Yet Another Magic Bullet: A Tool for Assessing and Evaluating Learning Potential In Games

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    Yet Another Magic Bullet: A Tool for Assessing and Evaluating Learning Potential In Games - Presentation Transcript

    1. Yet Another Magic Bullet A Tool for Assessing and Evaluating Learning Potential In Games
    2. What?
      • Model for evaluating and assessing games
      • Subjective tool
      • All learning in a game can be classified in one (or more) categories
      • Learning NEED NOT = education
      • Relative proportions are informative
      • Currently developed for single-player games
    3. Things I Can Learn
      • deliberately designed by those who created the game
      • Includes things designers *hope* people will take up
      • Includes game-specific objectives as well as general ones
    4. Things I MUST Learn
      • should be a subset of the first category
      • Required in order to achieve a specific goal or to win
      • Includes strategy
    5. Collateral Learning
      • other things we can learn
        • these are not necessarily designed into the game, although sometimes designers may hope that players choose to take these up
    6. External Learning
      • not technically considered part of the normal gameplay
      • Includes social learning and outside communities
      • Also includes Cheats
        • typically designed into the game for testing purposes
        • often left in the game once it ships
        • deliberate design elements on the part of the designers
    7. Things I DID Learn
      • “ your results may vary”
      • Will often be specific to the goal
        • if there is more than one way to win
        • if there are multiple goals that can be achieved
      • Not included in analysis models
    8. A Good Game
      • Good balance
      • Nothing I MUST learn that is outside of what I CAN learn.
      • Allows for learning outside of game and from cheats and community.
    9. A Good Game
      • Things I MUST learn < ½ of what I CAN learn
      • External learning not necessary
      • Collateral learning possible
      Some Examples
    10. MUST learn = CAN learn
      • Nothing to learn that isn’t part of the ‘goal’
      • Often edutainment fits in here
      • Lack of collateral learning opportunities implies a single-purpose game (or an impoverished one)
      Some Examples
    11. MUST learn ≈ CAN learn
      • Challenging  for some, frustrating
      • Often requires players to repeat plays and levels many times
      Some Examples
    12. MUST learn ≈ CAN learn
      • Puzzles
      • Mini-games
      Some Examples
    13. MUST learn > CAN learn
      • Need outside help / resources to get into the game or progress
      • CAN still be good, but this has serious implications for audience and support requirements
        • Very risky in serious games
      Some Examples
    14. MUST learn << CAN learn
      • Lacks direction
      • Aimless
      • Toy, not game
      Some Examples
    15. MUST learn too small
      • Not much to hold interest
      Some Examples That is what the game was meant to be. In reality, the game has no gameplay. A lack of AI means that the opposing truck does not even move from its starting location, so there is really no &quot;race&quot; to begin with. Winning is virtually guaranteed. As well, the game lacks collision detecting which means you can go through any objects like houses, boulders, trees, and bridges that you are required to cross. Besides this, the trucks do not have any top speed, which means you are able to accelerate into infinite, even when going backwards. Traveling off of the edge of the map is possible in the game. Despite the fact that the back of the box and advertising said it would have police chases, absolutely no police cars are actually present within the game. Source: http://www.mobygames.com/game/big-rigs-over-the-road-racing
    16. Little Game
      • Short form game
      Some Examples
    17. Drill Game
      • Short form game
        • Bad if not short
      Some Examples
    18. Short Form Game
      • Can be great if carefully designed
      • Must be designed as <= 5 minute game.
      • Includes many puzzles.
      Some Examples
    19. MUST learn includes collateral learning.
      • Can make for great game
      • Tends to worry traditional educators
      • Can be very useful in serious games
      • Games do not always need to be self-contained
      Some Examples
    20. MUST learn = 0
      • No direction
      • Even SIMs has some MUST learn
      • Game on rails
      • This is a toy
      Some Examples
    21. No collateral learning.
      • Imbalance between CAN & MUST
      Some Examples
    22. Re-cap
      • No guarantees
      • A useful lens
      • Can indicate where we need to make changes / additions / deletions
      Some Examples
    23. Thanks!

    + Katrin BeckerKatrin Becker, 6 months ago

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