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Modelling games for
learning with action
mapping
Who are we
Miranda Verswijvelen
Learning Designer
miranda@learningworlddesign.co.nz
@learningworlddesign
Richard Durham
Learning / Games Designer
richdurham@gmail.com
@richdurham
"all games
are learning"
Good games for learning
require both game design
and instructional design
Marczewski, A. (2015). Game Thinking. Even Ninja Monkeys Like to Play: Gamification, Game Thinking
and Motivational Design (1st ed., pp. 15). CreateSpace Independent Publishing Platform.
Game
Designers
in the house?
"all games are learning"
Dungeons and Dragons; gamechangerorlando.org
We are here for
the learning
design part
Action Mapping
a design model
from the elearning world
Traditional thoughts for learning design
What’s the ‘job’ the game needs to do?
Help people learn.
solve problems
Business example of action mapping for e-learning
Noel Leeming wants to sell more Samsung phones.
15% more
Samsung
phones by
next quarter.
identify customer
need
Link
customer
needs to
phone
feature
Essential info
phone features
that support the
action
Emphasize
phone
feature
Ask correct
questions
It resembles a
game design
map
It gives your game
that solid
instructional base to
build on and return
to while designing
Game - for -
Learning
Learning Outcomes
GAME DESIGN
MechanicsNarrative
Aesthetic
Technolog
y
Measurable change
Adopt, adapt
and improve!
Coffee cart owner Tina is going away on
holiday.
She’s hired her niece Amy to run the cart in
her absence, but has to teach her
everything before she goes.
Let’s design the training.
YOUR TASK - ACTION MAP IT!
● Write a measurable goal
● What are the behaviours and skills to reach this goal?
● What is essential info supporting each of those behaviours/skills?
Your turn - Coffee
Diner Dash!!
How do action maps work for a game?
Let’s reverse-map a known game ...
Your turn - RISK
● Write the measurable goal for Risk
● What are the behaviours (choices) and skills to reach this goal?
● What is essential info supporting each of those choices/skills?
YOUR TASK - ACTION MAP IT!
Share and Debrief
Fly baby birds!
1. Disaster Go Bags
2. Kiwifruit sorting
Audience
Thousands of seasonal workers, often with very limited
English
Learning outcomes
● Know all the possible defects
● Know which defect is ‘bad kiwifruit’, which is Grade
2, and which is Grade 1.
● Know what to do with each type: bin (bad), put
aside (grade 2) or let go on conveyor belt (grade1)
Current solution - not working
● All graders get a presentation of the defects
● Posters with pictures of defects on packhouse
walls
● Proficiency testing: a box of 150 carefully selected
kiwifruit. Time limit. Explain your choices.
● Urgency: Zespri does spot checks with risk of high
fines and stopping trucks for penalty time.
Kiwifruit grading in packhouse
Disaster Getaway Bag
Audience
NZ families with young children, or school children learning about
disaster preparedness
Design requirements:
1. Budget for a card game, only
2. Very light, fun, stands on its own as a game.
3. Reinforce concepts of including proper equipment in your kit.
4. That disaster can happen unexpectedly so we should always
be ready to respond. Disasters should be related to the
Pacific region.
Outcomes and key messages:
● Be able to assemble kits with appropriate supplies. An
incomplete kit is better than no kit.
● Families take the time to assemble kit before a disaster hits.
Always be ready
● Pack intelligently. There is limited space in your backpack
○ (Opportunity to discuss choices, both good and bad)
Share and Debrief
Wrap up
~ fin ~
Resources for you
Stanford Design Thinking Playbook:
https://dschool.stanford.edu/resources/gear-up-how-to-kick-off-a-crash-course
Design thinking workshop video
https://www.youtube.com/watch?v=-FzFk3E5nxM
Magic Bullet of Evaluating Games
https://www.slideshare.net/becker/magic-bullet-edcnie2012
https://www.slideshare.net/becker/evaluating-educational-games-a-magic-bullet
https://www.slideshare.net/becker/yet-another-magic-bullet-a-tool-for-
assessing-and-evaluating-learning-potential-in-games-1436057

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Action Mapping for Learning Games NZGDC 2017

  • 1. Modelling games for learning with action mapping
  • 2. Who are we Miranda Verswijvelen Learning Designer miranda@learningworlddesign.co.nz @learningworlddesign Richard Durham Learning / Games Designer richdurham@gmail.com @richdurham
  • 4. Good games for learning require both game design and instructional design
  • 5. Marczewski, A. (2015). Game Thinking. Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design (1st ed., pp. 15). CreateSpace Independent Publishing Platform.
  • 7. "all games are learning" Dungeons and Dragons; gamechangerorlando.org
  • 8. We are here for the learning design part
  • 9. Action Mapping a design model from the elearning world
  • 10. Traditional thoughts for learning design
  • 11.
  • 12. What’s the ‘job’ the game needs to do? Help people learn. solve problems
  • 13. Business example of action mapping for e-learning Noel Leeming wants to sell more Samsung phones. 15% more Samsung phones by next quarter. identify customer need Link customer needs to phone feature Essential info phone features that support the action Emphasize phone feature Ask correct questions
  • 14. It resembles a game design map
  • 15. It gives your game that solid instructional base to build on and return to while designing
  • 16. Game - for - Learning Learning Outcomes GAME DESIGN MechanicsNarrative Aesthetic Technolog y Measurable change
  • 18. Coffee cart owner Tina is going away on holiday. She’s hired her niece Amy to run the cart in her absence, but has to teach her everything before she goes. Let’s design the training. YOUR TASK - ACTION MAP IT! ● Write a measurable goal ● What are the behaviours and skills to reach this goal? ● What is essential info supporting each of those behaviours/skills? Your turn - Coffee
  • 20.
  • 21. How do action maps work for a game? Let’s reverse-map a known game ...
  • 22. Your turn - RISK ● Write the measurable goal for Risk ● What are the behaviours (choices) and skills to reach this goal? ● What is essential info supporting each of those choices/skills? YOUR TASK - ACTION MAP IT!
  • 24. Fly baby birds! 1. Disaster Go Bags 2. Kiwifruit sorting
  • 25. Audience Thousands of seasonal workers, often with very limited English Learning outcomes ● Know all the possible defects ● Know which defect is ‘bad kiwifruit’, which is Grade 2, and which is Grade 1. ● Know what to do with each type: bin (bad), put aside (grade 2) or let go on conveyor belt (grade1) Current solution - not working ● All graders get a presentation of the defects ● Posters with pictures of defects on packhouse walls ● Proficiency testing: a box of 150 carefully selected kiwifruit. Time limit. Explain your choices. ● Urgency: Zespri does spot checks with risk of high fines and stopping trucks for penalty time. Kiwifruit grading in packhouse
  • 26. Disaster Getaway Bag Audience NZ families with young children, or school children learning about disaster preparedness Design requirements: 1. Budget for a card game, only 2. Very light, fun, stands on its own as a game. 3. Reinforce concepts of including proper equipment in your kit. 4. That disaster can happen unexpectedly so we should always be ready to respond. Disasters should be related to the Pacific region. Outcomes and key messages: ● Be able to assemble kits with appropriate supplies. An incomplete kit is better than no kit. ● Families take the time to assemble kit before a disaster hits. Always be ready ● Pack intelligently. There is limited space in your backpack ○ (Opportunity to discuss choices, both good and bad)
  • 27.
  • 31. Resources for you Stanford Design Thinking Playbook: https://dschool.stanford.edu/resources/gear-up-how-to-kick-off-a-crash-course Design thinking workshop video https://www.youtube.com/watch?v=-FzFk3E5nxM Magic Bullet of Evaluating Games https://www.slideshare.net/becker/magic-bullet-edcnie2012 https://www.slideshare.net/becker/evaluating-educational-games-a-magic-bullet https://www.slideshare.net/becker/yet-another-magic-bullet-a-tool-for- assessing-and-evaluating-learning-potential-in-games-1436057