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Stop Thinking Like an Instructional Designer and
Stop Thinking Like an Instructional Designer and Start Thinking Like a Game Designer Presented By: Karl Kapp karlkapp.com
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So much content…
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What Action should the player take?
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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.
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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.
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Create open loops. Create curiosity—open loop
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Learners respond to challenges because they are motivating and engaging. Challenges and desirable difficulty. Law School Challenge, management challenge.
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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.
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Provide a Safe Learning Environment
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Put the Learner at Risk
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Not Solving the Problem.
Mock Risk Starting Over. Not Solving the Problem. Losing (points, game). Not being Recognized.
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Just the Facts Use bulleted lists Focus on key topics
Cover as much content as possible
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Tell stories. Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times. Melanie Green Chapter 2 “The Gamification of Learning and Instruction. Research shows that stories are practice.
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Learning Takes Place In a Specific Order Login to System Step One:
Navigate to AR Step Two:
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Open World
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Mastery before performance.
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Performance before Mastery
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Always Look to the Future
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Look to the Past for Inspiration
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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.
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