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.