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Published byLee Benson Modified over 9 years ago
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What do we need to collect?
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Name Picture Your friends e-mail Devices Gender Birthday Play and interactions
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Add location Information from other apps… But still business oriented
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How do you know if the student is having trouble? What is considered typical For the individual? For the group? What are the types of problems you would look for? How do you distinguish between accidental and essential difficulties? Would you eliminate the accidental ones from the game?
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Does capturing the information change the experience? Does it take away from the power of games?
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Have they learned the material In game or out of it? Is that sufficient? Want to capture how quickly they learned What mistakes they made Why? Use of adaptive content and design What games do well Allows the teacher to better diagnose “Partial credit”
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To decide if our game is successful Whether they learn Do they retain what they learn How quickly they learn To improve our game’s effectiveness What mistakes they make How they learn To improve our gameplay What they enjoyed
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Log EVERY action What will we get? How could you analyze? Example: collecting Correct decisions Routes Time spent: planning, pondering Revisiting Use of tutorial material What if I had a browser built into the game? What more could I ?do
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Are there different goals? Do you change the game design because of it? Consider: training often doesn’t have “right” and “wrong”, but exposure to experiences
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Teaching children good practices Needs balance Scaring, silly, or teaching…
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