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Digital Learning Game Design
Lessons from the Trenches

Presented	
  by	
  
Sharon	
  Boller	
  &	
  Kristen	
  Hewe2	
  
Bo#om-­‐Line	
  Performance,	
  Inc.	
  
What do we even MEAN by game?
An	
  ac4vity	
  that	
  has	
  an	
  explicit	
  goal	
  or	
  challenge,	
  rules	
  that	
  
guide	
  achievement	
  of	
  the	
  goal,	
  interac6vity	
  with	
  either	
  other	
  
players	
  or	
  the	
  game	
  environment	
  (or	
  both),	
  and	
  feedback	
  
mechanisms	
  that	
  give	
  clear	
  cues	
  as	
  to	
  how	
  well	
  or	
  poorly	
  you	
  
are	
  performing.	
  It	
  results	
  in	
  a	
  quan6fiable	
  outcome	
  (you	
  win/
you	
  lose,	
  you	
  hit	
  the	
  target,	
  etc).	
  Usually	
  generates	
  an	
  
emo6onal	
  reac6on	
  in	
  players.	
  
Goals
for
Today
Learning	
  Game	
  
Design	
  Process	
  

6	
  Lessons:	
  Best	
  
Prac4ces;	
  PiMalls	
  	
  
to	
  Avoid	
  
Tools	
  &	
  
Templates	
  

www.bo#omlineperformance.com	
  
Learning Game Design Process
Play	
  games;	
  
evaluate	
  what	
  you	
  
are	
  playing	
  

Get	
  familiar	
  w/	
  
game	
  elements	
  &	
  
how	
  to	
  use	
  them.	
  

Think	
  about	
  the	
  
learning	
  –	
  and	
  
then	
  the	
  game.	
  
Dump	
  ADDIE.	
  Go	
  
agile	
  instead.	
  
Playtest.Playtest.	
  
Did	
  I	
  say	
  playtest?	
  
Let’s Play Games (and Evaluate)!

Use	
  Handout	
  Page	
  5	
  to	
  
do	
  your	
  evalua4on	
  of	
  
these	
  games	
  as	
  we	
  play.	
  
Think About Learning FIRST
Game Topic
Who’s the target audience? (incl. characteristics)
The INSTRUCTIONAL goal is:
The LEARNING objectives are:
Key content to include
Then Consider the Game
Game Goal
Core Dynamic(s)?
Game Mechanics (aka “rules”)
Game Elements
• Theme
• Story
• Cooperation
• Competition
• Etc.

• Strategy
• Chance
• Aesthetics
• Resources
Dump ADDIE; go agile instead (iterative)
Playtest.	
  Playtest.	
  Did	
  I	
  say	
  playtest?	
  
Learning	
  Game	
  
Design	
  	
  
Process	
  

6	
  Lessons:	
  Best	
  
Prac4ces;	
  PiMalls	
  
to	
  Avoid	
  
Tools	
  	
  &	
  
Templates	
  

www.bo#omlineperformance.com	
  
3 Guiding Principles
1. 

Play and evaluate lots of digital games
before you starting designing your first one.

2. 

Pay attention to how different core dynamics
and different game mechanics affect the
game play and the learning experience.

3. 

PLAYTEST! Many, many times… and with
the right audience. Expect lots of fixes each
time.

www.bo#omlineperformance.com	
  
6 Lessons
1. 

You	
  need	
  game	
  content–	
  even	
  at	
  the	
  first	
  
prototype.	
  	
  

2. 

Aesthe6cs	
  and	
  theme	
  drama4cally	
  affect	
  desire	
  
to	
  play.	
  	
  

3. 

Fantasy	
  has	
  high	
  appeal	
  –	
  even	
  to	
  “corporate”	
  
learners.	
  

4. 

Players	
  need	
  help	
  figuring	
  out	
  how	
  to	
  play	
  –	
  but	
  
typically	
  won’t	
  opt	
  for	
  it.	
  

	
  
www.bo#omlineperformance.com	
  
6 Lessons
5. 

Keep	
  rule	
  and	
  game	
  complexity	
  propor6onal	
  to	
  
the	
  amount	
  of	
  4me	
  people	
  will	
  play	
  the	
  game.	
  

6. 

Scoring	
  is	
  hardest	
  element	
  to	
  get	
  right	
  –	
  keep	
  
trying	
  un4l	
  you	
  do.	
  	
  

www.bo#omlineperformance.com	
  
1	
  

Game	
  content	
  
is	
  needed	
  –	
  	
  
even	
  in	
  the	
  
first	
  prototype.	
  	
  

–  h#p://
theknowledgeguru.com/
c2_examples/GGB/
storyShuffle/	
  
–  h#p://
theknowledgeguru.com/
GameBuilder/
LateForLunch/	
  

www.bo#omlineperformance.com	
  
Aesthe6cs	
  and	
  theme	
  
2	
  
affect	
  desire	
  to	
  play.	
  	
  

www.bo#omlineperformance.com	
  
From	
  Ho-­‐Hum	
  
To	
  Pre2y	
  Fun	
  

h#p://www.theknowledgeguru.com/gamedesign/	
  
To	
  Pre2y	
  Fun	
  
To	
  Pre2y	
  Fun	
  
3	
  
Don’t	
  dismiss	
  

fantasy.	
  	
  

It	
  engages	
  people	
  a	
  lot.	
  
They	
  can	
  learn	
  
even	
  if	
  the	
  theme	
  
doesn’t	
  mirror	
  reality.	
  	
  
http://theknowledgeguru.com/c2_examples/GGB/MakingGold_v96/	
  
www.bo#omlineperformance.com	
  
Players	
  need	
  help	
  figuring	
  out	
  
4	
  
how	
  to	
  play	
  so	
  build	
  help	
  in	
  via	
  levels,	
  
resources,	
  and	
  tutorials.	
  	
  	
  

Early	
  prototype	
  –	
  no	
  tutorial	
  

Later	
  itera4on	
  –	
  tutorial,	
  guided	
  play	
  

	
  
www.bo#omlineperformance.com	
  

h#p://www.theknowledgeguru.com/GameBuilder/Elevator/	
  

	
  
5	
  
Make	
  complexity	
  
propor4onal	
  to	
  
expected	
  playing	
  4me.	
  	
  

Cogni6ve	
  
overload	
  is	
  real.	
  

www.bo#omlineperformance.com	
  

6	
  

Scoring	
  is	
  hardest	
  
element	
  to	
  get	
  right.	
  	
  

Cri6cal	
  for	
  player	
  
engagement.	
  
Takes	
  hours	
  –	
  and	
  mul4ple	
  
playtests	
  -­‐	
  to	
  plan	
  out	
  and	
  do	
  
well.	
  	
  
Scoring Algorithm FTM
Learning	
  Game	
  
Design	
  	
  
Process	
  

6	
  Lessons:	
  Best	
  
Prac4ces;	
  PiMalls	
  
to	
  Avoid	
  
Tools	
  &	
  
Template
s	
  

www.bo#omlineperformance.com	
  
Tools & Templates
•  Primer	
  on	
  Play	
  (p.	
  1)	
  	
  
–  Terms	
  and	
  defini4ons	
  
–  Core	
  Dynamics	
  –	
  descrip4ons	
  of	
  common	
  ones	
  
–  Game	
  Elements	
  and	
  ?s	
  to	
  ask	
  when	
  considering	
  whether	
  
to	
  include/exclude	
  from	
  a	
  game	
  

• 
• 
• 
• 

Game	
  Evalua4on	
  Worksheet	
  (p.	
  5)	
  
Learning	
  Game	
  Design	
  Checklist	
  (pp.	
  7-­‐10)	
  
Learning	
  Game	
  Design	
  Template	
  (Slides	
  6-­‐7)	
  
Playtest	
  field	
  guide	
  (p.	
  11)	
  
Learning	
  Game	
  
Design	
  	
  
Process	
  

www.bo#omlineperformance.com	
  

6	
  Lessons:	
  Best	
  
Prac4ces;	
  PiMalls	
  
to	
  Avoid	
  

???	
  

Tools	
  &	
  
Templates	
  
Thank You
• 
• 
• 
• 

sharon@bo#omlineperformance.com	
  
www.bo#omlineperformance.com/lolblog	
  	
  
Twi2er:	
  @sharon_boller	
  	
  
(317)	
  861-­‐5935	
  –	
  office	
  

•  kristen@bo#omlineperformance.com	
  
•  Twi2er:	
  @KristenNHewe#	
  	
  
•  (317)	
  514-­‐1860	
  -­‐	
  office	
  

www.bo#omlineperformance.com	
  

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Digital Game Design Lessons and Best Practices

  • 1. Digital Learning Game Design Lessons from the Trenches Presented  by   Sharon  Boller  &  Kristen  Hewe2   Bo#om-­‐Line  Performance,  Inc.  
  • 2. What do we even MEAN by game? An  ac4vity  that  has  an  explicit  goal  or  challenge,  rules  that   guide  achievement  of  the  goal,  interac6vity  with  either  other   players  or  the  game  environment  (or  both),  and  feedback   mechanisms  that  give  clear  cues  as  to  how  well  or  poorly  you   are  performing.  It  results  in  a  quan6fiable  outcome  (you  win/ you  lose,  you  hit  the  target,  etc).  Usually  generates  an   emo6onal  reac6on  in  players.  
  • 3. Goals for Today Learning  Game   Design  Process   6  Lessons:  Best   Prac4ces;  PiMalls     to  Avoid   Tools  &   Templates   www.bo#omlineperformance.com  
  • 4. Learning Game Design Process Play  games;   evaluate  what  you   are  playing   Get  familiar  w/   game  elements  &   how  to  use  them.   Think  about  the   learning  –  and   then  the  game.   Dump  ADDIE.  Go   agile  instead.   Playtest.Playtest.   Did  I  say  playtest?  
  • 5. Let’s Play Games (and Evaluate)! Use  Handout  Page  5  to   do  your  evalua4on  of   these  games  as  we  play.  
  • 6. Think About Learning FIRST Game Topic Who’s the target audience? (incl. characteristics) The INSTRUCTIONAL goal is: The LEARNING objectives are: Key content to include
  • 7. Then Consider the Game Game Goal Core Dynamic(s)? Game Mechanics (aka “rules”) Game Elements • Theme • Story • Cooperation • Competition • Etc. • Strategy • Chance • Aesthetics • Resources
  • 8. Dump ADDIE; go agile instead (iterative) Playtest.  Playtest.  Did  I  say  playtest?  
  • 9.
  • 10. Learning  Game   Design     Process   6  Lessons:  Best   Prac4ces;  PiMalls   to  Avoid   Tools    &   Templates   www.bo#omlineperformance.com  
  • 11. 3 Guiding Principles 1.  Play and evaluate lots of digital games before you starting designing your first one. 2.  Pay attention to how different core dynamics and different game mechanics affect the game play and the learning experience. 3.  PLAYTEST! Many, many times… and with the right audience. Expect lots of fixes each time. www.bo#omlineperformance.com  
  • 12. 6 Lessons 1.  You  need  game  content–  even  at  the  first   prototype.     2.  Aesthe6cs  and  theme  drama4cally  affect  desire   to  play.     3.  Fantasy  has  high  appeal  –  even  to  “corporate”   learners.   4.  Players  need  help  figuring  out  how  to  play  –  but   typically  won’t  opt  for  it.     www.bo#omlineperformance.com  
  • 13. 6 Lessons 5.  Keep  rule  and  game  complexity  propor6onal  to   the  amount  of  4me  people  will  play  the  game.   6.  Scoring  is  hardest  element  to  get  right  –  keep   trying  un4l  you  do.     www.bo#omlineperformance.com  
  • 14. 1   Game  content   is  needed  –     even  in  the   first  prototype.     –  h#p:// theknowledgeguru.com/ c2_examples/GGB/ storyShuffle/   –  h#p:// theknowledgeguru.com/ GameBuilder/ LateForLunch/   www.bo#omlineperformance.com  
  • 15. Aesthe6cs  and  theme   2   affect  desire  to  play.     www.bo#omlineperformance.com  
  • 17. To  Pre2y  Fun   h#p://www.theknowledgeguru.com/gamedesign/  
  • 20. 3   Don’t  dismiss   fantasy.     It  engages  people  a  lot.   They  can  learn   even  if  the  theme   doesn’t  mirror  reality.     http://theknowledgeguru.com/c2_examples/GGB/MakingGold_v96/   www.bo#omlineperformance.com  
  • 21. Players  need  help  figuring  out   4   how  to  play  so  build  help  in  via  levels,   resources,  and  tutorials.       Early  prototype  –  no  tutorial   Later  itera4on  –  tutorial,  guided  play     www.bo#omlineperformance.com   h#p://www.theknowledgeguru.com/GameBuilder/Elevator/    
  • 22. 5   Make  complexity   propor4onal  to   expected  playing  4me.     Cogni6ve   overload  is  real.   www.bo#omlineperformance.com   6   Scoring  is  hardest   element  to  get  right.     Cri6cal  for  player   engagement.   Takes  hours  –  and  mul4ple   playtests  -­‐  to  plan  out  and  do   well.    
  • 24. Learning  Game   Design     Process   6  Lessons:  Best   Prac4ces;  PiMalls   to  Avoid   Tools  &   Template s   www.bo#omlineperformance.com  
  • 25. Tools & Templates •  Primer  on  Play  (p.  1)     –  Terms  and  defini4ons   –  Core  Dynamics  –  descrip4ons  of  common  ones   –  Game  Elements  and  ?s  to  ask  when  considering  whether   to  include/exclude  from  a  game   •  •  •  •  Game  Evalua4on  Worksheet  (p.  5)   Learning  Game  Design  Checklist  (pp.  7-­‐10)   Learning  Game  Design  Template  (Slides  6-­‐7)   Playtest  field  guide  (p.  11)  
  • 26. Learning  Game   Design     Process   www.bo#omlineperformance.com   6  Lessons:  Best   Prac4ces;  PiMalls   to  Avoid   ???   Tools  &   Templates  
  • 27. Thank You •  •  •  •  sharon@bo#omlineperformance.com   www.bo#omlineperformance.com/lolblog     Twi2er:  @sharon_boller     (317)  861-­‐5935  –  office   •  kristen@bo#omlineperformance.com   •  Twi2er:  @KristenNHewe#     •  (317)  514-­‐1860  -­‐  office   www.bo#omlineperformance.com