Can You Create A Game?: Rethinking Student AssessmentLeanna Prater - Can You Create A Game?: Rethinking Student Assessment
Leanna Prater - Can You Create A Game?: Rethinking Student Assessment
 
mindful xp Video Postmortem
mindful xp Video Postmortemmindful xp Video Postmortem
mindful xp Video Postmortem
 
Games for Learning – Design Principles for Student Engagement in Blended Lear...
Games for Learning – Design Principles for Student Engagement in Blended Lear...Games for Learning – Design Principles for Student Engagement in Blended Lear...
Games for Learning – Design Principles for Student Engagement in Blended Lear...
 
Teaching Games and Games Literacy
Teaching Games and Games LiteracyTeaching Games and Games Literacy
Teaching Games and Games Literacy
 
00 aft715 narrative skill of game content development
00 aft715 narrative skill of game content development00 aft715 narrative skill of game content development
00 aft715 narrative skill of game content development
 
"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland"Play to Change" Workshop - WebVisions Portland
"Play to Change" Workshop - WebVisions Portland
 
Gamification
GamificationGamification
Gamification
 
Narrative skill of game content development
Narrative skill of game content developmentNarrative skill of game content development
Narrative skill of game content development
 
6 Aspects of Game Development
6 Aspects of Game Development6 Aspects of Game Development
6 Aspects of Game Development
 
FMP Research
FMP ResearchFMP Research
FMP Research
 
Intro to game design
Intro to game designIntro to game design
Intro to game design
 
Quest2Teach Instructor Training & Webinar
Quest2Teach Instructor Training & WebinarQuest2Teach Instructor Training & Webinar
Quest2Teach Instructor Training & Webinar
 
Real Estate Development Game Test Play
Real Estate Development Game Test PlayReal Estate Development Game Test Play
Real Estate Development Game Test Play
 
TJD_2023_Lab_06.pptx
TJD_2023_Lab_06.pptxTJD_2023_Lab_06.pptx
TJD_2023_Lab_06.pptx
 
7. evaluation (interactive)
7. evaluation (interactive)7. evaluation (interactive)
7. evaluation (interactive)
 
Play to Learn: Learning Games and Gamification that Get Results
Play to Learn: Learning Games and Gamification that Get ResultsPlay to Learn: Learning Games and Gamification that Get Results
Play to Learn: Learning Games and Gamification that Get Results
 
Building a Mobile, Social, Location-Based Game in 5 Weeks
Building a Mobile, Social, Location-Based Game in 5 WeeksBuilding a Mobile, Social, Location-Based Game in 5 Weeks
Building a Mobile, Social, Location-Based Game in 5 Weeks
 

Mais de David Farrell

Serious games cwltgm
Serious games   cwltgmSerious games   cwltgm
Serious games cwltgm
David Farrell
 
Mindset Training 2 - Goal Orientation
Mindset Training 2 - Goal OrientationMindset Training 2 - Goal Orientation
Mindset Training 2 - Goal Orientation
David Farrell
 
Mindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsetsMindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsets
David Farrell
 

Mais de David Farrell (20)

Game design 2 (2013): Lecture 14 - Revision
Game design 2 (2013): Lecture 14 - RevisionGame design 2 (2013): Lecture 14 - Revision
Game design 2 (2013): Lecture 14 - Revision
 
Game design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - ColourGame design 2 (2013): Lecture 13 - Colour
Game design 2 (2013): Lecture 13 - Colour
 
Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor
Game design 2 (2013): Lecture 12 - Usability, Layout and MetaphorGame design 2 (2013): Lecture 12 - Usability, Layout and Metaphor
Game design 2 (2013): Lecture 12 - Usability, Layout and Metaphor
 
Game design 2 (2013): Lecture 11 - User Feedback in Game Design
Game design 2 (2013): Lecture 11 - User Feedback in Game DesignGame design 2 (2013): Lecture 11 - User Feedback in Game Design
Game design 2 (2013): Lecture 11 - User Feedback in Game Design
 
Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI
Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UIGame design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI
Game design 2 (2013): Lecture 10 - Expert Evaluation Methods for Game UI
 
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game CommunicationGame Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
Game Design 2 (2013): Lecture 9 - Micro and Macro Design for Game Communication
 
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game CommunicationGame Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
Game Design 2 (2013): Lecture 8 - Layering and Separation for Game Communication
 
Game Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UIGame Design 2 (2013): Immersion Through Game UI
Game Design 2 (2013): Immersion Through Game UI
 
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
 Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
Game Design 2 (2013): Lecture 6 - Icons and Semiotics in Game UI Design
 
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
Game Design 2 (2013): Lecture 5 - Game UI PrototypingGame Design 2 (2013): Lecture 5 - Game UI Prototyping
Game Design 2 (2013): Lecture 5 - Game UI Prototyping
 
Game Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI ComponentsGame Design 2 (2013): Lecture 4 - UI Components
Game Design 2 (2013): Lecture 4 - UI Components
 
Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.Game Design 2 (2013): Lecture 3 - Use of Text in design.
Game Design 2 (2013): Lecture 3 - Use of Text in design.
 
GCU Game Design 2 (2013): Lecture 2 - Menu Flow
GCU Game Design 2 (2013): Lecture 2 - Menu FlowGCU Game Design 2 (2013): Lecture 2 - Menu Flow
GCU Game Design 2 (2013): Lecture 2 - Menu Flow
 
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13
Cognitive Walkthrough for Learning Through Game Mechanics at ECGBL13
 
Game Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - IntroductionGame Design 2: Lecture 1 - Introduction
Game Design 2: Lecture 1 - Introduction
 
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
Alchemy Vs Chemistry: The Emperor's New Serious Game (Pecha Kucha)
 
Serious games career quest
Serious games   career questSerious games   career quest
Serious games career quest
 
Serious games cwltgm
Serious games   cwltgmSerious games   cwltgm
Serious games cwltgm
 
Mindset Training 2 - Goal Orientation
Mindset Training 2 - Goal OrientationMindset Training 2 - Goal Orientation
Mindset Training 2 - Goal Orientation
 
Mindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsetsMindset Training 1 - what are growth and fixed mindsets
Mindset Training 1 - what are growth and fixed mindsets
 

Último

1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
QucHHunhnh
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
QucHHunhnh
 

Último (20)

2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
2024-NATIONAL-LEARNING-CAMP-AND-OTHER.pptx
 
Unit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxUnit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptx
 
Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024Mehran University Newsletter Vol-X, Issue-I, 2024
Mehran University Newsletter Vol-X, Issue-I, 2024
 
psychiatric nursing HISTORY COLLECTION .docx
psychiatric  nursing HISTORY  COLLECTION  .docxpsychiatric  nursing HISTORY  COLLECTION  .docx
psychiatric nursing HISTORY COLLECTION .docx
 
Unit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptxUnit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptx
 
ICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptxICT Role in 21st Century Education & its Challenges.pptx
ICT Role in 21st Century Education & its Challenges.pptx
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 
General Principles of Intellectual Property: Concepts of Intellectual Proper...
General Principles of Intellectual Property: Concepts of Intellectual  Proper...General Principles of Intellectual Property: Concepts of Intellectual  Proper...
General Principles of Intellectual Property: Concepts of Intellectual Proper...
 
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
TỔNG ÔN TẬP THI VÀO LỚP 10 MÔN TIẾNG ANH NĂM HỌC 2023 - 2024 CÓ ĐÁP ÁN (NGỮ Â...
 
Unit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptxUnit-IV; Professional Sales Representative (PSR).pptx
Unit-IV; Professional Sales Representative (PSR).pptx
 
Key note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdfKey note speaker Neum_Admir Softic_ENG.pdf
Key note speaker Neum_Admir Softic_ENG.pdf
 
Holdier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdfHoldier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdf
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
Application orientated numerical on hev.ppt
Application orientated numerical on hev.pptApplication orientated numerical on hev.ppt
Application orientated numerical on hev.ppt
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
Asian American Pacific Islander Month DDSD 2024.pptx
Asian American Pacific Islander Month DDSD 2024.pptxAsian American Pacific Islander Month DDSD 2024.pptx
Asian American Pacific Islander Month DDSD 2024.pptx
 
Class 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdfClass 11th Physics NEET formula sheet pdf
Class 11th Physics NEET formula sheet pdf
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 
Role Of Transgenic Animal In Target Validation-1.pptx
Role Of Transgenic Animal In Target Validation-1.pptxRole Of Transgenic Animal In Target Validation-1.pptx
Role Of Transgenic Animal In Target Validation-1.pptx
 
1029 - Danh muc Sach Giao Khoa 10 . pdf
1029 -  Danh muc Sach Giao Khoa 10 . pdf1029 -  Danh muc Sach Giao Khoa 10 . pdf
1029 - Danh muc Sach Giao Khoa 10 . pdf
 

Educational Games Design (STEG10 Keynote)

  • 1. Educational Game Design David Farrell Glasgow Caledonian University david.farrell@gcu.ac.uk @unthank
  • 2. Games in Education • Games used as motivator (especially boys) • extrinsic motivator “finish your work and you can play” • intrinsic motivator • “since they like play, we’ll put learning in their games!!”
  • 3.
  • 4. Problem? • These products are not particularly successful as games or / education
  • 5. Shavian Reversal + Text = Beauty Brains Beauty & Brains?
  • 6. Shavian Reversal + = Beauty Brains Beauty & Brains?
  • 7. Shavian Reversal Ugly & Stupid
  • 8. Chocolate Covered Broccoli • Thin layer of chocolate (game) on a piece of broccoli (educational content)
  • 9.
  • 10.
  • 11.
  • 12.
  • 13. Raph Koster • Game Designer • Ultima Online • Everquest • Star Wars Galaxies • Author • Theory of Fun for Game Design
  • 14.
  • 15.
  • 16. Wil Wright • Game Designer • sims • sim city • spore
  • 17. Will wright @ GDC2010 • Said that designing games is like building a model of the universe. Playing a game is like testing a world model and learning from how it behaves. • like a child playing with water or shapes.
  • 18.
  • 19. • Neither Raph Koster or Wil Wright are educational game developers - but they have noticed the potential of games to teach through modelling some aspect of the world.
  • 20. Kurt Squire • Indeed, this kind of learning seems to be something that games do particularly well • Kurt Squire’s work with Civilization - just by playing scenarios in this commercial game, students gained a deep, meaningful understanding of history • not as a series of facts - but as patterns, relationships - as a model of how history works
  • 21.
  • 22. David W Shaffer • Similar idea - game models physics. (Svarovski & Shaffer, 2006) • By playing with it, students get a really deep understanding of physics.
  • 23.
  • 24. • Instead of separating the game from the learning, it seems that one of the best ways to teach through play is to have the game model the learning outcomes. • By playing with a simulation, students can attain a deep learning experience.
  • 25. GM Choccoli • If games teach what games model, then we can design game mechanics that model learning outcomes • by doing that, we can create ‘genetically modified broccoli’ • Broccolate? Choccoli?
  • 26. • This puts an emphasis on the ‘game’ part of educational game design. • Educational game designers should understand the game development process.
  • 27. Designing Games • Temping to jump straight to a scenario or an idea • but you can’t wholly trust your instincts • what you find enjoyable may not be what your users find enjoyable
  • 28. Play styles • There are different types of play • Understanding your options can help you find ways to implement learning in game mechanics AND find ways to make your game appeal to your audience
  • 29. Huizina / Callois • Agon • Games of competition & conflict • Alea • Games of chance and fate • Mimicry • Games of simulation and copying • Ilinx • Games of vertigo & reckless abandon
  • 30. User Centred Game Design • You want your player to enjoy your game, so you need to learn about your user • what games do they like? (genre, play style) • what music & movies do they like? • what is important to them • Work towards creating a persona that represents your player.
  • 31. • Profile of your average player (Persona) • Make it as real as you can. • When yourself:designing your game, keep asking you are • Would Nathan like this game? • Would Nathan like this addition? • Nathan • 9 years old • Basketball • SpongeBob • Mario
  • 32. Actual User Feedback • Discussing game ideas with audience is crucial • Having observations and interviews with players during development is key to ensuring that players will respond as you expect
  • 33. Match LO’s to Mechanics • Using user personae & understanding of games and deep learning, model the learning outcome using game mechanics • Use narrative & story as framing devices for game mechanics where possible
  • 34. e-Bug • European Commission project to improve microbial education • One game - for young children was like Mario • One game - for older children was a story- based adventure • Used the above techniques to design
  • 35. Detective Game • Narrative / conceptual model based. • Heavily inspired by the Phoenix Wright: Ace Attorney games • Players explore locations, looking for clues, and speak to characters.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41. Converting LOs to Mechanics • Learning Outcome • Some microbes are good for us.
  • 42. Younger Children • For researching the younger audience, we had decided that: • we couldn’t use too much text. • we wanted a visual and simple interaction
  • 43. Platform Game Solution • Used different art to represent good and bad microbes
  • 44. • Contact with bad microbes hurts the player whereas good microbes can be stood on to jump higher.
  • 45. • When good and bad microbes come in contact with each other, they kill each other - showing the good microbe protecting the body.
  • 46. Older Children • For the older children, we used the puzzle structure of the detective game to create a situation where a character had harmed his body’s good microbes.
  • 47.
  • 48. • Using dialogue, the player knows that the Coach Beveridge character is sick. • The player is talking to a girl called Allison who tells the player that Coach Beveridge has been taking her antibiotic pills. • When the player confronts Coach Beveridge, it emerges that he has killed his good bacteria and that is why he is sick.
  • 49.
  • 50.
  • 51. Some areas that worked • Enjoyable - why? • Platform game - good play-testing throughout • levels tweaked to find appropriate difficulty level. • Didn’t ‘feel like’ an educational game • Detective game - good stories / dialogue • stories discussed with children before hand
  • 52. • Teachers liked the games • teacher involvement in conceptual stage helped ensure their concerns were met • rolled out to 10 EU countries, more coming
  • 53. • High production values • good team work / art / management in-house / personal investment / communication • Because of the internal art production, we managed to get 2 man-years’ worth of production from what would have been 3 months of outsourced work.
  • 54. • Internationalisation • technical solution that decentralised the process • allowed for cultural sensitivity • allowed for variation in puzzle emphasis • Google Spreadsheet used to coordinate. • because the game was data driven, could pretty much ‘save as’ the spreadsheet straight into the game.
  • 55.
  • 56. • Some positive knowledge change results • in platform game, particular areas very successful in short period of time (30 minutes of play covering multiple LOs) • in detective game, some encouraging results but not statistically significant - too many pupils already aware of correct answer - need further study
  • 57. Data Collection • We used two methods of data collection • The platform game had a built-in quiz show that asked the players questions. Their answers were automatically saved in a database. • The detective game featured a pre and post-play web-questionnaire.
  • 58.
  • 59.
  • 60. differences • found many players post-game questionnaire did not match their pre-game one • name differences • claimed to have played a different mission • many players did not fill out post-game questionnaire • having a questionnaire up front scares of players
  • 61. whereas... • having mini-quizes at each stage of platform game meant that even if a player left early, we still got some data • also we could validate and contextualise data (identify player, level, what content exposed to etc)
  • 62.
  • 63. Some areas of difficulty • Detective game did not get enough player testing during development. • before and after - but not during implementation (3 month) • didn’t paper-prototype • a number of UI issues • some conceptual issues causing difficulty for some players
  • 65. Phoenix Wright • Lifted some menu terminology that wasn’t appropriate when put in the context of our game.
  • 66.
  • 67.
  • 68. • Users underlying conceptual model didn’t match game behaviour
  • 69.
  • 70.
  • 71.
  • 72. • Why would you need to use your phone to speak to someone who is in the same room as you? • Why would you need to use your phone to change room?
  • 73. How could this happen? • Phone metaphor was popular with children pre-development, but we did not use UI design best practice
  • 74. How could we avoid? • Paper prototype would have found that the phone interface wasn’t meeting player expectations before software development • Use of cognitive walkthrough and other established UI techniques could have identified problems during early stages of development - before any art or programming
  • 75. Didn’t allow for player error • If players accidentally clicked through a dialogue without fully understanding it, there was no way of getting that information • because the game is totally reliant on players understanding this content, we should have considered this.
  • 76.
  • 77. Complicated • The Detective Game required some actions from the player that were intended to emulate the real-world investigation practices of institutions like the UK’s Health Protection Agency • These were functionally unnecessary in terms of game play and players found them confusing.
  • 78. www.e-bug.eu? David Farrell Glasgow Caledonian University david.farrell@gcu.ac.uk @unthank

Notas do Editor

  1. \n
  2. \n
  3. \n
  4. \n
  5. \n
  6. \n
  7. \n
  8. \n
  9. \n
  10. \n
  11. \n
  12. \n
  13. \n
  14. \n
  15. \n
  16. \n
  17. \n
  18. \n
  19. \n
  20. \n
  21. \n
  22. \n
  23. \n
  24. \n
  25. \n
  26. \n
  27. \n
  28. \n
  29. \n
  30. \n
  31. \n
  32. \n
  33. \n
  34. \n
  35. \n
  36. \n
  37. \n
  38. \n
  39. \n
  40. \n
  41. \n
  42. \n
  43. \n
  44. \n
  45. \n
  46. \n
  47. \n
  48. \n
  49. \n
  50. \n
  51. \n
  52. \n
  53. \n
  54. \n
  55. \n
  56. \n
  57. \n
  58. \n
  59. \n
  60. \n
  61. \n
  62. \n
  63. \n
  64. \n
  65. \n
  66. \n
  67. \n
  68. \n
  69. \n
  70. \n
  71. \n
  72. \n
  73. \n
  74. \n
  75. \n
  76. \n
  77. \n
  78. \n