Creating the Design Document

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Design Document slides from 2012 DevLearn Workshop.

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Creating the Design Document

  1. 1. Putting the Elements Together
  2. 2. Questions to Ask?• What is the outcome of the game? – What do we want the learner to know how to do  when done playing the game?• What are the tasks that must be  demonstrated in the game to achieve the  outcome?• How can we verify the outcome as been  achieved? 
  3. 3. Questions to Ask• What is the “message” of the game?• What will make the game “educational”?• What qualities of the game will make it  effective or ineffective?• What could be done to make the game  engaging?
  4. 4. Creating a Game Design Document• The “Game Design Document” – Provides guidance to developer – Clarifies objectives and learning outcomes for  stakeholders – Provides “road map” of process.
  5. 5. Gaming (Serious ) Games Gamification Simulation Points, Badges, LevelsWhole Part Playful Design Toys PlayingFrom Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al
  6. 6. Elements of a Game Design  Process/ Document • Overview of Concept• Desired Outcomes• Instructional Objectives• Tying Assessment to Gameplay• Game Play Strategy• Description of Characters (if any)• Game Environment• Description of How Game is Played• Reward Structure• Look and Feel of Game• Technical Specifications• Timeline
  7. 7. Overview of ConceptShort description of your game.  Give as much information as possible. 
  8. 8. Desired Outcome What do you want the  learner to be doing as a result  of playing the game?
  9. 9. Instructional ObjectivesWhat learning objectives will facilitate the learning? 
  10. 10. Tying Assessment to GameplayConcept to be  In‐Game Activity Assessment of Learning taughtExample:Closing the sale.               Select Right Closing                        Track # of Attempts the first time
  11. 11. Gameplay Strategy Game Play StrategyExploration/Simulation /Free Play AreaBranching story, On‐Line Board GamesMatching, Trivia Games, Drag and Drop Games
  12. 12. Level of Interactivity Type of  Type of  Game Play Low Medium High Knowledge  (Customer  Taught Development)Exploration/Simulation Problem‐Engine/Free Play Area SolvingBranching story, On‐Line ConceptualBoard Games Knowledge/  RulesMatching, Trivia Games,  Declarative Drag and Drop Games Knowledge/ Fact/Jargon
  13. 13. Designing Performance‐Based Instruction Facts Concepts Rules - Elaborating - Examples - If-Then - Organizing - Non-Examples - Cause/Effect - Association - Attribute Classification - Concept ApplicationProcedures Principles Problem-Solving- Whole to Part Review - Teach Model - Multiple Scenarios- Learn Parts - Behavior Checklist - Professional Experiences- Assemble Procedure - Examples - Realistic Application
  14. 14. Type of  Instructional Strategy Gameplay DevelopedKnowledge
  15. 15. Description of CharactersName Role/ Position Gender Attitude  Attire RepresentsJohn Potential  Male Friendly Shirt tie, Suit‐no  Elusive potential customer. Customer jacketMary Sales  Female Helpful Business Casual Proper procedure for  Representative initiating potential customer  contact.Lou Ann Co‐Worker Female Unfriendly Business Casual Provides critical information  regarding pre‐qualification of  potential customer.USER New Sales  N/A N/A N/A Person who needs to pre‐ Representative qualify John during the case  study.
  16. 16. Game Environment Describe the environment in which the learner finds themselves when playing the game. 
  17. 17. Description of How Game is Played Detailed “walk through” of how to play the game. 
  18. 18. Reward Structure How do you plan to reward players? 
  19. 19. Look and Feel of the Game How does the game “look”?
  20. 20. Technical SpecificationsWhat software? On what server? Is there a download? 
  21. 21. Timeline
  22. 22. Create a Game• Sales or Customer Service – Develop idea and create one page game‐design  document of idea.  • Use Post‐It Notes to write down one idea per note of  something in your game. (two avatars to present  content) – Present idea to all teams (poster session) – Steal “best” ideas and incorporate them into your  game.  – Report “new and improved” game to room.
  23. 23. Paper Prototyping

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