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10 Game Design Principles
for the Next 10 Years
Carla Fisher, Ed.D.
No Crusts Interactive
But isn’t claiming to know
the future as much a
faux pas as comic sans
on your business cards?
Luckily,
some things
are constant.
Kids are different
from adults.
Cognitively
and physically.
© Pragmagraphr
© epSos.de
1. Look for inspiration
in inappropriate places
everywhere
2. Foster dialogic play
vs
Hundreds
3. Practice dual-premise game design
“Girlfriend modes”
Super
Mario
Galaxy
4. Scaffold
2
Zone of Proximal Development
• Pair players together based
on unequal abilities.
– The more capable tugs the
other along, encouraging
reaching the next level
© State Records NSW
What I can do What I can do
with help
What I can’t do
Zone of Proximal
Development
Wash hands
Pour milk
into bowl
Put cookies in ovenPour pre-measured
ingredients
Sift flour Measure ingredients
Measure ingredients
Eat cookies
(and dough)
Roll out
cookie dough
Decorate cookies
Read recipe
Scaffolding
• In a classroom, the teacher
– grabs the student’s attention
– creates and adjusts the task
– provides encouragement and
motivation
– highlights task features that are
most relevant to the learning goals
and the student’s abilities
– adjusts the task to moderate
frustration
– models and demonstrates the task
where needed
© nathanrussell
Typical Educational Game Scaffold
• 1st wrong  Encourage the player to try again
• 2nd wrong  Play short hint
• 3rd wrong  Highlight correct answer
Alternative Scaffolding
MotionMath
Sid’s
Science
Fair
Motion
Math
Zoom
5. Embrace data.
U.S. Census
Bureau
http://2010.census.gov/2010census/take10map/
The Eyeballing Game
The Eyeballing Game
Perfect
Slice
6. Provide real-time, contextualized feedback
Real-Time Feedback
• Feedback loop between
student & teacher, often with
technology
• Teacher strategy to review
student work repeatedly and
adjusting the instruction
accordingly
• Variations include
– Just in Time Instruction
– Computer-Assisted Instruction
© nSeika
Parent dashboards and
progress reporting
Plants vs Zombies
Accumulate
8,000 sun
during a
single
level.
7. Use achievements to
motivate new ways of playing
8. Be different.
Standing Out
• Avoid crowded content areas unless you’re
really, truly, completely, 100% different
– or have a ton of money
– or are Disney 
• Do your homework to find gaps in the market
9. Create
distributed
learning
opportunities
10. Test early. Test often. Adjust.
Repeat.
11. Foster discovery
and curiosity.
MyRobotFriend
Scribblenauts
Minecraft
Minecraft.Print()
Makey Makey
Thanks!
• carla@NoCrusts.com
• @NoCrusts
• Kids Got Game blog
on Kidscreen.com

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10 Game Design Principles for the Next 10 Years

Notes de l'éditeur

  1. http://www.flickr.com/photos/thedalogs/3021721046/sizes/o/in/photostream/
  2. http://www.flickr.com/photos/jpovey/2664311358/sizes/o/in/photostream/
  3. http://www.flickr.com/photos/sflovestory/3138073571/
  4. http://www.flickr.com/photos/enixii/2764222069/
  5. http://4.bp.blogspot.com/-q0Yv1FmcnMg/UEP4EzOTgPI/AAAAAAAAGUo/R4GyKooRH9Y/s1600/Cards_Against_Humanity-3-e1344299013147.jpg
  6. But digital games are often designed this way. And this is what causes some of the concerns about games being isolating.
  7. One of the best examples of kids playing together is this video. (And, on a side note, even with collaboration, scaffolding, and modeled behaviors, expect a little chaos!) Video http://www.youtube.com/watch?v=4j4l0lWfEEcThis is one of my favorite examples of kids playing together and being accidentally successful as well. The game isn’t penalizing them for the chaos in the room. It just keeps chugging along! So it allows the kids to play together instead of punishing them, which happens with many of these dance games – where the song will end if there’s too many incorrect actions.
  8. http://talkingaboutgames.com/wp-content/uploads/2012/08/left4dead2coldstreamhighway.jpg
  9. http://4.bp.blogspot.com/-SQiGWUgQQeg/TpxVkK9rP4I/AAAAAAAAACY/Fi6TDYC9U6E/s1600/unhappy-girlfriend-boyfriend-video-game.jpg
  10. Borderlands 2
  11. Giving power ups for performance
  12. http://www.flickr.com/photos/crincon/1045641553/sizes/l/in/photostream/
  13. Scaffold wrong answers whenever possible, but don’t get so scaffolded that it draws out gameplay endlessly. The model shown is just one way to scaffold for wrong answers. But scaffolding can also be for levels of gameplay, based on factors such as right answers or time on task. [Images to come]
  14. Don’t hijack the game to provide the learning moment.
  15. Collect and visualize data, particularly within activities that are familiar to the child. And we can return to the topic of why adults need to be reeducated to.
  16. [Discuss Census maps of response rate to surveys and how information can be explored.]
  17. TeachMe Toddler
  18. http://www.flickr.com/photos/amagill/4223790595/sizes/o/in/photostream/
  19. Repeated exposures to content over time is preferred
  20. Asynchronous and/or episodic games
  21. http://www.flickr.com/photos/basykes/4431284592/sizes/o/in/photostream/
  22. At it’s core, STEM is about fostering curiosity and discovery. It is about instilling in children the desire to find out on their own, not always to be taught. While discovery is a natural inclination of children, it is not a fundamental goal of today’s traditional science and math pedagogy.Ideally, STEM is about encouraging exploration of the environment, asking questions, and being curious beyond initial comprehension. Doing so fosters the mindsetof STEM rather than the facts of STEM. © DarrelBirkett, mollypop, trec_lit, haemengine
  23. http://www.flickr.com/photos/aloha75/8111417059/sizes/o/in/photostream/ Sam Howzi“Intrinsic motivation is all-too-frequently extinguished by extrinsic goals and expectations of school.”Margaret Honey and David E. Kanter, Design, Make, Play: Growing the Next Generation of STEM Innovators
  24. http://www.wpclipart.com/education/supplies/periodic_table_of_the_elements.png.html
  25. http://www.flickr.com/photos/barockschloss/4644179414/sizes/o/in/photostream/http://www.flickr.com/photos/usfwsmtnprairie/5957832651/sizes/o/in/photostream/http://www.flickr.com/photos/usacehq/7217159406/sizes/o/in/photostream/
  26. ScribblenautsTrial and errorMultiple paths to success, but rewards most efficient path?Create your own puzzles – systems thinking
  27. Minecraft – Sandbox gamesExplorationTrial and errorCommunity of explorers/creators – play each other creationsThe game involves players creating and destroying various types of blocks in a three dimensional environment. The player takes an avatar that can destroy or create blocks, forming fantastic structures, creations and artwork across the various multiplayer servers in multiple game modes. http://www.flickr.com/photos/kjarrett/8365208683/sizes/z/in/photostream/