Uploaded by ighj22

Playing as Learning

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Playing as Learning, Learning as Playing: Educational Fundamentals for Game Design
How is a 60-minute lesson similar to a level within a game? Can players be viewed as
students, and vice versa, in the way they interact with gameplay systems? Conversely are
game developers essentially educators in their similar goals, and if so, how can one field
learn from the other?
This talk examines the intersection of education and game design, with a primary focus on
the adaptation of educational principles to enrich the video game experience and promote
deeper player engagement. This presentation will be of interest to game developers
curious about how pedagogical strategies can improve game design and user experience.
The talk will revolve around three fundamental principles in education - experiential
learning, assessment as learning, and fostering self-directed learners - and how these can
be incorporated effectively into video game design.
Experiential Learning is defined as the process of learning through experience or 'learning
by doing', and is a cornerstone of successful educational practice. This segment will delve
into the key elements of experiential learning such as tasks that involve doing instead of
showing, meaningful reflection, conceptualisation of strategies, and giving space for
experimentation. We will explore how these elements can be adapted into game design to
promote active engagement in game levels and storytelling.
Assessment as Learning in education refers to ongoing formative assessments used to
enhance student performance. In video games, similar feedback mechanisms can be
deployed to provide players with actionable insights on their game performance,
facilitating long-term engagement and improvement. This segment will reveal how
educational assessment practices can guide game design to make it more player-oriented,
interactive, and rewarding.
Self-directed Learning is an educational strategy where students take the initiative in their
own learning and develop the critical skills to become life-long learners. Video games often
operate on a similar principle, giving players agency and choice to drive their own game
progression. This segment will discuss how game developers can design environments that
promote autonomy, curiosity, and self-paced learning, but also how we can encourage
reflective and critical thinking of the time spent within a gaming space, and more
meaningful appreciation of the medium we love.
The underpinning goals of both education and game design are engagement of an
audience, the application of knowledge, and the nurturing of critical learners. In today's
rapidly evolving digital landscape, the intersection of educational methodologies and game
design principles holds immense potential to be explored in greater depth.
Personal Note: This talk comes at a unique juncture of my professional career, leveraging
my eight years of experience (or trauma) in the education sector, now repurposed to inform
my first, baby steps in game development. Through my dual lenses as an educator and a
developer, I plan to draw meaningful parallels, share rich anecdotes, and dissect key lessons
that have shaped my understanding of both fields over the years.
Outline:
I. Introduction (10 minutes)
II. Experiential Learning in Game Design (10 minutes)
III. Assessment as Learning in Game Design (10 minutes)
IV. Self-Directed Learning in Game Design (10 minutes)
V. Conclusion (10 minutes)
VI. Q&A (10 minutes)
Total: 60 minutes
I. Introduction (10 minutes)
o Present a snapshot of the worlds of education and game development, and how
they intersect
o Provide context for the talk through an introduction of the speaker’s history
working in both worlds
o Discuss the shared goals of education and game design: audience engagement,
application of learning, and cultivating of critical learners.
o Introduce the educational principles to be discussed: experiential learning,
assessment as learning, and self-directed learning.
II. Experiential Learning in Game Design (10 minutes)
a. Define experiential learning and its key elements.
b. Discuss how these elements can be integrated into game design to foster
meaningful engagement of players
c. Provide examples from real-world practices, both in education and game design.
III. Assessment as Learning in Game Design (10 minutes)
a. Explain Assessment for Learning and its role in student performance improvement.
b. Show how similar feedback mechanisms can be implemented in video games to
encourage effective application of gameplay systems
c. Provide examples from real-world practices, both in education and game design.
IV. Self-Directed Learning in Game Design (10 minutes)
o Define self-directed learning and its importance in fostering independent and
lifelong learners.
o Discuss how video games can encourage self-directed learning and give players
control over their learning processes
o Provide examples from real-world practices, both in education and game design.
V. Conclusion (10 minutes)
o Recap the potential benefits of integrating these educational principles into video
game design, aligning with the goals of engagement, application, and critical
learning.
o Inspire game designers to consider these principles when crafting their next game
experience.
o Provide testimony to the versatility and diverse backgrounds of game developers,
and the desire to become more effective educators to impact player-student
experiences
VI. Q&A (10 minutes)
Total: 60 minutes.
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