Design

Maryland ATD 90 Minute Serious Game Jam

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These slides are from a 90 minute serious game jam I facilitated for the Maryland ATD on March 12, 2015 Materials and resources can be accessed at http://apetroski.wikispaces.com/Serious+Game+Jam Maryland ATD Serious Game Jam Thursday, March 12, 2015 Bring the learning objectives for your next performance improvement or behavior change effort and leave with a serious game design. In this serious game jam session participants will explore the major elements of serious game design (story, character, mechanics) and create a rough plan for a serious game. Small group or individual work will be an option. Bring your laptop or tablet to create your plan for a serious game. Objectives: - Identify ways in which elements of serious game design can improve existing learning solutions - Increase the focus and achieve depth of learning by applying serious game design techniques - Improve performance outcomes with serious game design
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  • 1. Serious Game Jam Maryland ATD March 12, 2015 Image Source: Stichting Toekomstbeeld der Techniek (http://stt.nl/serious-gaming/)
  • 2. Andy Petroski Director of Learning Technologies Assistant Professor of Learning Technologies Harrisburg University apetroski@harrisburgu.edu apetroski.wikispaces.com @apetroski LTMS CAELT Harrisburg University
  • 3. How To Vote via Texting 1. Standard texting rates only (worst case US $0.20) 2. We have no access to your phone number 3. Capitalization doesn’t matter, but spaces and spelling do TIPS EXAMPLE
  • 4. making a good game is a challenge making a good serious game is a serious challenge
  • 5. serious game framework Design Play Experience Content & Pedagogy Teaching Learning Character, Setting, & Narrative Storytelling Story Mechanics Dynamics Affect User Interface Interactivity Engagement Technology Learning Storytelling Gameplay User Exp. http://gel.msu.edu/winn/Winn_DPE_chapter_final.pdf
  • 6. Instructional Design
  • 7. first principles of instruction
  • 8. action mapping
  • 9. instructional design
  • 10. Game Design: Theme
  • 11. Realistic The gameplay scenario and/or the player’s role is realistic. Realism helps to connect the game to work / life, puts the player in a role they will play in the real-world and creates a recognizable context for learning. Fictional The gameplay scenario and/or the player’s role is fictional. Fiction can aide immersion and increase the fun factor. Fiction can also support game balance. Connected A connected perspective is one in which the challenges, actions, and decisions are explicitly connected to the performance goals for the player. Disconnected A disconnected perspective is one in which the challenges, actions, and decisions are implicitly connected to the performance goals for the player. point-of-view-state
  • 12. Game Design: Story
  • 13. story
  • 14. Connect acts to heroes journey
  • 15.    story
  • 16. Game Design: Mechanics
  • 17. mechanics
  • 18. flow theory Mihály Csíkszentmihályi (pronounced chick-sent-me-high-ee)
  • 19. flow theory
  • 20. story character goal obstacles feedback levels       mechanics 
  • 21. iterative
  • 22. serious game framework Design Play Experience Content & Pedagogy Teaching Learning Character, Setting, & Narrative Storytelling Story Mechanics Dynamics Affect User Interface Interactivity Engagement Technology Learning Storytelling Gameplay User Exp. http://gel.msu.edu/winn/Winn_DPE_chapter_final.pdf
  • 23. • Analog –Tabletop –Physical • Digital –Arcade/café –Console –Computer –Online –Handheld –Alternative Device platform and player controls (technology)
  • 24. further development
  • 25. Serious Game Design Document
  • 26. Andy Petroski Director of Learning Technologies Assistant Professor of Learning Technologies Harrisburg University apetroski@harrisburgu.edu apetroski.wikispaces.com @apetroski LTMS CAELT Harrisburg University
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    Jul 23, 2017
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