Salient Features of India constitution especially power and functions
Design Strategy
1. Design Strategy
IT 7220
February 2, 2009
Monday, February 2, 2009 1
2. Agenda
Personal Web pages
Revisit Synergy of Learning and Engagement
Elements for Engaged Learning
Design Strategies of e-Learning
Flash - Motion Tweening, Buttons, Movieclips
Monday, February 2, 2009 2
4. Aligning Engagement with
Education
Revisit juxtaposition of learning elements with
engagement elements from week 1
Basis for designing games that are both educationally
effective and engaging
Lack of awareness for this synergy creates a barrier
to providing engaging learning
Putting educators and entertainment experts together
historically doesn’t produce results as they invoke
very different paradigms for achieving results
Monday, February 2, 2009 4
5. Synergy of Learning and
Engagement Elements
Learning Elements Engagement Elements Engaged Learning
Contextualized Thematic coherence Theme
Clear goal Clear goal Goal
Appropriate challenge Balanced challenge Challenge
Anchored Relevance: action to domain Action-Domain Link
Relevant Relevance: problem to learner Problem-Learner link
Exploratory Choices of action Active
Active manipulation Direct Manipulation Direct
Appropriate feedback Coupling Feedback
Attention-getting Novel information and events Affect
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6. Elements for Engaged Learning
Theme
Setting and context
Draw from well-known genres (from
literature, movies, or games) to build
familiarity
Story; simplification or exaggeration of reality
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7. Elements for Engaged Learning
Goal
Establish in the story set-up
Provides motivation for action
Includes metric for attainment
May change over time
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8. Elements for Engaged Learning
Challenge
Systematic balance of difficulty that changes as
the learner progresses
Drill and practice is test for knowledge
retention, does not create challenge or reduce
boredom/frustration level
Challenge needs to adapt to learner; games
have levels with associated difficulty
Monday, February 2, 2009 8
9. Elements for Engaged Learning
Action-Domain Link
Knowledge needs to be applied as story line
progresses in meaningful application of knowledge
to tasks
Inherent disconnect in edu-software games:
answering math questions earns chances to shoot
aliens
Genre selection aids in particular skills development;
use of familiar genres reduce time needed to become
familiar with game expectations and interface
Monday, February 2, 2009 9
10. Elements for Engaged Learning
Problem-Learner Link
Related to theme selection is creating a world
and story that is of interest to the learner
Learner preferences and attributes
Audience emotional factors, cognitive
approaches, and motivation
Provide insight to learner mistakes and
remediation strategies to improve experience
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11. Elements for Engaged Learning
Active
Learner needs to play active role in making
decisions in the story via frequent choices
Choices result in consequences from game,
leading to further opportunity
Action should be cognitive: decisions need to
be sufficiently complex to build experience of
engagement with material
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12. Elements for Engaged Learning
Direct
Learner must act, preferably in a direct form of
mapping using interactive elements
All interaction is a form of multiple choices
between alternatives
Rule of thumb is if choice is between action
choice and a good cognitive choice, cognitive
choice wins
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13. Elements for Engaged Learning
Feedback
All decisions should have an impact on story
line
Feedback should be staged in context of story
Avoid using external device or narrator inform
you of the consequence, as least until play is
done
Consequences do not have to occur
immediately
Monday, February 2, 2009 13
14. Elements for Engaged Learning
Affect
Play should not be predictable
Chance should play a role in the action
Affective (emotional) elements should support
theme and mood or story setting
Inappropriate dialogue, appearance, or sound
effects can undermine the willing suspension of
disbelief that is core to the manufactured
experience
Monday, February 2, 2009 14
15. Engagement Levels
Level 0: Enhanced ISD
Level 1: Mini-Scenarios
Level 2: Linked Scenarios
Level 3: Contingent Scenarios
Level 4: The Full Monty (Full Game Experience)
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16. Level 1: Mini-Scenarios
Follow traditional ISD
Practice couched in
context
Engagement through story
line is light and may be
superficial
Monday, February 2, 2009 16
17. Level 2: Linked Scenarios
Decisions are sequenced into a
single story line (i.e., solve
problem, move on)
All game problems share a
common theme
Scenario may be launched
before bringing in content and
example resources
Linking scenarios gives more
complex practice opportunity
and helps develop relationships
between components of the
learning goal.
Monday, February 2, 2009 17
18. Level 3: Contingent Scenarios
Choice is expanded using
multiple scenarios
Learner is allowed to
make mistakes and
experience consequences
Takes more work to
develop multiple paths
and keep track of all
options
Paths may branch but
generally converge at
some point so that
eventually everyone
arrives at the same place
Monday, February 2, 2009 18
19. Level 4: The Full Monty
Full game approach employs a game engine which
dynamically serves activities by rules, probabilities, and
variables
Provides ideal situation for achieving learning outcomes
Basis for what are commonly referred to as
simulations...simulations become interactive when an interface
is provided to alter the settings and variables in the model
Big difference between scenarios and games is ability to create
the experience of flow
Outcome may be made to be non-deterministic meaning it is
not fixed and there may be several different types
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20. Level 4: Full Game Model
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21. DreamBox
Audience is K-2 math students in need of tutoring
outside of the classroom
Lessons are taught through video games
Players select theme and character
Personalized paths “...over a million paths a child
could take through the DreamBox curriculum”
Dreambox Learning (http://www.dreambox.com/)
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22. DreamBox
How would you characterize the engagement
model based on the 4 levels Quinn discusses?
How are the engaged learning elements addressed
through the experience (based on intended
audience)?
Monday, February 2, 2009 22
23. Lab - Flash HOT
Motion tweening
Buttons
Movie clips
Monday, February 2, 2009 23