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GameUp is one of the largest educational game platforms available, with games by 43 partner organizations and BrainPOP itself. In the process of curating games for BrainPOP’s 800 educational topics, we have explored different approaches to making our internally-developed games over the past 7 years. BrainPOP went from developing 3 content-oriented games to developing 3 skill-oriented games. We’ll talk about why we transitioned, what worked, and what didn’t work throughout the process.
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Scott Price Kevin Miklasz
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We made games! They were good. Mechanics were linked to learning goals, exploratory. Guts and Bolts and Food Fight are still in our top ten most popular games We ‘own’ Food Fight
A lot of design effort for small content coverage A lot of teaching effort needed for good classroom use High ramp up time for teachers between games And no one was paying for games Learning goal was as much about a skill as about content
Broader content coverage (~200 topics per game) Quick process to generate new content Enabled repeated skill practice in different contexts Low teacher ramp-up time Enabled analog student game creation Data reports were not compelling Data reports did not generalize well across all three games These aren’t games to games people (especially Sortify)
Educational “Contentagnostic” Skill Game Application of skills across content areas Mechanics Game specific assets/components Civilization
Designing for the school environment As a Game Designer:
●Are you starting with skill or content? ●What does the other side offer? ●Schools and teachers think in terms of content As an educator: ●What content does this game’s skill cover? ●Do the game’s skills support the content?