Hazel Bradshaw COMPUTER GAME ‘PLAYABILITY’ ‘Learning’ Through Gameplay Design Hazel Bradshaw Senior Lecturer in creative technologies.

Slides:



Advertisements
Similar presentations
University of Dublin Trinity College Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences Neil Peirce, Owen Conlan, Vincent.
Advertisements

INFORMATION SYSTEMS APPLIED MULTIMEDIA HIGHER This presentation will probably involve audience discussion, which will create action items. Use PowerPoint.
Integrating Serious Games in Higher Education Programs Bilal Younis in collaboration with Dr. Christian Sebastian Loh Southern Illinois University Carbondale.
Episode 3 / CAATS II joint dissemination event Lessons Learnt Episode 3 - CAATS II Final Dissemination Event Philippe Leplae EUROCONTROL Episode 3 Brussels,
1 Copyright © 2010 AQA and its licensors. All rights reserved. Introduction to the new specification GCSE Computer Science Paul Varey.
E Simulations and Games for Learning NARRATIVE AND PLAY Jan L. Plass & Jonathan Frye.
Activity theory. Outline Introduction Philosophical background Evolution of Activity theory –from Vygotsky to Engeström Main concepts and principles Implications.
1 1 Introduction to Multimedia Chapter 9. 2 Objectives Get to know the phases of MM production. Get to know the team members in MM development.
Teaching Methods Chapters 7 and 8 Instructors and Their Jobs and additional resources.
Norm-referenced assessment Criterion-referenced assessment Domain-referenced assessment Diagnostic assessment Formative assessment Summative assessment.
GCSE Construction and the Built Environment: 2030 Challenge.
Integrating Problem-Solving and Educational Software
NELSON ALTAMIRANO, PH.D. JAMES J. JAUREZ, PH.D.
Training Methods Presentation method Hands on method
Motor Learning Theories
Learning Technology MENTORS Research project Carmel Taddeo...University of South Australia Harry Postema...Glenunga International High School.
Section 02Systems Documentation1 02 Systems Documentation And Franchise Colleges By MANSHA NAWAZ.
Practical Programming COMP153-08S Week 6: Program Design/Development, Arrays.
Copyright 2002 Prentice-Hall, Inc. Chapter 1 The Systems Development Environment 1.1 Modern Systems Analysis and Design.
1 Pedagogical implications of mobile technologies Diana Laurillard WLE Symposium on M-Learning 9 February 2007.
DIGITAL GAME PROG I Large-Scale Design Process Part 2.
DEVELOPING AND SHARING RESOURCES Embedding Learning Development to enhance student experience.
Tilly Harrison University of Warwick 27 th January 2012.
Identity and place Making history meaningful. Identity and place. What is history for? What do children need from it? What is it currently giving them?
1M.Sc.(I.T.), VNSGU, Surat. Structured Analysis Focuses on what system or application is required to do. It does not state how the system should be implement.
Let’s stay serious – but motivated! Introduction to Gamification in Education DELP Workshop 2015 – Renée Schulz.
Introduction to Interactive Media The Interactive Media Development Process.
Quality Assurance. Identified Benefits that the Core Skills Programme is expected to Deliver 1.Increased efficiency in the delivery of Core Skills Training.
Fundamentals of Game Design
Unit 5: Feedback and control theory An Introduction to Mechanical Engineering: Part Two Feedback and control theory Learning summary By the end of this.
Theory and Practice of Games Dennis Meadows Uppsalla University
CHAPTER TWO THE MAKING OF MULTIMEDIA: AND MULTIMEDIA DEVELOPMENT TEAM
“Simulating Mechanics to Study Emergence in Games” – Joris Dormans Juney Dijkstra Method Engineering 2012/2013.
Achieving Believable Psychosocial Behaviour in Non-player Characters in Modern Video Games Christine Bailey, Jiaming You, Gavan Acton, Adam Rankin, and.
Chapter 2.2 Game Design. CS Overview This introduction covers: –Terms –Concepts –Approach All from a workaday viewpoint.
Test Environment Algorithm Program Requirements/ Enhancements Analyze the Problem and Design a Solution Programming Software Translates the Source Code.
CSE1GDT Gameplay Mechanics. Core Mechanics The exact definition of the gameplay rules –It doesn’t matter where these rules are, just that you know them!
Theoretical and Descriptive Approaches in Political Science A theoretical and descriptive approach- Two research frameworks which are different from each.
1 Technical & Business Writing (ENG-715) Muhammad Bilal Bashir UIIT, Rawalpindi.
Using Collaboration in Performance Tasks. Background Collaboration in C.S. Principles ●Curriculum Framework ○ Computational Thinking Practice ○ Learning.
Understanding and using patterns in software development EEL 6883 Software Engineering Vol. 1 Chapter 4 pp Presenter: Sorosh Olamaei.
Course Learning Key terms. Blended Learning Blended learning, also known as hybrid learning, is a form of education which combines both traditional learning.
Welcome Module 25. Aim To provide the knowledge, skills and attitudes to effectively support adults through the Scout Association’s Adult Training Scheme.
Corporate Solutions Salt Lake Community College The Power to Make Your Point.
Intel ® Teach Program International Curriculum Roundtable Programs of the Intel ® Education Initiative are funded by the Intel Foundation and Intel Corporation.
Introduction to Service-Learning. “Service-Learning is a form of experiential education in which students engage in activities that address human and.
Introduction. Steve Semler The Session in a Nutshell Figure out the business purpose and learning intent. Determine what actions or decisions the learners.
Yazd University, Electrical and Computer Engineering Department Course Title: Advanced Software Engineering By: Mohammad Ali Zare Chahooki The Rational.
Foundation for problem-based gaming Adviser: Ming-Puu Chen Adviser: Ming-Puu Chen Presenter: Li-Chun Wang Presenter: Li-Chun Wang Kiili, K. (2007). Foundation.
Activity theory Olivier Georgeon April 8 th
GAME DESIGN Elements of Engagement. Objectives Know the relationship between immersion and engagement Detail the elements needed to create audience –
What is a game? Image Credit:
1 Multimedia Development Team. 2 To discuss phases of MM production team members Multimedia I.
Technology, Teaching, Learning and You By: Andrea Fernandez, Paulina Lopez-Gonzalez and Airam Rodriguez.
Teaching a psychomotor skill Orla OReilly. Learning outcomes To explain what is meant by the term psychomotor skill To review the phases involved in teaching.
Barbara E Thomas University of Bolton Dr Jill Fernie-Clarke Leeds College of Art and Design.
GameplayStyle. Visual Style Visual What you see on the screen? Style What does it look like? What you do? Interaction Why you do it? Game Mechanics (win.
Learning Objectives for Senior School Students. Failing to plan is planning to fail. / Psychology of Achievement /
2D Game Programming with XNA 4.0. Principles of Game Programming Game Programming Basics Mouse & Keyboard Controls Sounds Sprites and Animation Collision.
Dr. Christine Tom Griffith University School-based Assessment for and in Learning.
Visualization in Process Mining
5/11/2018.
Designing and Developing Games
[Please include Title]
The University of the Future: Preparing for Curriculum Refresh
Creativity and Innovation
The Product The Evolving Role of Software Dual role of software Product - It’s a information transformer producing, managing, acquiring, modifying, transmitting.
Chapter 10 Development of Multimedia Project
Strategies and Techniques
Unit 1.0 – Explore the concepts of computers and computing
Presentation transcript:

Hazel Bradshaw COMPUTER GAME ‘PLAYABILITY’ ‘Learning’ Through Gameplay Design Hazel Bradshaw Senior Lecturer in creative technologies Leeds Metropolitan University Leeds, England

Hazel Bradshaw COMPUTER GAME ‘PLAYABILITY’ ‘Learning’ Through Gameplay Design Well-designed gameplay shares characteristics with effective learning experiences… …designing computer game ‘playability’ by applying psychological principles can enhance the enjoyment and effectiveness of the player experience, while aiding the game developer in the design process.

Hazel Bradshaw BACKGROUND - PSYCHOLOGY OF LEARNING Human Performance & Learning Theory humans evolved systems for adapting to new and challenging environments skills are learnt which help us adapt undertake tasks to develop those skills all skills and tasks are goal related Gameplay as a learning experience

Hazel Bradshaw APPLICATION OF PSYCHOLOGY The ‘Structural Playability’ theory What is structural playability? utilizing a story & narrative based approach the process by which the player is progressed through the gameplay

Hazel Bradshaw Structural Playability The Rules and Phases of Skill Learning 4 Playability Principles 3 Phases of Skill Learning Fitts & Posner (1967) Schmidt & Lee (2005) APPLICATION OF THE THEORY

Hazel Bradshaw PLAYABILITY PRINCIPLES & PHASES OF SKILL LEARNING

Hazel Bradshaw Rasputin Designed & constructed using the Structural Playability method STRUCTURAL PLAYABILITY CONCEPT 2D platform game, built in a 256 palette programmed in C++ Practical testing of the theory

Hazel Bradshaw STRUCTURAL PLAYABILITY CONCEPT Gameplay as a learning experience Phases of Skill Learning map of playability/game structure

Hazel Bradshaw PRACTICAL APPLICATION Skills Stages and Tasks – embedded Playability Principles

Hazel Bradshaw COMPUTER GAME ‘PLAYABILITY’ Learning’ Through Gameplay Design A Paper Based Model Outlining the ‘Structure Playability’ design process for designing effective ‘learning gameplay’

Hazel Bradshaw Creation of the elements that constitute the Structural Principle – A logical gameplay structure forms the best experience for a skilled performance STRUCTURAL PLAYABILITY The Model – Mapping Gameplay ‘ A - Context’ (What); what is the role and goals of the player within the proposed narrative ‘B - Content’ (Why); the key content of the game. (Why is the player doing what they are doing?) ‘C - Delivery’ (How); how will the contents will be delivered on screen.

Hazel Bradshaw The Model – Mapping Gameplay STRUCTURAL PLAYABILITY Narrative Progression Narrative Progression tool ‘Narrative Events’ broken down into Why & How ‘Why’ events = ‘Progression events’ ‘How’ events = ‘Component Event’ Progression and Component events should be paired together forming a logical ladder of skills & tasks progressing the player towards the end-goal. When these pairings are not sequential or are not paired logically that the playability design begins to breakdown.

Hazel Bradshaw STRUCTURAL PLAYABILITY Skill Phases Section Gameplay Progression Diagram Mapped Component events The Model – Mapping Gameplay

Hazel Bradshaw Planning Level Structures Developing the gameplay Clarity principle 3 governs the designing of tasks Comparison principle 4 governs the designing of feedback & progression STRUCTURAL PLAYABILITY The Model – Mapping Gameplay

Hazel Bradshaw STRUCTURAL PLAYABILITY The Model – Mapping Gameplay “Game Design is a second-order design problem. A game designer only indirectly designs the player’s experience, by directly designing the rules. Creating meaningful experiences means understanding the ways a game’s formal system transforms into an experiential one.” Salen & Zimmerman (2004)

Hazel Bradshaw COMPUTER GAME ‘PLAYABILITY’ Learning’ Through Gameplay Design ANY QUESTIONS?