The document discusses user playtesting for games. It recommends asking five questions before each playtest: Why is the test being conducted, who should be recruited as playtesters, where should testing take place, what is being looked for from the test, and how should the test be structured and data collected. Effective playtesting involves finding the right testers to evaluate specific aspects of a game, like whether different groups play differently or if certain levels are too long. The goals of each test and how the results will be gathered and analyzed should also be considered carefully to improve the game based on user feedback.
This is the PPT we used in class on Thursday. It has information about the products, timeline and skills we will be using in this unit, and also information about how to formulate an hypothesis.
This is the PPT we used in class on Thursday. It has information about the products, timeline and skills we will be using in this unit, and also information about how to formulate an hypothesis.
Intro to Games User Research Methods - March 2013Ben Lewis-Evans
An update to my Introduction to Games User Research lecture (http://www.slideshare.net/Gortag/an-introduction-to-games-user-research-methods). Due to a changing course design this version focuses a bit more on questionnaire design and interviews. A few other changes have been made and the aesthetics have also been changed.
Intro to Games User Research Methods - March 2013Ben Lewis-Evans
An update to my Introduction to Games User Research lecture (http://www.slideshare.net/Gortag/an-introduction-to-games-user-research-methods). Due to a changing course design this version focuses a bit more on questionnaire design and interviews. A few other changes have been made and the aesthetics have also been changed.
Informing SoTL using playtesting techniquesKatrin Becker
Typical research methodologies in SoTL include many of the traditional educational research methodologies, yet there are methodologies in other disciplines and industries that can provide fresh perspectives. One of these industries is the videogame industry. While there are fundamental differences such as the fact that one seeks primarily to entertain and the other to enlighten or educate, the practices, processes, and theories behind playtesting games can be used to inform aspects of pedagogy that relate to engagement. The primary focus in game design is on the experience and there has been considerable research into ways to assess and measure the player experience through playtesting. Playtesting is concerned with such things as whether or not the game is fun, which parts are too easy or hard, whether and when people become bored, and with the player’s progression through the to the end. All of these properties have relevance to teaching and learning even though they may not appear to be directly connected with whether or not the learning objectives were met. Rather, playtesting is concerned with the motivation of the player/student to continue the particular course of learning, which speaks to the success of the methodology in capturing the student's imagination. Sometimes, simply taking a novel approach to evaluation can yield insights that were not uncovered by more common approaches. This presentation will provide a brief overview of formal playtesting procedures and highlight ways these approaches could be used in the classroom as well as how this could inform pedagogy.
Playtesting presentation for Gamification Europe by An CoppensAn Coppens
Presentation on playtesting in gamification for the Gamification Europe Conference in Amsterdam in November 2018.
Please attribute my work if you are sharing or downloading, simply copying is not recommended.
These slides accompany a workshop called "Play to Learn" presented at Learning Solutions 2015 conference. In the workshop participants complete an entire instructional game prototyping process.
Uncharted lands, or why games are not designed but discoveredJakub Stokalski
Even though we say we 'design' games the process is often similar to exploration of unknown seas. During a storm. In a ship that just started leaking - and is on fire. The lecture was given during Digital Dragons 2016 conference. It meant to highlight some mental and processual tools a game designer and his/her producer can use to maximise the quality of their work.
Developing your Agile skills through social GamesAgile Montréal
The end state of a highly performing Scrum team is described in the Scrum Guide by Ken Schwaber and Jeff Sutherland as follow: ""when the values of commitment, courage, focus, openness and respect are embodied and lived by the Scrum Team, the Scrum pillars of transparency, inspection, and adaptation come to life and build trust for everyone"". Then the authors add: ""the Scrum Team members learn and explore those values as they work with the Scrum events, roles and artifacts."" We simply believe we can fast-track the development of these Agile core values through daily social games.
For the past three years, we have been experimenting with half a dozen of Scrum teams, offering opportunities to play a large variety of games (board games, card games, baby-foot, etc...) during the lunch hour and after hours. The results of this experimentation have quickly exceeded our expectations.
Ludo Bruyere
Éric Boivin
Sarah Romoslawski and Marina Kobayashi presented this talk at the 1st Game Design Conference in San Francisco on September 17th, 2012. The talk defines Games User Research (GUR), and includes two perspectives on practicing GUR at different companies, using GUR with different platforms, genres, and with different target audiences.
An Introduction to Games User Research MethodsBen Lewis-Evans
An introductory lecture on Games User Research methods which was first given to students at Hanze University on the 9th of March 2011.
This presentation was later turned into two articles on Gamasutra that can be read here:
- Part 1: http://www.gamasutra.com/view/feature/169069/
- Part 2: http://www.gamasutra.com/view/feature/170332/
Videogame Design and Programming - 04 ConceptualizationPier Luca Lanzi
Lecture for the Videogame Design and Programming course for the MSc Engineering of Computing Systems (Laurea Magistrale in Ingegneria Informatica) - Politecnico di Milano.
Prof. Pier Luca Lanzi
Dipartimento di Elettronica, Informazione, e Bioingegneria
Course Webpage:
http://www.polimigamecollective.org
Course Facebook Page:
https://www.facebook.com/polimigamecollective
Universities are often not the most flexible type of organizations, but faced with an increasingly diverse and changing professional practice they have to develop a capacity for change and transform programs to ‘permanently-under-construction’. Faced with this challenge we set out to develop a flexible program. Starting September 2016 we implement an undergraduate semester for business students (communication major) in which we work together with students in agile client-driven, self-organized and self-learning teams. In this core conversation we would like to share our experiences with this new way of working and discuss with other educators their use of agile project methods.
Je kunt niet vroeg genoeg beginnen met Personal Branding en het opbouwen van je netwerk. LinkedIn is hierin een belangrijk middel. Zie hoe je in enkele stappen een goed profiel opbouwt
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Unit 8 - Information and Communication Technology (Paper I).pdfThiyagu K
This slides describes the basic concepts of ICT, basics of Email, Emerging Technology and Digital Initiatives in Education. This presentations aligns with the UGC Paper I syllabus.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Embracing GenAI - A Strategic ImperativePeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Instructions for Submissions thorugh G- Classroom.pptxJheel Barad
This presentation provides a briefing on how to upload submissions and documents in Google Classroom. It was prepared as part of an orientation for new Sainik School in-service teacher trainees. As a training officer, my goal is to ensure that you are comfortable and proficient with this essential tool for managing assignments and fostering student engagement.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
Francesca Gottschalk - How can education support child empowerment.pptxEduSkills OECD
Francesca Gottschalk from the OECD’s Centre for Educational Research and Innovation presents at the Ask an Expert Webinar: How can education support child empowerment?
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
6. 1. Why?
Each playtest starts with a question…
- Do men and women play my game differently?
- Do players understand how to play?
- Do players feel the game is fair?
- Are there any dominant strategies or loopholes?
- Is level 3 too long?
“Is my game fun?” is not enough!
7. 2. Who?
- Developers
- Pro: Right there, no NDA’s
- Con: Too close to the game
- Friends
- Pro: Highly available, input after test
- Con: Don’t want to hurt your feelings, try harder
- Expert Gamers
- Pro: Have played many similar games
- Con: Specific taste for difficult games
- Tissue Testers
- Pro: “Fresh meat”, never seen game before
- Con: Only first-time impressions
Usefulness
Accessibility
8. 3. Where?
1. In your studio
Pro: Everything is there
Con: Not comfortable for playtester
2. In a playtesting lab
Pro: Has everything you need
Con: Expensive
3. At some public venue
Pro: Cheap, many testers
Con: Hard to find the right testers
9. 3. Where?
4. At the playtester’s home
Pro: Natural habitat
Con: Limited possibilities
5. On the Internet
Pro: Lots of people. Many different configurations
Con: Limited insights, hard to keep your game a secret
10. 4. What?
Things you are looking for (from Why? )
Things you don’t know you are looking for
11. 5. How?
Should you even be there?
What do you tell them up front?
Where do you look?
12. 5. How?
Will I disturb the player mid-game?
What data should you collect during play?
Time spent
Average score
Strategies
What data will I collect after the play session?
Surveys
Interviews
13. In summary
Before each playtest, ask yourself five questions:
1. Why?
2. Who?
3. Where?
4. What?
5. How?
16. So, about the presentation
• 10 minute presentation on Thursday, end of the lecture
• Other staff will be invited for feedback
• Convince them why your idea was a good idea based on:
• The idea itself
• Persona’s
• Feasibility study
• Scenario’s and toptasks
• Prototype
• Businessmodel
• User testing
• Marketing
17. And so, about your grades
Hand in your ‘portfolio’, consisting of:
• The idea itself
• Persona’s
• Feasibility study
• Scenario’s and toptasks
• Prototype
• Businessmodel
• User testing
• Marketing
(which is basically the result of each lecture)
Deadline: July 7th
Editor's Notes
The more specific the questions, the more you will get out of it