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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
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
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
Educational Technology and Life » Blog Archive » Context-Embedded Learning (In A Nutshell)
Educational Technology and Life » Blog Archive » Context-Embedded Learning (In A Nutshell)
<p>Perhaps the most fundamental property of a constructivist learning environment is that it offers a context for student learning. </p> <p>Context-embedded learning has been a cornerstone of the constructivist movement since the early 1900’s. Now, nearly a century later, video games and simulations can offer new contexts for student learning that would not have been available to students in the past.</p>
·edtechlife.com·
Educational Technology and Life » Blog Archive » Context-Embedded Learning (In A Nutshell)
growing changing learning creating: Building bridges to gamers
growing changing learning creating: Building bridges to gamers
You may have noticed three separate islands where you work. There's an island of senior executives with their top-down, bottom line, control-freak approach to the other islands. There's a far away island of gamers thriving on fun challenges and immersive gameplay. In between, there's an island of trainers, instructional designers and content developers struggling to reach out to both of the other islands.
·growchangelearn.blogspot.com·
growing changing learning creating: Building bridges to gamers