Thiagi suggests a game instructional design strategy that includes continuous concurrent co-design. It is a holistic rather then linear design process that calls for designing the game by playing it with real learners or as close to them as you can get. The goal is a game that is fun but serious about learning. The trick is to sneak the learning in there. But classroom games have been used to do that for some time. With broadband some flair can be used to get their attention, as Gagne would suggest. As for objectives, make them contextual to the game. For example, Identify three ways Mr. Moneybags avoids additional bank changes. Do you have a website for testing the game with potential audiences? Or test some on social websites like Facebook to get exposure and create demand. John Galto
Thank you for posting the presentation. I was not able to attend the online webinar. I would love to be part of Learning Games development efforts with Enspire.
Learning games have created a buzz in the training more
Learning games have created a buzz in the training industry. Games promise a motivating and fun learning environment, but do these games lead to better learning?
During this webinar, the Doorways to Dreams Fund (D2D), Enspire Learning, and the Skillpoint Alliance will discuss the development of the casual video game, “Celebrity Calamity.” While managing the finances of spendthrift celebrity, this new game teaches low- to moderate-income women the basics of credit and debit cards. For many in the target audience, personal finance education can be difficult, scary, and boring. Keeping players motivated and engaged was important, though only half the battle. For the game to be considered successful, players also had to emerge from the experience with the confidence -- and knowledge -- to manage their credit and debit card accounts. To facilitate this, D2D and Enspire conducted rigorous user experience testing during the iterative production process. Later, efficacy testing was used to determine knowledge and confidence changes as a result of the game. The preliminary results? Tests with small samples showed a 50-70% improvement in financial knowledge and a 15-30% confidence increase in key areas. less
3 comments
Comments 1 - 3 of 3 previous next Post a comment