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The role of “mechanics” in the serious game design process.
Dr. Nick Degens
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Associate Professor User-Centered Design
Dr. Nick Degens Associate Professor User-Centered Design Hanze University of Applied Sciences Professorship User-Centered Design
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Underground, 2015 Jumpy Car ADHD, 2014 Ludomedic, 2011
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Schell, 2008
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Three-Dimensional Model
Degens, Bril, Braad, 2014
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Open-Ended Questions Can we identify a number of salient dimensions of educational game design? Can we use these dimensions to define important patterns in the interaction of users with the game and associated learning goals? Can we improve and further formalise the design of educational games using these patterns?
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Game vs. User Important questions:
What (kind of games) is the user interested in? Is interaction a core aspect of the gameplay (vs. instrumental)? How is the player motivated to continue playing the game? Challenge? Story?
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Game vs. User Progenitor-X, 2012
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Game vs. User Mario Teaches Typing, 1991
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User vs. Learning Important questions:
What kind of feedback does the user receive (right type, place, time)? Does the educational content align with the knowledge/skills of the user? How does the educational content relate to real world activities?
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Europa Universalis 4, 2013
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Wally Bear and the NO! Gang, 1992
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Game vs. Learning Important questions:
How are the game mechanics and the learning objectives aligned (are they even aligned)? What is the balance between the entertainment and educational aspects of the game?
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Rex Ronan: Experimental Surgeon, 1994
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I.M. Meen, 1995
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Code of Everand, 2009
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Three Dimensions of Educational Game Design
There is a need to: Explicitly formalise the learning objectives and the process in which users acquire new knowledge or skills Explicitly formalise the core game mechanics Explicitly formalise the capabilities of the user and understand how these aspect relate to each other.
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Analysis of Grand Prix Multiplication
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Grand Prix Multiplication
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Grand Prix Multiplication
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Grand Prix Multiplication
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Grand Prix Multiplication
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Grand Prix Multiplication
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Grand Prix Multiplication
What if the user does not know these rules?
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Grand Prix Multiplication
Is this enough to motivate the player?
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Grand Prix Multiplication
Does the user have enough time to reflect?
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Analysis of Zombie Division
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Analysis of Zombie Division
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Analysis of Zombie Division
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Analysis of Zombie Division
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Analysis of Zombie Division
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Analysis of Zombie Division
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Analysis of Zombie Division
What if they don’t know the tables?
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Analysis of Zombie Division
What if they don’t see the feedback (no time…)
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Future steps
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Future steps How do we (automatically) adapt educational games to match the knowledge and skills of learners?
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Future steps How do we ensure that the gameplay mechanics ‘match’ the learning goals?
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Take-home message In addition to validating games ‘as a whole’ (which is expensive and time-consuming)… … we should better understand the impact of game mechanics on different types of learning outcomes… … so it will be easier to select new game mechanics for similar problems in the future.
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Dr. Nick Degens Associate Professor User-Centered Design d. m
Dr. Nick Degens Associate Professor User-Centered Design
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