Week 15

Games and Game Design in Education

What type of game player am I?

Screen Shot 2017-03-07 at 16.15.36

Games for serious nature can help develop cures, help others with ear and eye problems, refine professional skills.

Some examples of serious games

Educational game model

According to Amory (2007), Educational computer games should:

  • Be relevant, explorative, emotive and engaging
  • Include complex challenges, puzzles or quests
  • Be gender-inclusive and non-confrontational
  • Provide appropriate role models
  • Develop democracy and social capital through dialogue
  • Support authentic learning activities
  • Support the construction of tacit knowledge

Educational games need all the usual qualities of games, plus they should not contain any socially undesirable features (racism. sexism, violence, etc) but provide positive models, plus they have to have some embedded pedagogy. Maybe this explains why successful educational games are so hard to create.

Maori language learning game.


Free game development software

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 leader boards. Some examples of this type of tool include:


Using QR codes to create scavenger hunts. Can mix in the Augmented reality stuff from earlier on?

Designing a game flowchart

Game narratives can be designed using flowcharts. You can use formal flowchart tools or less formal tools like bubbl.us when designing your own game like activities.

Game related to learning the skills related to the Specialist Classes.

New Mind Map

Interesting Video

Gamification in Education

Gamification is taking elements of games and applying them real world situations e.g. loyalty card at the coffee shop

Game mechanics

  • The Appointment Dynamic – Completing tasks in a pre-determined time
    • Happy Hour – Come here at a certain to get your drinks half price. To win you need to show up at a certain time and certain place.
    • Farmville
  • Influence and Status
    • The colour and credit cards – we all want the black card because that means they are cooler than I am
    • Report cards
  • The progression dynamic
    • Linkedin – I am only 85% complete on Linkedin – We are presented with a progress bar and we feel the need to complete this
    • People work very hard to level up
    • Progression is powerful
    • How can we use games to drive traffic to local businesses to boost the economy?
  • Communal Discovery
    • Everyone has to work together to achieve something
    • This levels the network that is society to solve problems
    • Digg – consumer place to source the best news
    • McDonald’s Monopoly – people work together to try and find the boardwalk

Badgeville (n.d.) outline a large number of game mechanics:

  • Achievements
  • Appointments
  • Behavioral Momentum
  • Blissful Productivity
  • Bonuses
  • Cascading Information Theory
  • Combos
  • Community Collaboration
  • Countdown
  • Discovery
  • Epic Meaning
  • Free Lunch
  • Infinite Gameplay
  • Levels
  • Loss Aversion
  • Lottery
  • Ownership
  • Points
  • Progression
  • Quests
  • Reward Schedules
  • Status
  • Urgent Optimism
  • Virality

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

How can we gamify our leadership 2 plan?

  • Create digital badges for people to put on their Arinui sites.
  • Whoever fills out the survey the fastest gets a reward.
  • Leader-board of who gets their ‘work’ to us the fastest.
  • Progress bar in the staff-room with how many people have given input.

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