game design

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What’s the Difference Between Games and Gamification?

Minecraft

Perhaps the best way to think about games in education is not to automatically call everything that looks like fun a “learning game.” Lumping all digital game approaches together makes no more sense than a toddler’s inclination to call every four-legged animal a “doggie.”

Game interest is definitely on the upswing in K-12 and higher education. It seems almost cyclical: every several years, almost in sync with the acceptance of new technologies (such as multimedia CD-ROM, then online, then mobile), there’s a surge of activity with games in education.

But everything game-like is not a game. And while game purists may wince at this simplification, it helps to consider games in education in terms of gamification, simulation and (simply) games. The three approaches aren’t always exclusive – they’re more of a continuum, or a Venn diagram’s overlapping circles – but they are notably different.

GAMIFICATION

Gamification is the current bright-shiny of the three terms – and, as a result, is the most used and frequently misused. But the cleanest definition is straightforward: gamification is adding game elements and mechanics to things that aren’t designed to be games.

Providing feelings of competence, of being in control and that the outcome matters is critical, “and marketers (and frankly most people) don’t really have a clue.”

Outside of education, some call these “reward, recognition and motivation programs.” And Alex Chisholm, executive director of the Learning Games Network, a spin-off from the MIT Education Arcade and University of Wisconsin, shared an equivalent perspective recently when he noted that saying you’re going to “gamify” something in education means you’re applying game design principles to motivate and inspire learners.

In apps and software, this is commonly interpreted as adding point systems (sometimes with competitive student leaderboards), badges for accomplishments and levels of progression. One of the highest profile examples of this approach is the Khan Academy, which layers avatars, energy points and badges on top of completing traditional math activities.

But gamification can be done well or poorly.

“The first place people go with gamification is ‘rewards.’ There can be dragons,” says Scott Dodson, a gamification expert and executive with Bobber Interactive. “Rewards done wrong Continue reading

Can Creating Computer Games Develop Reading and Writing Skills?

Flickr: Microsoft Sweden

By Sara Bernard

What should we teach kids about computers in 2011? Most already know how to use them.

“The most interesting thing we can teach kids about computers is how to program them,” says Matthew MacLaurin, UX Director of Microsoft FUSE Labs and one of the originators of Kodu, a free, downloadable software that gets kids and teachers across the globe designing their own computer games. (Well, almost free: the XBox version costs four dollars.)

But Kodu is not just about 0′s and 1′s and dense blocks of HTML. It’s made of icons and simple, navigable menus, all with the aim of making learning fun and creative. “We put a lot of work into the icons so that kids who can’t read can always remember the images,” says MacLaurin.

The good news for teachers is that Kodu can be matched to academic standards. Educators who use it are continually developing resources and classroom applications for it. Planet Kodu, for instance, is a one-stop Kodu shop developed by teachers in Victoria, Australia.

Plus, MacLaurin says, game creation tends to be something that kids are eager to do in or out of school. I caught up with him to ask a few questions about the software and why it works.

Q: Why is game design important for learning?

A: One of my favorite results that we’ve discovered so far is based on a study that just came out by a local educator in a PhD program at the University of Washington. The study found a correlation between kids’ ability to program and to write, to create narrative. He has a theory that when you’re designing a video game you have to understand the points of view of many different characters. You have to think about what the user can and can’t see. That has a clear connection with writing effective fiction. Programmers tend to be more literate than the average citizen. That’s a really interesting, promising thread that could lead to long-term studies on improving students’ reading and writing skills. Ultimately, our fundamental thesis is to help kids become better thinkers. But it helps if they can learn to read and write better, too.

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