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Kevin Miklasz Scott Price
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BrainPOP’s (Content) Games
Learning Goal:
Learning Goal:
We made games!
They were good.
Mechanics were linked to learning goals, exploratory.
Guts and Bolts and Food Fight are still in our top ten most
popular games
We ‘own’ Food Fight
A lot of design effort for small content coverage
A lot of teaching effort needed for good classroom use
High ramp up time for teachers between games
And no one was paying for games
Learning goal was as much about a skill as about content
Learning Goal:
Broader content coverage (~200 topics per game)
Quick process to generate new content
Enabled repeated skill practice in different contexts
Low teacher ramp-up time
Enabled analog student game creation
Data reports were not compelling
Data reports did not generalize well across all three games
These aren’t games to games people (especially Sortify)
More superficial connection to content
Educational “Content agnostic” Skill Game
Application of skills across content areas
Mechanics
Game specific assets/components
Civilization
Designing for the school environment
As a Game Designer:
● Are you starting with skill or content?
● What does the other side offer?
● Schools and teachers think in terms of content As an
educator:
● What content does this game’s skill cover?
● Do the game’s skills support the content?
Using Skill vs Content Game Design to Cross the Curriculum
Using Skill vs Content Game Design to Cross the Curriculum

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Pragya Champions Chalice 2024 Prelims & Finals Q/A set, General Quiz
 
An overview of the various scriptures in Hinduism
An overview of the various scriptures in HinduismAn overview of the various scriptures in Hinduism
An overview of the various scriptures in Hinduism
 

Using Skill vs Content Game Design to Cross the Curriculum

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  • 13. We made games! They were good. Mechanics were linked to learning goals, exploratory. Guts and Bolts and Food Fight are still in our top ten most popular games We ‘own’ Food Fight
  • 14. A lot of design effort for small content coverage A lot of teaching effort needed for good classroom use High ramp up time for teachers between games And no one was paying for games Learning goal was as much about a skill as about content
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  • 19. Broader content coverage (~200 topics per game) Quick process to generate new content Enabled repeated skill practice in different contexts Low teacher ramp-up time Enabled analog student game creation Data reports were not compelling Data reports did not generalize well across all three games These aren’t games to games people (especially Sortify)
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  • 22. Educational “Content agnostic” Skill Game Application of skills across content areas Mechanics Game specific assets/components Civilization
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  • 25. Designing for the school environment As a Game Designer:
  • 26. ● Are you starting with skill or content? ● What does the other side offer? ● Schools and teachers think in terms of content As an educator: ● What content does this game’s skill cover? ● Do the game’s skills support the content?