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Designing games to facilitate learning How to design cheap and effective traditional games

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  • Designing games to facilitate learningHow to design cheap and effective traditional games

  • IntroductionsNicola Whitton

    Now... find yourself a group! (1 Heart, 1 Diamond, 1 Club, 1 Spade)

    Share with your group...Whats your name?Where are you from?Whats your favourite game?

  • Aims of the sessionDuring this session, we will:show that cheap and simple games can be effective;introduce a simple model that can be used to guide game design;help you work through the process to generate and share your own ideas;have some fun!

  • RefineDesignGrandDesignContextTen-step model of game design

  • Stage 1: ContextStep 1: Learning objectivesStep 2: ConstraintsTimeMoneySkillsStudent characteristicsStudent numbersTechnologyAccessibilitySubject

  • Stage 1: ActivitySelect your nationality

    Learning objectivesSpades select a contextAgree on up to three objectives

    Define constraintsWho is the game for?How long have you got to play it?How much money do you have?What expertise do you have as a team?Hearts select extra constraint

  • Stage 2: Grand designStep 3: Type of gameBoard, card, quiz, physical, puzzle, web-based, role play, mobile app, console game, computerStep 4: Core mechanicsGoal, rules, scoring, progression, rewards, win statesStep 5: Game balancePlaying time, difficulty, level of chance, collaboration and competition, seriousness, physical vs. mentalStep 6: First prototypePlaying space, artefacts

  • Stage 2: ActivityDevelop your first prototype

  • Stage 2: PlaytestingIn game design it is important to carry out play tests / market research, and to test out your core ideas at an early stage

    Diamonds an extra challenge.

  • Stage 3: Refine designStep 7: Add storyWhat is the game context, who are the players?Step 8: Add sub-mechanicsConflict, collection, chance, sabotage, tension, speed, risk, rewardsStep 9: Check learningReview against learning outcomesStep 10: Create final game

  • Stage 3: ActivityRefine your game!

    Clubs select a story layerApply new story/narrative to your game

  • Step 11: Play your game!Share your game!

    Voting

    And the winner is...

    Set up for 90 minute session with up to 32 participantsSee workshop guidance notes*Model name, where youre from from, game [can ask them later as an extra challenge]

    Hand out playing cards to all participants (an equal number of hearts, diamonds, spades and clubs).When finding a group, players must end up with one of each suit on each table.

    Give 2 minutes for people to introduce themselves to their group (show use of time and fast pace).

    *Overview of the aims of the sessionFinalists for the world games speed design competition

    *Context setting the scene and parameters

    Grand design putting the core mechanics in place to ensure that you have a workable game

    Refine design adding colour to increase fun and playability

    We will work through each of these three phases during the session.*Step 1 Be clear about what you want people to learn by playing your game, this is often secondary in educational game designStep 2 Be clear about the feasibility of your game and the constraints you have*International highly-prestigious speed game-design competition select a national team Learning objectives spades select from table, first come first served

    Hearts select an extra constraint again, first come first served

    *Talk through the steps detailed above, these are also included on the hand-out. Doesnt usually need much more than an overview because people get it when they work through the stages.*Groups start to design the game

    *Then the two red cards from each group go to the next group to see their pitch (2 mins) and give feedback (2 mins)(Black cards stay, red cards move)

    At end of this round, before moving back, Diamonds come to the front and write down their teams favourite games (from slide 2): one point for each one they remember.

    *Talk through the steps detailed above, these are also included on the hand-out. Doesnt usually need much more than an overview because people get it when they work through the stages.

    *Clubs come to the front to choose a story layer (first come first served)During this round, hand out secret missions to random participant*Each team pitches their game to the other groups

    Each person gets to vote for one game (not their own): they place their playing card on that groups table.

    Add up scores, and give prize(s).*