Book contents
- Frontmatter
- Dedication
- Contents
- Contributors
- Acknowledgments
- Introduction
- Chapter 1 Learning Game Disciplines
- Chapter 2 Communication for Stronger Learning Game Design
- Chapter 3 Instructional and Gaming Elements
- Chapter 4 Story for Learning and Gaming
- Chapter 5 Authenticity in Learning Games
- Chapter 6 Design Better Games
- Chapter 7 Bridging the Gap from Design to Implementation
- Chapter 8 Integrating Games into Learning Environments
- Chapter 9 Multidisciplinary Learning Game Development Method
- Chapter 10 Game Review Criteria
- Chapter 11 Game Review
- Chapter 12 Development Methods
- Chapter 13 Game Review
- Chapter 14 Development Methods
- Chapter 15 Game Review
- Chapter 16 Development Methods
- Chapter 17 Game Review
- Chapter 18 Development Methods
- Chapter 19 Game Review
- Chapter 20 Development Methods
- Chapter 21 Game Review
- Chapter 22 Development Methods
- Chapter 23 Game Review
- Chapter 24 Development Methods
- Index
- References
Chapter 3 - Instructional and Gaming Elements
What Are They and Where Do They Intersect?
Published online by Cambridge University Press: 05 May 2015
- Frontmatter
- Dedication
- Contents
- Contributors
- Acknowledgments
- Introduction
- Chapter 1 Learning Game Disciplines
- Chapter 2 Communication for Stronger Learning Game Design
- Chapter 3 Instructional and Gaming Elements
- Chapter 4 Story for Learning and Gaming
- Chapter 5 Authenticity in Learning Games
- Chapter 6 Design Better Games
- Chapter 7 Bridging the Gap from Design to Implementation
- Chapter 8 Integrating Games into Learning Environments
- Chapter 9 Multidisciplinary Learning Game Development Method
- Chapter 10 Game Review Criteria
- Chapter 11 Game Review
- Chapter 12 Development Methods
- Chapter 13 Game Review
- Chapter 14 Development Methods
- Chapter 15 Game Review
- Chapter 16 Development Methods
- Chapter 17 Game Review
- Chapter 18 Development Methods
- Chapter 19 Game Review
- Chapter 20 Development Methods
- Chapter 21 Game Review
- Chapter 22 Development Methods
- Chapter 23 Game Review
- Chapter 24 Development Methods
- Index
- References
Summary
Abstract
Serious game design presents a unique challenge to researchers and developers alike. The most successful games are designed by integrating two disparate bodies of knowledge: training and education, and high-quality game design. Simply pairing instructional elements with traditional game elements, however, is often inadequate. In an attempt to improve serious game design, we review several effective instructional mechanisms extracted from the science of learning literature and discuss ways that they can be directly implemented in games. We make explicit suggestions as to how serious games should be designed with respect to core elements of gameplay, sensory and perceptual elements, and cognitively focused elements.
The “Whys” and “Hows” of Serious Games
Sitting in the quiet glow of the monitor, she slips the headphones over her ears. Within moments, she’s in the game. She’s examining the virtual room for clues and contemplating her next move. She raises her gun, and with two quick shots and a running start, she i nds herself thrown face-i rst into a wall. Unhappy with this result, she tries again, this time experimenting with portal placement and springboard jumps until she builds up enough momentum to successfully launch herself out of the room and into the next area. The music picks up and the sound of a nearby enemy chattering away is heard. As she’s about to face her next challenge, her teacher flips on the lights, signaling to the class that it is time to stop playing Portal 2 (Valve, 2011) and come together to discuss the day’s physics lesson on how acceleration can be applied in the game to beat that level.
- Type
- Chapter
- Information
- Design and Development of Training GamesPractical Guidelines from a Multidisciplinary Perspective, pp. 55 - 92Publisher: Cambridge University PressPrint publication year: 2014