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 deliver the best experience.

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Developing Games for Learning - Mobile+

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

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