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The motivation of gameplay
Rich Nguyen
Today’s story of learning
1. Extracted ideas from GRAD 8001: University Teaching.
2. We all are experienced learners/teachers.
3. Do not aim to defy the education system.
4. Serve as complement of teaching.
5. Encourage life-long learning.
I’d like to…
Share my humble
perspective of a
better classroom
experience.
We (students, teachers,
school administrators)
Care about
learning and
education.
College Classes are…
Painful
Required
Lame
Confusing
Fun?
Games are…
Engaging
Addicting
Fun
Cool
Interesting
Challenging
Exciting
Motivating?
Why do we keep fun from learning?
1. Learning = hard work & fun = relax.
2. Learning = pain & no pain = no gain.
3. Learning = serious & fun = pointless.
We think …
My subject is fun for
me. So how could it not
be for my students?
re-think
Gameplay
“Gameplay is all the activities and strategies game designers
employ to get and keep the player engaged and motivated to
complete each level and an entire game.” – Marc Prensky
… is not just eye candy/video game
… is doing, thinking, decision making
… provides balance (not too easy, not too hard)
… gives clear short-term goal
… is easy to learn, but hard to master
Gameplay and Classroom
“Want to apply Gameplay to a classroom? Just add uncertainty.”
1. suggest things that may not be true
2. reflect frequently
5. promote competition/reward
4. use point/title-earning system
3. focus on the learners’ interaction
CS 101 in a game/notecard
Learner  game player
Teacher  game designer
Administrator  game publisher
Imagine
The player
1. Appealing package
2. Freedom to choose
3. Tutorials
4. Expectations
5. Receive upgrades
“What if all this were
true for college classes?”
1. Engage players
2. Focus on gameplay
3. Content via actions
4. Play with friends
5. Put up new levels “What if designing courses were
approached in the same way?”
The designer
1. Think player
2. What will work
3. Attract newbie
4. Interest peaks
5. Player = brand
“What if the goals of school
administrators were to get the learners
to “cry out for more?”
The publisher
How realistic is this?
Learner  game player
Teacher  game designer
Administrator  game publisher
It’s up to You!
Rich Nguyen
rich.uncc@gmail.com

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Gameplay: Motivate college students in the classroom

  • 1. The motivation of gameplay Rich Nguyen
  • 2. Today’s story of learning 1. Extracted ideas from GRAD 8001: University Teaching. 2. We all are experienced learners/teachers. 3. Do not aim to defy the education system. 4. Serve as complement of teaching. 5. Encourage life-long learning. I’d like to… Share my humble perspective of a better classroom experience. We (students, teachers, school administrators) Care about learning and education.
  • 5. Why do we keep fun from learning? 1. Learning = hard work & fun = relax. 2. Learning = pain & no pain = no gain. 3. Learning = serious & fun = pointless. We think … My subject is fun for me. So how could it not be for my students? re-think
  • 6. Gameplay “Gameplay is all the activities and strategies game designers employ to get and keep the player engaged and motivated to complete each level and an entire game.” – Marc Prensky … is not just eye candy/video game … is doing, thinking, decision making … provides balance (not too easy, not too hard) … gives clear short-term goal … is easy to learn, but hard to master
  • 7. Gameplay and Classroom “Want to apply Gameplay to a classroom? Just add uncertainty.” 1. suggest things that may not be true 2. reflect frequently 5. promote competition/reward 4. use point/title-earning system 3. focus on the learners’ interaction
  • 8. CS 101 in a game/notecard
  • 9. Learner  game player Teacher  game designer Administrator  game publisher Imagine
  • 10. The player 1. Appealing package 2. Freedom to choose 3. Tutorials 4. Expectations 5. Receive upgrades “What if all this were true for college classes?”
  • 11. 1. Engage players 2. Focus on gameplay 3. Content via actions 4. Play with friends 5. Put up new levels “What if designing courses were approached in the same way?” The designer
  • 12. 1. Think player 2. What will work 3. Attract newbie 4. Interest peaks 5. Player = brand “What if the goals of school administrators were to get the learners to “cry out for more?” The publisher
  • 13. How realistic is this? Learner  game player Teacher  game designer Administrator  game publisher
  • 14. It’s up to You! Rich Nguyen rich.uncc@gmail.com

Notes de l'éditeur

  1. 1. free demo bundled, web sites to ratings, comparisons, previews, and interviews. 2. Pick the genre, choose variation that like best, and search for more fun and challenge. 3. Tutorials to teach you use the game. 4 .Lots of Eye Candy, AI, Gameplay. 5. Patches, surprise, and sequels.
  2. Focus on engaging your audience. Continuous thought to gameplay. Introduce content via action (minimum telling). Design something you would want friends to play. Constantly test the effectiveness & put up new levels, challenges after release.
  3. Always think about your audience. What will sell your game to the player. Make game to attract new audience. Product hits as interest peaks and tech advance. Align player with your brand, get them demand for upgrades and new products to buy.