Stop Thinking Like an Instructional Designer and 123456010101010329348728478274892745892834878 Stop Thinking Like an Instructional Designer and Start Thinking Like a Game Designer 234560101010103293487284782748901010101010101 Presented By: Karl Kapp Twitter: @kkapp Email: karlkapp.com
So much content…
What Action should the player take?
Discipline an employee. Make a decision.. Answer a question. Discipline an employee. Solve a mystery.. Write a proposal. Assume a role. A meta-analysis, study of studies, looked at 225 studies and found that students in passive learning environments failed at a higher rate than students who were in active learning situations. Violate a policy.
Learning Objectives: Upon completion of this course, you will be able to… Design content like a game designer. Learning objectives are closed loops. Humans are ok, with closed loops. What we don’t like are open loops. Create open loops, don’t use learning objectives.
Create open loops. Create curiosity—open loop
Learners respond to challenges because they are motivating and engaging. Challenges and desirable difficulty. Law School Challenge, management challenge.
Create a Skills map. Don’t think objectives, think skills map. What skills does the learner need to be successful at the task confronting them.
Provide a Safe Learning Environment
Put the Learner at Risk
Not Solving the Problem. Mock Risk Starting Over. Not Solving the Problem. Losing (points, game). Not being Recognized.
Just the Facts Use bulleted lists Focus on key topics Cover as much content as possible
Tell stories. Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times. Melanie Green http://www.unc.edu/~mcgreen/research.html. Chapter 2 “The Gamification of Learning and Instruction. Research shows that stories are practice.
Learning Takes Place In a Specific Order Login to System Step One: Navigate to AR Step Two:
Open World
Mastery before performance.
Performance before Mastery
Always Look to the Future
Look to the Past for Inspiration
Summary tips for thinking like a game designer: Begin with action! Create curiosity, mystery, intrigue. Focus on skills & abilities-not objectives. Challenge the learner. Create “mock” risk. Encourage mistakes. Tell stories. Design open worlds. Foster exploration. Performance before mastery. Look to past for inspiration.