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Aaron Thibault Lecturer & Deputy Director The Guildhall at SMU IGDA Education SIG / Knowledge Base. DESTINY. Designing Gameplay Learning. The line between child and adult. Design. Story Systems Experience…Anticipation & Rewards Biometric factoring Feedback, Testing & Tuning
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Aaron ThibaultLecturer & Deputy DirectorThe Guildhall at SMUIGDA Education SIG / Knowledge Base
DESTINY Designing Gameplay Learning
Design • Story • Systems • Experience…Anticipation & Rewards • Biometric factoring • Feedback, Testing & Tuning • Using learning methodologies
Consider… • How will learning be integrated • How will content be chosen • Who is the core audience • Scaffolding (For expertise) • Accuracy (Economics) • Perspective (World view) • Approach (Design structure; open, closed) • Assessment (Method, intended user)
Methodologies Active Action & Experiential Behaviorism Constructivism Constructionism
Lowering barriers to learning • Pain • Humor • Fear • Familiarity (archetypes) • Familiarity (story conventions) • High production values • Engaging control (control scheme) • Clear choice
Like the best teachers, games can prepare critical thinkers.
Metacognition • Considering your own influence • Emotional Intelligence • Reflection & Intuition
Zero Time • Immediate utility • Process-driven learning • Organizational Learning • Q&A, mentorship
The Ultimate • Self-Awareness • Control • Confidence • Identity