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Serious Games:
Experimenting with Play for Learning
Design Thinking: Games, Learning
...are a formal system of rules…for setup,
progression of play, resolution.
Games...
“Three to Fifteen”
...are goal-directed:
performance before
competence
Games...
...have uncertain
outcomes.
Games...
...are
representations or
simulations of
something real.
Games...
...have their own
space and time.
Games...
...present challenges,
obstacles,
contestation.
Games...
...involve agency,
choice, and
decision-making.
Games...
...give lots of formative
feedback.
Games...
...have low barriers
to failure.
Games...
Games are fun!
Workshop
Write about an assignment or activity you currently use in a course:
● What is it that your students should learn through your current
assignment/activity?
● What requirements must they currently follow in order to complete it?
○ How do those rules work together to provide them with possibilities
for agency/choice?
● What feedback do students currently receive?
● Are there ways your goals could be misconstrued/misappropriated by
students who have other goals?
Workshop (continued)
Partner (or join a small group):
● Share your responses
● Discuss whether your assignment/activity already includes:
○ System of abstract rules
○ Specific goal
○ Room for student choice
○ Formative Feedback
○ Low barrier to failure
Share with the group
Workshop (continued)
Adapt an Assignment/Activity as a Game/Simulation:
● What is the goal/objective of the game?
● What will the rules of the game be?
○ What opportunities for agency/choice/creativity
do players have?
● How will players know they are succeeding or failing
as they go?
● How will you keep the barrier(s) to failure low?
Comments and Questions

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Serious Games: Experimenting with Play for Learning