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Design Strategy IT 7220 February 2, 2009 1 Monday, February 2, 2009
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Page 1: Design Strategy

Design StrategyIT 7220

February 2, 2009

1Monday, February 2, 2009

Page 2: Design Strategy

Agenda

Personal Web pages

Revisit Synergy of Learning and Engagement

Elements for Engaged Learning

Design Strategies of e-Learning

Flash - Motion Tweening, Buttons, Movieclips

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Page 3: Design Strategy

Personal Web Pages

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Page 4: Design Strategy

Aligning Engagement with Education

Revisit juxtaposition of learning elements with engagement elements from week 1

Basis for designing games that are both educationally effective and engaging

Lack of awareness for this synergy creates a barrier to providing engaging learning

Putting educators and entertainment experts together historically doesn’t produce results as they invoke very different paradigms for achieving results

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Page 5: Design Strategy

Synergy of Learning and Engagement Elements

Learning Elements Engagement Elements Engaged Learning

Contextualized Thematic coherence Theme

Clear goal Clear goal Goal

Appropriate challenge Balanced challenge Challenge

Anchored Relevance: action to domain Action-Domain Link

Relevant Relevance: problem to learner Problem-Learner link

Exploratory Choices of action Active

Active manipulation Direct Manipulation Direct

Appropriate feedback Coupling Feedback

Attention-getting Novel information and events Affect

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Page 6: Design Strategy

Elements for Engaged Learning

Theme Setting and context Draw from well-known genres (from

literature, movies, or games) to build familiarity

Story; simplification or exaggeration of reality

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Page 7: Design Strategy

Elements for Engaged Learning

Goal Establish in the story set-up Provides motivation for action Includes metric for attainment May change over time

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Page 8: Design Strategy

Elements for Engaged Learning

Challenge Systematic balance of difficulty that changes as

the learner progresses Drill and practice is test for knowledge

retention, does not create challenge or reduce boredom/frustration level

Challenge needs to adapt to learner; games have levels with associated difficulty

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Page 9: Design Strategy

Elements for Engaged Learning

Action-Domain Link Knowledge needs to be applied as story line

progresses in meaningful application of knowledge to tasks

Inherent disconnect in edu-software games: answering math questions earns chances to shoot aliens

Genre selection aids in particular skills development; use of familiar genres reduce time needed to become familiar with game expectations and interface

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Page 10: Design Strategy

Elements for Engaged Learning

Problem-Learner Link Related to theme selection is creating a world

and story that is of interest to the learner Learner preferences and attributes Audience emotional factors, cognitive

approaches, and motivation Provide insight to learner mistakes and

remediation strategies to improve experience

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Page 11: Design Strategy

Elements for Engaged Learning

Active Learner needs to play active role in making

decisions in the story via frequent choices Choices result in consequences from game,

leading to further opportunity Action should be cognitive: decisions need to

be sufficiently complex to build experience of engagement with material

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Page 12: Design Strategy

Elements for Engaged Learning

Direct Learner must act, preferably in a direct form of

mapping using interactive elements All interaction is a form of multiple choices

between alternatives Rule of thumb is if choice is between action

choice and a good cognitive choice, cognitive choice wins

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Page 13: Design Strategy

Elements for Engaged Learning

Feedback All decisions should have an impact on story

line Feedback should be staged in context of story Avoid using external device or narrator inform

you of the consequence, as least until play is done

Consequences do not have to occur immediately

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Page 14: Design Strategy

Elements for Engaged Learning

Affect Play should not be predictable Chance should play a role in the action Affective (emotional) elements should support

theme and mood or story setting Inappropriate dialogue, appearance, or sound

effects can undermine the willing suspension of disbelief that is core to the manufactured experience

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Page 15: Design Strategy

Engagement Levels

Level 0: Enhanced ISD

Level 1: Mini-Scenarios

Level 2: Linked Scenarios

Level 3: Contingent Scenarios

Level 4: The Full Monty (Full Game Experience)

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Page 16: Design Strategy

Level 1: Mini-Scenarios

Follow traditional ISD

Practice couched in context

Engagement through story line is light and may be superficial

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Page 17: Design Strategy

Level 2: Linked Scenarios Decisions are sequenced into a

single story line (i.e., solve problem, move on)

All game problems share a common theme

Scenario may be launched before bringing in content and example resources

Linking scenarios gives more complex practice opportunity and helps develop relationships between components of the learning goal.

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Page 18: Design Strategy

Level 3: Contingent Scenarios Choice is expanded using

multiple scenarios

Learner is allowed to make mistakes and experience consequences

Takes more work to develop multiple paths and keep track of all options

Paths may branch but generally converge at some point so that eventually everyone arrives at the same place

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Page 19: Design Strategy

Level 4: The Full Monty Full game approach employs a game engine which

dynamically serves activities by rules, probabilities, and variables

Provides ideal situation for achieving learning outcomes Basis for what are commonly referred to as

simulations...simulations become interactive when an interface is provided to alter the settings and variables in the model

Big difference between scenarios and games is ability to create the experience of flow

Outcome may be made to be non-deterministic meaning it is not fixed and there may be several different types

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Page 20: Design Strategy

Level 4: Full Game Model

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Page 21: Design Strategy

DreamBox

Audience is K-2 math students in need of tutoring outside of the classroom

Lessons are taught through video games Players select theme and character Personalized paths “...over a million paths a child

could take through the DreamBox curriculum” Dreambox Learning (http://www.dreambox.com/)

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Page 22: Design Strategy

DreamBox

How would you characterize the engagement model based on the 4 levels Quinn discusses?

How are the engaged learning elements addressed through the experience (based on intended audience)?

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Page 23: Design Strategy

Lab - Flash HOT

Motion tweening

Buttons

Movie clips

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