from the helm

11
FROM THE HELM: GETTING TO KNOW YOUR CREW Chapter 5

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Page 1: From the helm

FROM THE HELM:

GETTING TO KNOW YOUR

CREWChapter 5

Page 2: From the helm

PLAYER TYPE

THEORY• Created by Richard Bartle

(1996)• Identifies 4 key groups of

gamer personalities.• Might be used as a taxonomy.• Makes possible to define

activities and strategies.

Page 3: From the helm

DETERMINING

FACTORS

Objective and goals.

Dependence/Independence.

Acting/Interacting.

Environment/People

Page 4: From the helm

ACHIEVERS EXPLORERS SOCIALIZERS KILLERS (GRIEFERS)

Characteristics

• Strive to gain point, levels, and game

items.• Want to shoe the level

of mastery.• Attach importance to

rewards

• Love to discover areas, maps, and hidden spaces.

• Experiment with rules and laws of the

games.

• Enjoy their interactions with

others.• Emphatic in to build relationships.

• Like the destruction in high-action

games.• Being too competitive.

• Driving to killers sprees.

Engaged

Strategies

• Small daily competitions.

• Awarding items.• Leaderboard.

• Other strategies which show positions.

• Locked areas or levels.

• Trades mechanics.• Provides newsfeeds.

• Friend lists.• Chats.

• Collects items.• Usies weapons in

rumbles.

Page 5: From the helm

IN SUMMARY…

Michael, Matera (2015). Explore like a Pirate. Engage, Enrich, and Elevate Your Learners with Gamification and Game-inspired Course Design. P. 66

Page 6: From the helm

ELEMENTS OF GAME-INSPIRED COURSE DESIGN

Matera cites Jon Radoff’s method that shows main areas

to challenge designers:Immersion, Cooperation,

Achievement, and Competition.

Page 7: From the helm

Immersion•Related to storytelling.

Cooperation•Connected to teamwork.

Achievement •Looks for mastery and feedback.

Competition•Gives importance to powerful draw.

PURP

OSE

OF E

ACH

AREA

Page 8: From the helm

IN SUMMARY…

Michael, Matera (2015). Explore like a Pirate. Engage, Enrich, and Elevate Your Learners with Gamification and Game-inspired Course Design. P. 70

Page 9: From the helm

SAPS MODEL

Matura also quotes Gabe Zichermann who indicates what

factors might motivate the gamers (students) through four elements:

Status, Access, Power, and Stuff

Page 10: From the helm

• Allows constructive feedback.

• Spotlight shines on public acknowledgment.

• Makes students feel as part of

something special.

• Recognize nature and innate

desires.

• Synonym of AGENCY• Allows to make

decisions.• Gain strengths and

abilities.

• Elements related between them.

• Keeps the intrinsic motivation.

Status Access

PowerStuff

Strategy: Leaderboards and

badges

Strategy: New Experiences: games, levels, and secrets.

Strategy: Make scarcity somethings.

Strategy: Create a new world.

Page 11: From the helm

“Every voyage tests a crew’s strength, and understanding each member’s

shortcomings and talents can make all the difference”

Matera (2015)Now, you identify a lot of things about

your ship. Then it’s the moment to prepare and

set this for your trip. Do you want to know how to do it? Take the helm and navigate through

chapter six.