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(PDF) Reimagining the Virtual Patient Crafting Game-inspired Interactive Stories for Compassion Training
(PDF) Reimagining the Virtual Patient Crafting Game-inspired Interactive Stories for Compassion Training
Miranda Verswijvelen's doctoral thesis on narrative design in branching scenarios (which she calls "interactive stories for learning" for clarity). Using techniques from game design, she created a framework for writing better scenarios.
The expert advice emphasised the pivotal role of emotions and player self-expression in crafting interactive narrative, along with the importance of designing believable characters and meaningful choices. A comprehensive heuristics framework to craft ISL was developed based on the insights from this phase. Through iterative prototyping and reflection, the heuristics framework was evaluated and refined, and subsequently applied to the recrafting of a virtual patient for compassion training
While no statistically significant differences for narrative transportation were found, the results from the playthrough data and open-ended questions demonstrated that incorporating emotional depth into virtual patient design significantly impacted learner engagement and empathy. Participants exhibited more compassionate care when interacting with the recrafted virtual patient, showing highly improved decision-making to promote patient outcomes.
·researchgate.net·
(PDF) Reimagining the Virtual Patient Crafting Game-inspired Interactive Stories for Compassion Training
Game On: 6 tips for choice design in branching scenarios - Issuu
Game On: 6 tips for choice design in branching scenarios - Issuu
Miranda Verswijvelen's article for Dirtyword magazine on choice design in branching scenarios. Lots of tips here based on designing game narratives and interactive fiction. I disagree with her point about not starting with the ideal path for writing (although she acknowledges that may make sense for beginners when you're learning how to write scenarios). For game design, I think she's right. For training design, there is typically an ideal path we want people to take. Good to read some thoughtful criticism though, and I love Miranda's work.
Excellent choice design will increase the engagement of your learners in the story, intrigue them about consequences and entice them to replay to check out other paths.
Choices in branching scenarios consist of three closely interconnected parts:Framing: the information the learner uses to make the choiceOptions: the possible choicesOutcomes: what happens due to choosing one of the options.
Choices can offer diverse acceptable ways to achieve the same goal, giving learners opportunity to personalise the experience.
An extra path can also replace boring “try again” situations: the consequence shows your choice was not ideal, but you simply continue and get another chance further in the story to make a better informed, similar choice.
Clear and confined parameters help to make the choice feel integral to the context, while still leaving room for personal expression and emotional connection.
One of my favourite narrative designers, Jon Ingold from Inkle Studios, introduced the accept – reject – deflect model. For example, in a conversational choice where someone asks you a question, this could mean the following:Accept: continue the current conversation, e.g. simply answer the questionReject: react negatively or refuse to answer. Deflect: change the topic, e.g. ignore, bounce a question back or refocus attention
·issuu.com·
Game On: 6 tips for choice design in branching scenarios - Issuu
Game Making Software - Construct 3
Game Making Software - Construct 3
Construct is a tool for creating games with visual programming (Javascript is also an option). There's a free option available to try it out. This tool would definitely have a learning curve, but it looks like a solid option for people who want to build something more complex than a typical elearning authoring tool.
·construct.net·
Game Making Software - Construct 3
Cebulka | No Mythstakes
Cebulka | No Mythstakes
Jessica Cebulka's educational game project which won at DemoFest. This includes multiple levels of games as demos of what's possible, built in Construct.
·jcebulka.com·
Cebulka | No Mythstakes
Recordings - From Instructional Design to Dungeons & Dragons
Recordings - From Instructional Design to Dungeons & Dragons
The recordings from the TLDC event "From Instructional Design to Dungeons & Dragons" are now available on their website and YouTube. This was a wonderful and deeply nerdy event. Early on in the planning, Luis wondered if there were really enough D&D players to make an event like this possible, and it's clear there were plenty of folks interested. If you're curious about the connection between games and learning, check it out, even if you've never played D&D before.
·thetldc.com·
Recordings - From Instructional Design to Dungeons & Dragons
Escape Room Activity Pushes Boundaries of Nursing Education at IWU | Illinois Wesleyan
Escape Room Activity Pushes Boundaries of Nursing Education at IWU | Illinois Wesleyan
Interesting description of how the IWU School of Nursing created an escape room using a mannequin to reinforce learning about medication administration. One thing I appreciate in this description is how it's clear that the clues were placed in ways to reinforce the content, not just as a completely artificial escape room concept disconnected from the learning.
·iwu.edu·
Escape Room Activity Pushes Boundaries of Nursing Education at IWU | Illinois Wesleyan
Yes, but; No, and; etc.
Yes, but; No, and; etc.
Old discussion on reddit about a game design mechanic that helps go beyond yes and no by adding complications. Some of these have 6 options, which is too many for a branching scenario, but a smaller version of the model could work. Maybe Yes, Yes but, No with 3 choices: Yes you succeed, Yes you succeed but with a complication, or No, you don't succeed and have a negative consequence.
<li class="_3gqTEjt4x9UIIpWiro7YXz"><p class="_1qeIAgB0cPwnLhDF9XSiJM">No, and...</p></li><li class="_3gqTEjt4x9UIIpWiro7YXz"><p class="_1qeIAgB0cPwnLhDF9XSiJM">No.</p></li><li class="_3gqTEjt4x9UIIpWiro7YXz"><p class="_1qeIAgB0cPwnLhDF9XSiJM">No, but...</p></li><li class="_3gqTEjt4x9UIIpWiro7YXz"><p class="_1qeIAgB0cPwnLhDF9XSiJM">Yes but...</p></li><li class="_3gqTEjt4x9UIIpWiro7YXz"><p class="_1qeIAgB0cPwnLhDF9XSiJM">Yes.</p></li><li class="_3gqTEjt4x9UIIpWiro7YXz"><p class="_1qeIAgB0cPwnLhDF9XSiJM">Yes and...</p></li>
·reddit.com·
Yes, but; No, and; etc.
Designing eLearning Games Using Interactive Stories - Scissortail Creative Services, LLC
Designing eLearning Games Using Interactive Stories - Scissortail Creative Services, LLC
Kayleen Holt shares 6 questions to consider when designing elearning games that incorporate interactive stories.
<p>When designing eLearning games using interactive stories, ask yourself the following six questions:</p><ol><li><strong>What’s the point?</strong> Be clear about the learning goal.</li><li><strong>Does it matter?</strong> Make sure the story is realistic, relevant, and tied to the learning goal.</li><li><strong>Is it fun?</strong> Slapping a leaderboard onto a course doesn’t make it a game. Games need to be fun. Test the fun factor by getting input from learners.</li><li><strong>Does it make sense?</strong> Take time to get the script right in the beginning, and check it with every change to make sure all the branching paths still make sense.</li><li><strong>Is it immersive?</strong> Don’t pull your learner out of the story. Show, don’t tell. Use high-quality visual design and audio (if narrated). And don’t preach.</li><li><strong>Does it exclude anyone?</strong> Include diverse characters and avoid stereotypes. Use inclusive language, and design with accessibility in mind.</li></ol>
·scissortailcs.com·
Designing eLearning Games Using Interactive Stories - Scissortail Creative Services, LLC
Designing game-inspired narratives for learning
Designing game-inspired narratives for learning
Conference paper by Miranda Verswijvelen, Ricardo Sosa, and Nataly Martini on what we can learn from how game designers write narratives and apply that to scenario-based learning.
This study turns for guidance to the expertise of narrative designers for games, where storytelling for interactive narrative has a long history of testing, iterating and perfecting. A collection of proven techniques described by game narrative practitioners will inform creative writing efforts to craft prototypes to test the transferability of those techniques to interactive narratives in a healthcare education context.
·researchgate.net·
Designing game-inspired narratives for learning
Play GO VIRAL! | Stop Covid-19 misinformation spreading
Play GO VIRAL! | Stop Covid-19 misinformation spreading
Great example of a quick game to educate people. In this game, you pretend to be someone who wants to spread misinformation (really disinformation, since it's deliberate). Through the simulated choices of social media messages and lots of immediate feedback and coaching, you learn to recognize tactics for manipulating information and influence online.
·goviralgame.com·
Play GO VIRAL! | Stop Covid-19 misinformation spreading
Video Game Secrets - BIANCA WOODS
Video Game Secrets - BIANCA WOODS
Slides from Bianca Woods's presentation on "The Secrets Video Games Can Teach L&D About Crafting Scenarios and Simulations That Work." I didn't attend the session, but the slides and references to the games used as inspiration are still useful.
·biancawoods.weebly.com·
Video Game Secrets - BIANCA WOODS
6 Things Video Games Can Teach You About Writing Engaging Scenarios - E-Learning Heroes
6 Things Video Games Can Teach You About Writing Engaging Scenarios - E-Learning Heroes
Tips for writing engaging scenarios, plus examples from specific games
Now, this isn’t to say your scenario’s aesthetics are meaningless. It’s more that if you have a limited amount of time and resources, it’s best to focus on crafting the story and keep the look and feel simple.
<p>When it doesn’t take much thinking to identify the correct choice, it quickly becomes boring.</p> <p>Instead, it’s better to give your audience challenging yet realistic decisions to ponder. Things that make them think hard about what the best option could be. </p>
So what’s the best way to avoid clunky 90’s video game dialogue in your scenarios? Read your script out loud as you’re drafting it. If it sounds weird as you say it, that’s a good sign that it could use reworking.
Fun is a crucial part of what makes game-like experiences like scenarios so engaging. Just make sure that the majority of the fun serves to reinforce the project’s learning goals.
·community.articulate.com·
6 Things Video Games Can Teach You About Writing Engaging Scenarios - E-Learning Heroes
Using Twine for Classroom Engagement - ACTion
Using Twine for Classroom Engagement - ACTion
This is a summary of a project at the University of Toronto using Twine to create an educational game, plus an overview of Twine.
Although Twine is a tool for creating “games”, this project goes beyond games and gamification to think creatively about how the functions of Twine can be used to create activities that allow students to more directly engage with learning content in a hands-on experiential format that may not be possible in a traditional classroom learning space.
·action.act.utoronto.ca·
Using Twine for Classroom Engagement - ACTion
Chat Mapper
Chat Mapper
Tool for developing branching dialogue. It's designed for both video games and training. There are more features here than what I would need for most scenario-based training I develop, but for something complex this would be a great way to create and test a conversation. It also exports to a very clean screenplay for actors. The free version is only for personal use, but the Indie license is only $60 and would be worth it for a complex enough project. I can usually keep it all straight in my own head in Word, but I've had problems getting actors and developers to understand how the pieces fit together. The simulated dialog might be enough to help others see the flow.
·chat-mapper.com·
Chat Mapper
Games Teach! | Kapp Notes
Games Teach! | Kapp Notes
Karl Kapp responds to Ruth Clark's claim that "games don't teach" and Richard Clark's claim that no research supports gaming with a review of the research and what it actually does and doesn't tell us.
Instructional games seem to foster higher-order thinking such as planning and reasoning more than factual or verbal knowledge.
Specifically, learning from simulation games was maximized when trainees actively rather than passively learned work-related competencies during game play, trainees could choose to play as many times as desired, and simulation games were embedded in an instructional program rather than serving as stand-alone instruction.
Challenge, interactivity and continual feedback can be applied to a classroom exercises, a paper and pencil activity or used online. The design is universal while the delivery vehicle can change. It is not technology that makes a game a game—it’s the design, the inclusion of a challenge and interactivity that make a game a game.
·karlkapp.com·
Games Teach! | Kapp Notes
Reset? - Games In Learning | EPPIC - Pursuing Performance
Reset? - Games In Learning | EPPIC - Pursuing Performance
Guy Wallace makes some ad hominem attacks against me for my criticism of Ruth Clark's claim that "games don't teach" (although he doesn't mention me by name or link to me, it's pretty clear that he is talking about my post). Once you get past the part where he says that Clark has made so many contributions to the field that it's not fair to attack her, especially if you're someone like me who isn't a "star," there are some valid points. He's correct that "popularity is not evidence" and that games can be more expensive than other solutions that might be just as effective.
·eppic.biz·
Reset? - Games In Learning | EPPIC - Pursuing Performance
Why Games Don't Teach
Why Games Don't Teach

Ruth Clark claims that "games don't teach," an obviously false statement. She has some legitimate points about matching the game design to the learning outcomes, but her claim that no research supports using games for anything other than "drill and practice" type activities is clearly incorrect. She makes this claim without addressing any work by Squire, Aldrich, etc., so it appears she didn't do a literature review prior to writing.

She cites one study with two games that were less effective at helping learners remember, and she believes that discounts the dozens of other studies on the topic. First, maybe those games were poorly designed. Second, if you're just measuring "transfer and retention" rather than application, I wouldn't be surprised that a game didn't do as well. Games are often better at moving from recall to application--but of course, she didn't measure application.

The goal of the research was to compare learning efficiency and effectiveness from a narrative game to a slide presentation of the content. Students who played the Crystal Island game learned less and rated the lesson more difficult than students who viewed a slide presentation without any game narrative or hands on activities. Results were similar with the Cache 17 game. The authors conclude that their findings “show that the two well-designed narrative discovery games…were less effective than corresponding slideshows in promoting learning outcomes based on transfer and retention of the games’ academic content” (p. 246).
Often the features of a game are at counter-purposes to the learning objectives. For example, many games incorporate an onscreen clock requiring the learner to achieve the goal in seconds or minutes. For learning outcomes that are based on understanding and critical thinking, games with time goals that reinforce fast responses are a poor match.
Despite the uncontested popularity of commercial games and a lot of hype in the training community, the reality is that there is scarce credible evidence on how and when to best use games to improve instructional outcomes and motivation. At this stage, I recommend games to implement drill and practice exercises for tasks that require immediate and accurate responses.
·astd.org·
Why Games Don't Teach