When Games and Instructional Design Collide

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A longer and more detailed version of the SITE talk with a similar name. This is a talk about the challenges of designing games (and sims) for education. It is not enough to just mash game, sim, and instructional design up together. It needs to be a proper synergy.

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When Games and Instructional Design Collide

  1. 1. “If we teach todays students as we did yesterdays, we are robbing them of tomorrow.” — John Dewey When Games and Instructional Design Collide ID for Digital Simulations and Games Katrin Becker & Jim ParkerKatrin Becker, Jim Parker Serious Instructional Design - 2012 1
  2. 2. What am I Playing Now?Katrin Becker, Jim Parker Serious Instructional Design - 2012 2
  3. 3. Inception When gamers make games we often get hollow games. Skinning a game ???? with ‘learnin’  “edufication”Katrin Becker, Jim Parker Serious Instructional Design - 2012 3
  4. 4. Inception When educators make games we often get “edutainment” Wrapping a game around instruction  “education (is) a bitter medicine that needs the sugar-coating of entertainment to become palatable” M.ResnickKatrin Becker, Jim Parker Serious Instructional Design - 2012 4
  5. 5. Is Focused Design Necessary? Instructional Game Designers: Designers: All we need is All we need is sound sound ID. game design. NEITHER are sufficient. AND: The need for accuracy* necessitates the incorporation of simulation design *Accuracy applies to principles. some aspects only.Katrin Becker, Jim Parker Serious Instructional Design - 2012 5
  6. 6. All (Digital) Games are Simulations Experimental: Experiential: Answer a Provide an experience “What If?” question.Katrin Becker, Jim Parker Serious Instructional Design - 2012 6
  7. 7. Is Focused Design Necessary? Instructional Game Design: Design: focus is on focus is on experience content Simulation: focus is on accurate model implementationKatrin Becker, Jim Parker Serious Instructional Design - 2012 7
  8. 8. Synergy Each one alone is not enough. We need them all.Katrin Becker, Jim Parker Serious Instructional Design - 2012 8
  9. 9. Designing Instruction A.D.D.I.E.Katrin Becker, Jim Parker Serious Instructional Design - 2012 9
  10. 10. Designing InstructionKatrin Becker, Jim Parker Serious Instructional Design - 2012 10
  11. 11. Designing Simulations 1. Describe the Model 2. Gather Data  Create Conceptual Model • Validate • Create Operational Model • Verify • Translate into Simulation • TestKatrin Becker, Jim Parker Serious Instructional Design - 2012 11
  12. 12. SimulationsKatrin Becker, Jim Parker Serious Instructional Design - 2012 12
  13. 13. Designing Jesse Schell, Art of Game Design, 2009 Games 1. Choosing a goal and a topic (Objective and Premise). 2. Research and preparation. 3. Design Phase • Input Output Structure (Interface) • Game Structure (Gameplay and Game Mechanics) • Program Structure • Evaluation of the Design • Pre-Programming Phase • Programming Phase • Playtesting Phase • Post-Mortem The Art of Computer Game Design (Crawford)Katrin Becker, Jim Parker Serious Instructional Design - 2012 13
  14. 14. Designing Why are we playing? Games Where are we playing? How are we playing?Katrin Becker, Jim Parker Serious Instructional Design - 2012 14
  15. 15. Synergy: Serious Instructional DesignKatrin Becker, Jim Parker Serious Instructional Design - 2012 15
  16. 16. Synergy: Serious Instructional Design Design Game Team Design Simulation Instructional Design Design Subject Matter ExpertsKatrin Becker, Jim Parker Serious Instructional Design - 2012 16
  17. 17. Thanks! The Guide to Computer Simulations and Game Jim Parker Katrin BeckerKatrin Becker, Jim Parker Serious Instructional Design - 2012 17

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