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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
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
Curatr - Motivate your learners to truly engage with online learning
Curatr - Motivate your learners to truly engage with online learning
Tool for curating existing resources in a gamified learning experience. Lets learners explore resources at their own pace but with some structure from levels, badges, etc. Learners can comment on resources and discuss with each other. The free edition doesn't allow uploads, but you can link to content elsewhere online. The teacher edition has limited uploading but is still free for teachers. The corporate version is has more features but is costly.
·curatr.co.uk·
Curatr - Motivate your learners to truly engage with online learning
Systems thinking and innovation | effectivedesign.org
Systems thinking and innovation | effectivedesign.org
Live blogged notes from AECT about systems thinking, innovation, and games for learning. Lots of side comments too, including some good connections to instructional design and getting too bogged down in multiple theories.
This is exactly what has happened to instructional design, and could by <a href="http://effectivedesign.org/2008/02/11/instructional-design-in-academia-where-theory-and-practice-rarely-meet/">why theory and practice don’t meet</a>. <strong>So much theory has been introduced that we can no longer see how instruction is actually designed.</strong> That’s why I think many times it has become easier for novice (in this case non-academically trained) designers can do it so often. They are not encumbered by the fog of theory.
·effectivedesign.org·
Systems thinking and innovation | effectivedesign.org
Proof of Learning: Assessment in Serious Games
Proof of Learning: Assessment in Serious Games
So, rather than only translating traditional testing methods like MCQs into serious games, designers of serious games can also build on the methods that have worked in mainstream video games. That isn't to say that game designers already know everything there is to know about testing and other pedagogical methods. Nor are we saying that traditional testing methods have no place in a game environment. Instead, both game designers and educational professionals need to work together in developing serious games as a new teaching tool.
·gamasutra.com·
Proof of Learning: Assessment in Serious Games
Skip the textbook, play the video game | Chicago Tribune
Skip the textbook, play the video game | Chicago Tribune
"There are a lot of terrible educational games out there, where you have to do something unfun, like solve five math problems, so you can do something fun, like play a game," said Ben Stokes, a games expert at the MacArthur Foundation.<br><br> Instead, the experts are interested in the educational benefits of commercially available games that were not expressly designed for school use--simulation games like Zoo Tycoon, in which elementary school-age children can build virtual zoos by selecting animals, creating appropriate habitats, managing food budgets and even setting the prices of popcorn at the concession stands.<br>
·chicagotribune.com·
Skip the textbook, play the video game | Chicago Tribune