Sunday, 11 June 2017

Week 13

“The use of game design elements and game mechanics in non-game contexts”
the most common objective of gamification: increase user experience and engagement with a system. (Deterding, Dixon, Khaled & Nacke, 2011).
Game Mechanics
Seven Principles of Game-based Design
These principles are outlined on the Quest to Learn website (Quest To Learn, n.d.)
  1. Everyone is a participant
  2. Challenge
  3. Learning happens by doing
  4. Feedback is immediate and ongoing
  5. Failure is reframed as “iteration”
  6. Everything is interconnected
  7. It kind of feels like play

Gamify your Practice:

What type of player are you?
Are you are a griefer/killer (hack / cheat / heckle), achiever (win / challenge / compare), socializer (share, comment, help) or explorer (investigate, create, discover)? Test your "Gamer Psychology" with the Bartle Test:
Serious games: These may be teaching/learning games that teach you something using real gameplay, simulators that provide a virtual version of something from the real world that allows safe practice and testing, meaningful games that use gameplay to promote a meaningful message to the player, or purposeful games that create direct real world outcomes.

Kupu Hono
You can try out a basic demo of Tyne Crow’s Kupu Hono Maori language learning game that is an example of a learning game designed for mobile devices that uses a virtual game world.
Game creation tools
One of the tools that could be used with students to create their own games is Gamefroot. There is a video in the portal about how one teacher used Gamefroot for assessment.
Ethical Game Design
Magical Parks (Augmented Reality game) is our example of an ethical game. This game turns normal parks or school grounds into a digital game park. Schools can set this up on their school grounds and there is currently a  2-month free trial that is still available for schools!
This app is free to play, has no in-app advertising and no 3rd party data mining.
Mobile Learning Tools
A number of tools have been developed for mobile devices that support game-like learning experiences linked to exploring outdoor environments. They include such features as competing individuals / teams, ‘treasure hunt’ style activities, scores/ badges for achievement and leaderboards. Some examples of this type of tool include:

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