Learning Principles in Games
Some questions about the learning principles (and other ideas/issues) in video games, translated into Augmented Reality Games:
- Lower the consequence of failure: How do ARGs deal with the consequences of failure? Are there ways to incrementally fail throughout the game without losing the entire game? What do (or could) ARG bosses look like? does it give the player a chance to learn from incremental failures, and to pick up and try again?
- Performance before Consequence: How do ARGs let/make you play the game before you know how to play?
- Semiotic systems: What are the in-game rules, and how do the in-game clues let you know what the rules are?
- What are the differences between game and content?
- Identity: What is the role of identity? How do people become connected to their avatars?
- Fair and Deep: How does the game react to you? How does it suck you in?
- Accomodation: How does the game accomodate different learning styles and levels?
- Creativity: How do games foster creativity? One of the things American schools are criticized for is the lack of creativity coming out of schools. Kids are less creative, and less able to deal with situations. Having kids make and create games is a hot idea.
- Metaphors (transfer): How do games succeed and fail in getting kids to transfer things they've learned in one domain to another domain.
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