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Developing Games for Learning - Mobile+

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Presented at #mlearningdevcon October 2011. Developing Games for Learning - Mobile+ Learn about what makes for a a good game and simulation for learning. What's needed, how to plan, produce and …

Presented at #mlearningdevcon October 2011. Developing Games for Learning - Mobile+ Learn about what makes for a a good game and simulation for learning. What's needed, how to plan, produce and deliver the best experience.

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  • 1. Do you need a tool to help with project management? Checkout LaunchCycle.comTaking the next step in learning:Gamification Nick@sealworks.com Twitter.com/NickFloro
  • 2. Gamification is the use ofgame design techniques andmechanics to solve problemsand engage audiences.
  • 3. Who is a gamer?
  • 4. GamersBorn ≥ 1980
  • 5. Gamers Born ≥ 1980‣ 8-10 1+ hour/day‣ teens 13+ hours week
  • 6. Gamers Born ≥ 1980‣ 43% females‣ 5 hours a week
  • 7. Gamers
  • 8. Over 10,000 hours Anyone born after 1980 Gamers • played...
  • 9. A look back...
  • 10. 1980’s
  • 11. Welcome to Adventure!! Would you likeinstructions?
  • 12. Some e-learning is underachieving...
  • 13. Next
  • 14. Next NextNext NextNext NextNext Next Next Next Next Next
  • 15. Read it Take the Test
  • 16. Designing experiences
  • 17. us.wii.com
  • 18. How should we Design?
  • 19. Focus on theAudience
  • 20. Content is the key
  • 21. Transparent 3 Interface
  • 22. What makes a game Work?
  • 23. Goal-oriented
  • 24. storytelling
  • 25. Challenging
  • 26. Contextual
  • 27. interactive
  • 28. Engagement
  • 29. Joe Avatar
  • 30. If you have good content, they will come.
  • 31. The most effective learningexperience is an engaging one.
  • 32. Casual Games • Designed to play over and over again, simple to learn, short playing time, relatively inexpensive to build • Addictive
  • 33. Games & Simulations
  • 34. A look back...
  • 35. www.marmalademedia.com.au/flashamp/
  • 36. www.research.att.com/~ttsweb/tts/demo.php
  • 37. Sims • Pick a Character • Roles • Time • Mission • Results • Fun
  • 38. An Idea
  • 39. Games
  • 40. Select an Assistant
  • 41. Overview
  • 42. Patient File
  • 43. Overview
  • 44. Character Development
  • 45. Mission
  • 46. TextMessagingSMS Integration Would you like to sell, hold or buy? 1. Sell 2. Buy 3. Hold
  • 47. Defining the Game What are the learning objectives? What is the budget? Who is the audience?Who is responsible forcommunity building? What is the timetable?Current technology orsolution?
  • 48. Selecting the Tools
  • 49. Participation
  • 50. Collaboration
  • 51. John Michael NickEmily Rich
  • 52. LeafSnap
  • 53. www.seeknspell.com
  • 54. O C AR T P www.seeknspell.com
  • 55. O C AR T P www.seeknspell.com
  • 56. Gamification
  • 57. Teach how to solve
  • 58. Teach how to be creative
  • 59. Resources
  • 60. Resources • Designing for the social web • Joshua Porter
  • 61. www.twitter.com
  • 62. Screencasts 101 Mini-Session www.jingproject.com
  • 63. http://www.techsmith.com/camtasia.asp
  • 64. http://www.adobe.com/products/captivate/
  • 65. http://www.telestream.net/
  • 66. Games 1. Play 2. Watch others play 3. Experiment
  • 67. Resources • Engaging Learning: Designing e-Learning Simulation Games • Clark Quinn
  • 68. Resources • Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to Gamers • Karl M. Kapp
  • 69. www.launchcycle.com
  • 70. NickFloro.com
  • 71. Thank You Nick Floro nick@sealworks.com twitter.com/NickFloro Download the Presentation at: http://www.slideshare.net/nickfloro

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