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Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

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Page 1: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Two Worlds Collide – Combining Design Principles from Learning and Games Tamara EysterLea Rosenberry

Page 2: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Abstract

In an effort to increase student motivation and find more engaging ways for students to learn, the use of digital game-based learning is on the rise. When designing a serious game, efficacious designs for both learning and games must be followed. We will examine recommended practices for andragogy and educational games, and show that these two seemingly disparate practices are very similar. To highlight the similarity between learning and game design, we will examine the design of an educational digital game for learning the metric system.

Page 3: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Knowles’ Six Adult Learning Principles

Adults are: internally motivated and self-directed bring life experiences and knowledge to learning

experiences goal oriented relevancy oriented practical to be respected (Knowles, Holton, & Swanson, 2005, p. 3)

Page 4: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Implications for Game Design

Adults are internally motivated and self-directed

Find ways to incorporate choice into game design Allow learner/player to direct the game where

possible

Page 5: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Implications for Game Design

Adults are goal oriented

Make sure that game goals are clearly communicated

Goals should be attainable and lead from one goal to the next

Page 6: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Implications for Game Design

Adults are relevancy oriented

Don’t use games unless they are relevant despite other positive effects of games and game playing

Page 7: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Implications for Game Design

Adults are practical

Use game-based learning when it is appropriate for the learning outcome being presented

Design the game TO the outcome and not vice versa

Page 8: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Implications for Game Design

Adults are to be respected

Make sure games are age and knowledge-level appropriate

Backgrounds and scenarios should match the maturity level of the learner/player

Page 9: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Effective Game Design for Learning

Believable characters, narrative, and/or storyline Clear goals, subgoals, completion Clear and reasonable rules Engagement, provide opportunities for reflection Interactive challenges, competition, equitable experience for all

users (learning & learner differences) Rewards, support active learning, appropriate for the learning

context

(Habgood & Overmars, 2006; Whitton, 2009)

Page 10: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Game Design related to Adults

Believable characters, narrative, and/or storyline

Adults are: internally motivated and self-directed bring life experiences and knowledge to learning

experiences goal oriented relevancy oriented practical to be respected

Page 11: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Game Design related to Adults

Clear goals, sub-goals, completion

Adults are: internally motivated and self-directed bring life experiences and knowledge to learning

experiences goal oriented relevancy oriented practical to be respected

Page 12: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Game Design Related to Adults

Clear and reasonable rules “The primary purpose of rules is to prevent strategies that subvert

challenge.” (Crawford, 2003, p. 40)

Adults are: internally motivated and self-directed bring life experiences and knowledge to learning

experiences goal oriented relevancy oriented practical to be respected

Page 13: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Game Design Related to Adults

Engagement, provide opportunities for reflection

Adults are: internally motivated and self-directed bring life experiences and knowledge to learning

experiences goal oriented relevancy oriented practical to be respected

Page 14: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Game Design Related to Adults

Interactive challenges, competition, equitable experience for all users (learning & learner differences)

Adults are: internally motivated and self-directed bring life experiences and knowledge to learning

experiences goal oriented relevancy oriented practical to be respected

Page 15: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Game Design related to Adults

Rewards, support active learning, appropriate for the learning context

Adults are: internally motivated and self-directed bring life experiences and knowledge to learning

experiences goal oriented relevancy oriented practical to be respected

Page 16: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Game And Lesson Planning

One- to Two-sentence Description

Learning Outcome(s)

Game screen wireframe and flow Lesson Plan Outline

List of game mechanics Assessments

List of assets Delivery method(s)

Technical requirements Tools

(Griffith, 2010, p. 33)

Page 17: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Game Design for Metric Match-3(very basic)+

The main objective for the game is to convert between metric units.

Game Type: Match-3

Metric Units: gram, liter, meter

Metric Prefixes: giga, mega, kilo, hecto, deca, deci, centi, milli, micro, nano

Page 18: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

Game Design for Metric Match-3(very basic)

Cut Scenes/Loading Screens will have basic information including the relationships between the units, prefixes, and ways to convert.

Player will have control over when each level starts

Level 0: Tutorial not actual changes

Level 1: “1 degree” of change

Later levels will have more change, and eventually between the units OR random

Page 19: Two Worlds Collide – Combining Design Principles from Learning and Games Tamara Eyster Lea Rosenberry

References

Crawford, C. (2003). Chris Crawford on game design. Indianapolis, Ind.: New Riders.

Griffith, C. (2009). Real-World Flash Game Development: How to Follow Best Practices AND Keep Your Sanity. Amsterdam: Focal Press.

Habgood, J., & Overmars, M. (2006). The Game Maker's Apprentice. New York: Jacob Habgood and Mark Overmars.

Knowles, M. S., Holton, E. F., & Swanson, R. A. (2011). The adult learner: the definitive classic in adult education and human resource development (7th ed.). Amsterdam: Elsevier.

Whitton, N. (2009). Learning with Digital Games: A Practical Guide to Engage Students in Higher Education (The Open and Flexible Learning Series). New York: Routledge.