Using Video Game Design Principles to Enhance Your Safety ... · Game Design Win a FABULOUS Prize!...
Transcript of Using Video Game Design Principles to Enhance Your Safety ... · Game Design Win a FABULOUS Prize!...
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Using Video Game Design Principles to Enhance Your Safety Training
Dan McNeill, Manager, Educa�on Development, ASSE
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What This Session is NOT About
What this is NOT
How to program A talk on crea�ng e-‐learning Mostly, it’s not...
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So what is it?
Three Takeaways – Up Front
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#1 We don’t learn by lecture – we learn by ge�ng our fingers burned.
#2
Gamifica�on is a gimmick.
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# 3 -‐ Game design and instruc�onal design are the same.
What are we going to do?
Define a game Build a game. Try to convince you about #3.
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What’s a game?
Defini�on – Jane McGonigal When you strip away the genre differences, all games share four defining traits: A Goal Rules A Feedback System Voluntary Par�cipa�on
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Game Pitch
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FLOW &
FIERO
Flow FLOW
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Flow – Other names… In the moment…
In the zone…
On a roll…
In the groove…
BOREDOM FRUSTRATION
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How do game designers KNOW they have achieved flow?
FIERO
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Fiero
A primal feeling of great accomplishment a�er a triumph over adversity.
My “Fiero” moment
Defea�ng Jack of Blades in the game Fable
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ACTIVITY Rapid Game Design
Win a FABULOUS
Prize!
Part 1 – Game Premise
A 2-‐3 sentence descrip�on of a gaming experience. Wri�en in the 2nd person, the game premise seeks to build excitement and put the player into the ac�on.
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Game Premise -‐ Example
You are the mighty Ninja Elf! Armed with only your North Pole ninja skillz and a razor sharp candy cane, you must journey through the seven levels of the Candy Cane Forest and past the sea of twirly, swirly gumdrops. As you ba�le to save the free-‐elf world, watch out! The Central Park Rangers are right behind you!
Instruc�ons
With just the items/loca�ons you’ll see on the next screen, I want you to write up a simple game premise. – Write it in the second person. – Keep it simple. – Put the player into the ac�on – Don’t think too much!
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Stuff
Elves North Pole Zombie Fruit cake Real Estate Agent Any member of the ‘85 Chicago Bears Alec Baldwin
Part 2 -‐ Game Level Design
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Part 2 -‐ Game Level Design Outline
1. GAIN ATTENTION 2. SET THE GOAL 3. STIMULATE RECALL OF PRIOR KNOWLEDGE 4. UNLEASH THE ACTION 5. PROVIDE GUIDANCE 6. LET THE PLAYER PRACTICE 7. PROVIDE INFORMATIVE FEEDBACK 8. FINAL CHALLENGE 9. SAVOR THE WIN AND TRANSFER TO NEXT LEVEL
Each level is separate – but is not an en�rely new game!
GAIN ATTENTION
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SET THE GOAL
STIMULATE RECALL
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UNLEASH THE ACTION
PROVIDE GUIDANCE
Guidance should come from within the game or ac�vity and should be real-‐world. For example… Player comes across a random traveler.
Player defeats a bad guy and gets a �p.
The guidance shouldn’t break you out of FLOW
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PROVIDE GUIDANCE
Guidance should come from within the game or ac�vity and should be real-‐world. For example… Player comes across a random traveler. Player defeats a bad guy and gets a �p. The guidance shouldn’t break you out of FLOW
LET THE PLAYER PRACTICE
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PROVIDE FEEDBACK
FINAL CHALLENGE
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SAVOR THE VICTORY AND TRANSITION
Part 2 – Rapid Level Design
Using your game premise, take five minutes to write up a sample game level.
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Game Level Design Outline:
1. GAIN ATTENTION 2. SET THE GOAL 3. STIMULATE RECALL OF PRIOR KNOWLEDGE 4. UNLEASH THE ACTION 5. PROVIDE GUIDANCE 6. LET THE PLAYER PRACTICE 7. PROVIDE INFORMATIVE FEEDBACK 8. FINAL CHALLENGE 9. SAVOR THE WIN AND TRANSFER TO NEXT LEVEL
So how does this relate in any way to safety training?
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Ability of Learner
Difficulty
of Learning Expe
rience
Frustra�on
Boredom
Ideal Learning
Experience
FLOW
Robert M. Gagné
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Gagne's 9 general steps of instruc�on: 1) Gain a�en�on 2) Describe the goal 3) S�mulate recall of prior knowledge 4) Present the material to be learned 5) Provide guidance for learning 6) Elicit performance "prac�ce” 7) Provide informa�ve feedback 8) Assess performance 9) Enhance reten�on and transfer
Conclusion
Start with a learning premise. Design your modules like levels. Design levels so that each one becomes more challenging. Always consider flow. Always build towards a fiero moment. Don’t call it a game!
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Resources
Blissful Produc�vity – Accomplishment
Social Fabric – Rela�onships
Urgent Op�mism – Posi�ve Emo�ons
Epic Meaning – Meaning/Purpose
Resources
Z490 Standard