Jesse Schell @ DICE2010 (Part 3) Home | Foldit. Nintendo's Official Home for Professor Layton. Create | sodaplay.com. BrainPOP - Animated Educational Site for Kids - Science, Social Studies, English, Math, Arts. Games. I Have No Words & I Must Design. This article was published in 1994 in Interactive Fantasy #2, a British roleplaying journal. A more recent version of the piece may be found here. There's a lotta different kinds of games out there. A helluva lot. Cart-based, computer, CD-ROM, network, arcade, PBM, PBEM, mass-market adult, wargames, card games, tabletop RPGs, LARPs, freeforms. But do these things have anything at all in common? Well, we can all do the latter: "Good game, Joe," you say, as you leap the net.
As game designers, we need a way to analyze games, to try to understand them, and to understand what works and what makes them interesting. We need a critical language. What Is a Game, Anyhow? It's Not a Puzzle. In The Art of Computer Game Design, Chris Crawford contrasts what he call "games" with "puzzles. " Some puzzles are obviously so; no one would call a crossword a "game. " A puzzle is static. It's Not a Toy.
According to Will Wright, his Sim City is not a game at all, but a toy. Just so Sim City. It's Not a Story. Soapbox: Learning to Play to Learn - Lessons in Educational Game Design. An Education in Educational Games Educational games are a hot topic these days. From game developers and learning theorists to classroom teachers and policy wonks, all manner of curious folk seem drawn to games that teach something, to someone, in some way or another. However, the only consensus in this whirlwind of activity seems to be that educational games are something of a failure. To quote industry veteran Brenda Laurel at a recent conference, "I can sum up educational games in one word - and that word is... CRAP! " Why would anyone want to take part in such a doomed enterprise? We (Nick & Eric) have designed games for both entertainment and education. Our position, in a nutshell, is that no one has all the answers. Game Design Fundamentals As game designers, we're loath to theorize on how and why people learn.
It may sound trite, but for us educational games are first and foremost games. Why emphasize what seems so obvious? Respect the Challenge Embrace the "Gameness" of Games. Educade :: Find, create and share lesson plans and teaching tools to empower your classroom. Atlantis Remixed. Game Educators Rant. Gorogoa.
Exploitationware. I had been trying to ignore gamification, hoping it would go away, like an ill-placed pimple or an annoying party guest or a Katy Perry earworm. But a recent encounter with the concept has made me realize that plugging my ears and covering my eyes to it is a losing strategy. Even if our goal is opposition, we need to better understand gamification's appeal in order to practice that opposition more effectively. In early April I spoke at the annual Conference on College Composition and Communication (CCCC, or 4Cs). 4Cs is to the college writing and rhetoric community what the Game Developers Conference is to the video game community. It's almost as large, with with dozens of simultaneous sessions. And just as GDC has its swank soirées run by big devs, publishers, and hardware hawks, so 4Cs boasts parties sponsored by textbook publishers. Instead of peddling platforms, companies like Pearson and Bedford St.
After all, everyone who attends college is subjected to writing classes. Gamification Can Kill | Nicole Lazzaro's Blog. Cubicles are Cages for People Let’s face it, cubicles are cages for people. If the average workplace or school were a zoo, the human society would shut it down for the one simple reason that it fails to provide the mental furniture required for people to do their job. We need Aeron chairs for the brain to focus attention and aid problem solving and enhance feelings of challenge, mastery, and accomplishment. Enterprise software, digital media tools, and even email can benefit from game-inspired engagement techniques.
Schools structure kids to work in factories that no longer exist – except in Asia. Mental Furniture For example, We spend a lot to make sure it’s easy to print a report, yet nothing at all on enhancing the feeling of mastering difficult content or hard work. Games have evolved many techniques to solve this problem The Reason We Have this Problem is that We Know So Little About How to Create Tools that Engage, Build Skills, and Support Thought. In fact, Gamifcation can kill. World Peace and other 4th-Grade Achievements Trailer. World Peace Game Foundation. Gamifying Education.org | Scholar's Quest. What is Scholar’s Quest? At Teachers College, Columbia University, we have designed a gamification layer called Scholar’s Quest. Scholar’s Quest uses game mechanics and game-like thinking to address some of the biggest challenges facing K12 and higher education. We are presently in the middle of pilot testing this experience. Scholar’s Quest explores what happens when game-like elements and game mechanics are applied to education.
In the higher education implementation, students become players in a “game layer” applied over real-world activities and academic experiences; they earn experience points in the five categories of research, writing, teaching, interpersonal and skill. We are looking for players for the upcoming round of Scholars Quest! Gamasutra - The Art & Business of Making Games. Games for Change Connect page. Learning Games Network. The Magic Potion of Game Dynamics. Michael Wu, Ph.D. is Lithium's Principal Scientist of Analytics, digging into the complex dynamics of social interaction and group behavior in online communities and social networks.
Michael was voted a 2010 Influential Leader by CRM Magazine for his work on predictive social analytics and its application to Social CRM.He's a regular blogger on the Lithosphere's Building Community blog and previously wrote in the Analytic Science blog. You can follow him on Twitter at mich8elwu. When I kicked off this short-series on gaming last week I explained the various game related terminologies. Hopefully we are all on the same page now with the basics. If you are still unclear about the difference between game mechanics, game dynamics, and game theory, please take a minute to review Gamification from a Company of Pro Gamers. Now we are ready to talk about the cool and interesting stuff. The Fogg Behavior Model The goal of game dynamics is to drive a user-desired behavior predictably.
Conclusion. The Science and Psychology of Gamification. Michael Wu, PhD, principal scientific analyst for Lithium, has started a mini-series of blog posts at their Lithosphere blog that delve into the science behind gamification. His first entry broke down the basics, explaining what is gamification, and the distinction between game mechanics versus game dynamics. “[Game mechanics] are principles, rules, and/or mechanisms (much like mechanics in physics) that govern a behavior through a system of incentives, feedback, and rewards with reasonably predictable outcome.” - and - “Gaming dynamics are temporal evolution and patterns of both the game and the players that make the game (or any gamified activity) more enjoyable.” In his most recent post, “The Magic Potion of Game Dynamics” he focuses on the technical side of how game dynamics actually work. Dr. Some people assume that gamification is nothing more than slapping badges and points on a mediocre website in order to grab attention and only creates a superficial experience.
World Wide Workshop. World of Warcraft. The Teachable Agents Group @ Vanderbilt University. Highlight: In February 2014, Betty's Brain was featured in The Tennessean. You can read the article and watch a short video here. Betty's Brain Betty's Brain is a computer-based learning environment that utilizes the learning-by-teaching paradigm to engage students in learning about science topics. In Betty's Brain, students are charged with teaching a computer agent named Betty by constructing a causal model of the systems or processes that make up that science topic (e.g., ecosystems, climate change, or thermoregulation).
To do this well, the student must become a responsible learner and teacher. The system includes hypertext resources that describe the topic under study, and students are expected to read the resources and model their emerging understanding of the topic. To be a good teacher, students need to keep track of how much Betty is learning. Each topic in Betty's Brain includes an expert model that corresponds to the information in the resources. Try Betty's Brain. Sid Meier's Civilization.