SlideShare ist ein Scribd-Unternehmen logo
1 von 105
game design

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
Game
Overview
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
 teaches 
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
(Flynt, 2011, May)
proven method
effective tool

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
addiction
recovery

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
educational
video game
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
online
social

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
mobile
integrated

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
social learning
+
digital badging
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
(Mozilla Open Badges, 2011)
=
engagement

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
(Zynga, Inc., 2012)
(Trivie, Inc, 2012-2013)
challenges
challenges
challenges
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
 learning 
objectives
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
=
stories

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
truths and
misconceptions
(Flynt, 2011, May)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
types of
programs
(Flynt, 2011, May)
(Flynt, 2011, May)
 learning 
activities
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
(Flynt, 2011, May)
=
challenges

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
(Flynt, 2011, May)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
drill-and-practice
drill-and-practice
drill-and-practice
(Images: Flynt, 2011, May)
=
challenges

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
(Flynt, 2011, May)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
matching
hunting
discovering
(Flynt, 2011, May)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
instructional
 need 
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
youth learners’
perceptions
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
=
factual
relational
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
addiction
recovery
instruction
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
=
accessible
differentiated
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
social
+
gamification
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
=
 fun
Market
Analysis
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
audience
 profile 
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
youths
adolescents
teenagers
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
=
digital natives
Millennials
(Generation Y, 2013; Homeland Generation, 2013)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
Millennial
learners

(Generation Y, 2013)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
self-direction
gratification
collaboration
(Access Technologies Group, 2012)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
digital native
learners

(Homeland Generation, 2013)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
customization
succinctness
accessibility
(Cowcill, 2012)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
self-paced
rewarding
social
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
personalized
bite-sized
mobile
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
 distribution 
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
stakeholders
  
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
social media
 
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
Detailed Game
Description
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
 core idea 
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
five W’s
(and one H)
(Images: Flynt, 2011, May)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
mobile
computing
devices
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
social
media
applications
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
background
 story 
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
=
narrative
setups
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
text
video
audio
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
+
graphics
=
engagement

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
(Text: Flynt, 2011, May)
(Flynt, 2011, April 21)
(Flynt, 2011, July 30)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
 game 
objective
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
meet
challenges

(Flynt, 2011, May)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
earn challenge
badges
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
complete
series

(Flynt, 2011, May)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
learn


Stories About the Steps
The who, what, where, when, why and how of 12-step programs
truths and
misconceptions
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
types of
programs
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
earn story
badges
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
 game world 
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
surreal
fantastic
colorful
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
=
 fun
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
cheerful
endearing
colorful
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
=
 fun
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
 game play 
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
choose story
series
(Speech bubbles: Flynt, 2011, May)
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
meet
challenges

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
independently
with resources
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
meet
challenges

Stories About the Steps
The who, what, where, when, why and how of 12-step programs
collaboratively
with sponsors
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
 set-up 
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
 Internet
 device
 installation
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
device
=
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
mobile
notebook
desktop
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
authorize
data collection
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
integration or
anonymity
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
social
integration
=
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
identity
+
contacts
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
anonymous
play
=
Stories About the Steps
The who, what, where, when, why and how of 12-step programs
assume game
avatar
(Iconshock, 2013, March 27)
(Hartshorne, 2010, March 1)

Weitere ähnliche Inhalte

Ähnlich wie Stories About the Steps game design concept slides

New Leaf Initiative + LeadWell Initiative - Webinar #1
New Leaf Initiative + LeadWell Initiative - Webinar #1New Leaf Initiative + LeadWell Initiative - Webinar #1
New Leaf Initiative + LeadWell Initiative - Webinar #1mmayer1
 
How to present creative 2017
How to present creative   2017How to present creative   2017
How to present creative 2017Joel Eby
 
Customer Development Strategies by Amazon Sr PM
Customer Development Strategies by Amazon Sr PMCustomer Development Strategies by Amazon Sr PM
Customer Development Strategies by Amazon Sr PMProduct School
 
20 must have apps for higher ed
20 must have apps for higher ed20 must have apps for higher ed
20 must have apps for higher edLauraEdu
 
3 Corporate Learning Trends to Watch in 2015
3 Corporate Learning Trends to Watch in 20153 Corporate Learning Trends to Watch in 2015
3 Corporate Learning Trends to Watch in 2015Axonify
 
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...Numenta
 
Leverage Online and Mobile Tools With Kids and Teens - Pam Goldfarb Liss
Leverage Online and Mobile Tools With Kids and Teens - Pam Goldfarb LissLeverage Online and Mobile Tools With Kids and Teens - Pam Goldfarb Liss
Leverage Online and Mobile Tools With Kids and Teens - Pam Goldfarb LissAudrey Perelshtein
 
Gamification lecture for #BR4041UL
Gamification lecture for #BR4041ULGamification lecture for #BR4041UL
Gamification lecture for #BR4041ULGeraldine Exton
 
Bitergia analytics - Data Talk - IE Business School
Bitergia analytics - Data Talk - IE Business SchoolBitergia analytics - Data Talk - IE Business School
Bitergia analytics - Data Talk - IE Business SchoolManrique Lopez
 
MVP Types, Tools and Social Impact
MVP Types, Tools and Social ImpactMVP Types, Tools and Social Impact
MVP Types, Tools and Social ImpactPaul Orlando
 
Level up! Integrating Games and Gamification to Support Teaching & Learning
Level up! Integrating Games and Gamification to Support Teaching & LearningLevel up! Integrating Games and Gamification to Support Teaching & Learning
Level up! Integrating Games and Gamification to Support Teaching & LearningMichael M Grant
 
Anytime, Anywhere, Any Device: Developing a Mobile Website for Your Library
Anytime, Anywhere, Any Device: Developing a Mobile Website for Your LibraryAnytime, Anywhere, Any Device: Developing a Mobile Website for Your Library
Anytime, Anywhere, Any Device: Developing a Mobile Website for Your LibraryMobile Libraries
 
CubexMotion - Psychomotor Game Learning Using Leap Motion Technology
CubexMotion - Psychomotor Game Learning Using Leap Motion TechnologyCubexMotion - Psychomotor Game Learning Using Leap Motion Technology
CubexMotion - Psychomotor Game Learning Using Leap Motion TechnologyRizal Asrul Pambudi
 

Ähnlich wie Stories About the Steps game design concept slides (14)

New Leaf Initiative + LeadWell Initiative - Webinar #1
New Leaf Initiative + LeadWell Initiative - Webinar #1New Leaf Initiative + LeadWell Initiative - Webinar #1
New Leaf Initiative + LeadWell Initiative - Webinar #1
 
How to present creative 2017
How to present creative   2017How to present creative   2017
How to present creative 2017
 
Customer Development Strategies by Amazon Sr PM
Customer Development Strategies by Amazon Sr PMCustomer Development Strategies by Amazon Sr PM
Customer Development Strategies by Amazon Sr PM
 
20 must have apps for higher ed
20 must have apps for higher ed20 must have apps for higher ed
20 must have apps for higher ed
 
3 Corporate Learning Trends to Watch in 2015
3 Corporate Learning Trends to Watch in 20153 Corporate Learning Trends to Watch in 2015
3 Corporate Learning Trends to Watch in 2015
 
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...
Brains@Bay Meetup: Open-ended Skill Acquisition in Humans and Machines: An Ev...
 
Leverage Online and Mobile Tools With Kids and Teens - Pam Goldfarb Liss
Leverage Online and Mobile Tools With Kids and Teens - Pam Goldfarb LissLeverage Online and Mobile Tools With Kids and Teens - Pam Goldfarb Liss
Leverage Online and Mobile Tools With Kids and Teens - Pam Goldfarb Liss
 
Gamification lecture for #BR4041UL
Gamification lecture for #BR4041ULGamification lecture for #BR4041UL
Gamification lecture for #BR4041UL
 
Bitergia analytics - Data Talk - IE Business School
Bitergia analytics - Data Talk - IE Business SchoolBitergia analytics - Data Talk - IE Business School
Bitergia analytics - Data Talk - IE Business School
 
MVP Types, Tools and Social Impact
MVP Types, Tools and Social ImpactMVP Types, Tools and Social Impact
MVP Types, Tools and Social Impact
 
Level up! Integrating Games and Gamification to Support Teaching & Learning
Level up! Integrating Games and Gamification to Support Teaching & LearningLevel up! Integrating Games and Gamification to Support Teaching & Learning
Level up! Integrating Games and Gamification to Support Teaching & Learning
 
Anytime, Anywhere, Any Device: Developing a Mobile Website for Your Library
Anytime, Anywhere, Any Device: Developing a Mobile Website for Your LibraryAnytime, Anywhere, Any Device: Developing a Mobile Website for Your Library
Anytime, Anywhere, Any Device: Developing a Mobile Website for Your Library
 
User Persona
User PersonaUser Persona
User Persona
 
CubexMotion - Psychomotor Game Learning Using Leap Motion Technology
CubexMotion - Psychomotor Game Learning Using Leap Motion TechnologyCubexMotion - Psychomotor Game Learning Using Leap Motion Technology
CubexMotion - Psychomotor Game Learning Using Leap Motion Technology
 

Kürzlich hochgeladen

ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptxECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptxiammrhaywood
 
How to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPHow to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPCeline George
 
Proudly South Africa powerpoint Thorisha.pptx
Proudly South Africa powerpoint Thorisha.pptxProudly South Africa powerpoint Thorisha.pptx
Proudly South Africa powerpoint Thorisha.pptxthorishapillay1
 
Full Stack Web Development Course for Beginners
Full Stack Web Development Course  for BeginnersFull Stack Web Development Course  for Beginners
Full Stack Web Development Course for BeginnersSabitha Banu
 
Judging the Relevance and worth of ideas part 2.pptx
Judging the Relevance  and worth of ideas part 2.pptxJudging the Relevance  and worth of ideas part 2.pptx
Judging the Relevance and worth of ideas part 2.pptxSherlyMaeNeri
 
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITY
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITYISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITY
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITYKayeClaireEstoconing
 
Karra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptxKarra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptxAshokKarra1
 
DATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginnersDATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginnersSabitha Banu
 
ECONOMIC CONTEXT - LONG FORM TV DRAMA - PPT
ECONOMIC CONTEXT - LONG FORM TV DRAMA - PPTECONOMIC CONTEXT - LONG FORM TV DRAMA - PPT
ECONOMIC CONTEXT - LONG FORM TV DRAMA - PPTiammrhaywood
 
call girls in Kamla Market (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️
call girls in Kamla Market (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️call girls in Kamla Market (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️
call girls in Kamla Market (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️9953056974 Low Rate Call Girls In Saket, Delhi NCR
 
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...JhezDiaz1
 
Science 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptxScience 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptxMaryGraceBautista27
 
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATIONTHEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATIONHumphrey A Beña
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)lakshayb543
 
Difference Between Search & Browse Methods in Odoo 17
Difference Between Search & Browse Methods in Odoo 17Difference Between Search & Browse Methods in Odoo 17
Difference Between Search & Browse Methods in Odoo 17Celine George
 

Kürzlich hochgeladen (20)

ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptxECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
ECONOMIC CONTEXT - PAPER 1 Q3: NEWSPAPERS.pptx
 
How to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERPHow to do quick user assign in kanban in Odoo 17 ERP
How to do quick user assign in kanban in Odoo 17 ERP
 
Proudly South Africa powerpoint Thorisha.pptx
Proudly South Africa powerpoint Thorisha.pptxProudly South Africa powerpoint Thorisha.pptx
Proudly South Africa powerpoint Thorisha.pptx
 
Full Stack Web Development Course for Beginners
Full Stack Web Development Course  for BeginnersFull Stack Web Development Course  for Beginners
Full Stack Web Development Course for Beginners
 
Judging the Relevance and worth of ideas part 2.pptx
Judging the Relevance  and worth of ideas part 2.pptxJudging the Relevance  and worth of ideas part 2.pptx
Judging the Relevance and worth of ideas part 2.pptx
 
TataKelola dan KamSiber Kecerdasan Buatan v022.pdf
TataKelola dan KamSiber Kecerdasan Buatan v022.pdfTataKelola dan KamSiber Kecerdasan Buatan v022.pdf
TataKelola dan KamSiber Kecerdasan Buatan v022.pdf
 
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITY
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITYISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITY
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITY
 
Karra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptxKarra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptx
 
DATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginnersDATA STRUCTURE AND ALGORITHM for beginners
DATA STRUCTURE AND ALGORITHM for beginners
 
ECONOMIC CONTEXT - LONG FORM TV DRAMA - PPT
ECONOMIC CONTEXT - LONG FORM TV DRAMA - PPTECONOMIC CONTEXT - LONG FORM TV DRAMA - PPT
ECONOMIC CONTEXT - LONG FORM TV DRAMA - PPT
 
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptxLEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
 
call girls in Kamla Market (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️
call girls in Kamla Market (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️call girls in Kamla Market (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️
call girls in Kamla Market (DELHI) 🔝 >༒9953330565🔝 genuine Escort Service 🔝✔️✔️
 
Raw materials used in Herbal Cosmetics.pptx
Raw materials used in Herbal Cosmetics.pptxRaw materials used in Herbal Cosmetics.pptx
Raw materials used in Herbal Cosmetics.pptx
 
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
 
Science 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptxScience 7 Quarter 4 Module 2: Natural Resources.pptx
Science 7 Quarter 4 Module 2: Natural Resources.pptx
 
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATIONTHEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
THEORIES OF ORGANIZATION-PUBLIC ADMINISTRATION
 
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
Visit to a blind student's school🧑‍🦯🧑‍🦯(community medicine)
 
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptxYOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
 
Difference Between Search & Browse Methods in Odoo 17
Difference Between Search & Browse Methods in Odoo 17Difference Between Search & Browse Methods in Odoo 17
Difference Between Search & Browse Methods in Odoo 17
 
OS-operating systems- ch04 (Threads) ...
OS-operating systems- ch04 (Threads) ...OS-operating systems- ch04 (Threads) ...
OS-operating systems- ch04 (Threads) ...
 

Stories About the Steps game design concept slides

Hinweis der Redaktion

  1. Game OverviewStories About the Steps teaches the Who, What, Where, When, Why and How of 12-step programs for addiction recovery.
  2. Game OverviewStories About the Steps teaches the Who, What, Where, When, Why and How of 12-step programs for addiction recovery.
  3. Game OverviewStories About the Steps teaches the Who, What, Where, When, Why and How of 12-step programs for addiction recovery.
  4. Game OverviewStories About the Steps teaches the Who, What, Where, When, Why and How of 12-step programs for addiction recovery.
  5. Game OverviewStories About the Steps teaches the Who, What, Where, When, Why and How of 12-step programs for addiction recovery.
  6. Stories About the Steps is an educational video game that’s online and optionally social. Stories About the Steps may also be classified as a casual game and trivia game. It’s designed especially for mobile computing devices and integration with social media applications. The game offers social learning elements and leverages digital badging systems to support user engagement.. For examples of digital badging systems, see Badgeville’s website for descriptions of how its product, The Behavior Platform, increases user engagement in marketing. And see BadgeOS’s website for examples of digital badging applications in learning contexts.
  7. Stories About the Steps is an educational video game that’s online and optionally social. Stories About the Steps may also be classified as a casual game and trivia game. It’s designed especially for mobile computing devices and integration with social media applications. The game offers social learning elements and leverages digital badging systems to support user engagement. For examples of digital badging systems, see Badgeville’s website for descriptions of how its product, The Behavior Platform, increases user engagement in marketing. And see BadgeOS’s website for examples of digital badging applications in learning contexts.
  8. Stories About the Steps is an educational video game that’s online and optionally social. Stories About the Steps may also be classified as a casual game and trivia game. It’s designed especially for mobile computing devices and integration with social media applications. The game offers social learning elements and leverages digital badging systems to support user engagement. For examples of digital badging systems, see Badgeville’s website for descriptions of how its product, The Behavior Platform, increases user engagement in marketing. And see BadgeOS’s website for examples of digital badging applications in learning contexts.
  9. Stories About the Steps is an educational video game that’s online and optionally social. Stories About the Steps may also be classified as a casual game and trivia game. It’s designed especially for mobile computing devices and integration with social media applications. The game offers social learning elements and leverages digital badging systems to support user engagement. For examples of digital badging systems, see Badgeville’s website for descriptions of how its product, The Behavior Platform, increases user engagement in marketing. And see BadgeOS’s website for examples of digital badging applications in learning contexts.
  10. Stories About the Steps is an educational video game that’s online and optionally social. Stories About the Steps may also be classified as a casual game and trivia game. It’s designed especially for mobile computing devices and integration with social media applications. The game offers social learning elements and leverages digital badging systems to support user engagement. For examples of digital badging systems, see Badgeville’s website for descriptions of how its product, The Behavior Platform, increases user engagement in marketing. And see BadgeOS’s website for examples of digital badging applications in learning contexts.
  11. Stories About the Steps is an educational video game that’s online and optionally social. Stories About the Steps may also be classified as a casual game and trivia game. It’s designed especially for mobile computing devices and integration with social media applications. The game offers social learning elements and leverages digital badging systems to support user engagement. For examples of digital badging systems, see Badgeville’s website for descriptions of how its product, The Behavior Platform, increases user engagement in marketing. And see BadgeOS’s website for examples of digital badging applications in learning contexts.
  12. The Stories About the Steps interface includes hip, high-quality graphics, animation and sound inspired by today’s popular online, social video games Hanging with Friends and Trivie. Graphics are colorful, cheerful and endearing, although not necessarily juvenile. For examples of this visual and audio style, see the images below from Zynga, Inc. and Trivie, Inc, as well as the website zynga with friends.
  13. The Stories About the Steps interface includes hip, high-quality graphics, animation and sound inspired by today’s popular online, social video games Hanging with Friends and Trivie. Graphics are colorful, cheerful and endearing, although not necessarily juvenile. For examples of this visual and audio style, see the images below from Zynga, Inc. and Trivie, Inc, as well as the website zynga with friends.
  14. Players (“learners”) complete series of challenges, independently and/or collaboratively with other users, in order to earn badges and win the game. Challenges consist of drill-and-practice, matching, and scavenger-hunt learning activities (Horton, 20XX). These activities address two learning objectives that are focused on 12-step programs for addiction recovery, described below.
  15. Players (“learners”) complete series of challenges, independently and/or collaboratively with other users, in order to earn badges and win the game. Challenges consist of drill-and-practice, matching, and scavenger-hunt learning activities (Horton, 20XX). These activities address two learning objectives that are focused on 12-step programs for addiction recovery, adapted from described below.
  16. Players (“learners”) complete series of challenges, independently and/or collaboratively with other users, in order to earn badges and win the game. Challenges consist of drill-and-practice, matching, and scavenger-hunt learning activities (Horton, 20XX). These activities address two learning objectives that are focused on 12-step programs for addiction recovery, adapted from described below.
  17. Learning Objective 1Given specific resources, learners will identify truths and misconceptions of 12-step programs with respect to six program aspects, framed by the Five W's (and one H), as follows:Who 12-step program members are and what is required of themWhat the purpose or intention of 12-step programs isWhere 12-step programs are practicedWhen 12-step programs are practicedWhy people practice 12-step programs (contexts/applications to different addictions or different types of 12-step groups)How the program works and people interpret the spiritual basis for recovery
  18. Learning Objective 1Given specific resources, learners will identify truths and misconceptions of 12-step programs with respect to six program aspects, framed by the Five W's (and one H), as follows:Who 12-step program members are and what is required of themWhat the purpose or intention of 12-step programs isWhere 12-step programs are practicedWhen 12-step programs are practicedWhy people practice 12-step programs (contexts/applications to different addictions or different types of 12-step groups)How the program works and people interpret the spiritual basis for recovery
  19. Learning Objective 2Given specific resources, learners will identify applications or contexts of the 12-step program for different addictions, or different types of 12-step groups, such as:Alcoholics AnonymousCrystal Meth AnonymousCocaine AnonymousNarcotics AnonymousNicotine AnonymousSelf Mutilation AnonymousOvereaters AnonymousAl-Anon/AlateenFamilies Anonymous
  20. Learning Objective 2Given specific resources, learners will identify applications or contexts of the 12-step program for different addictions, or different types of 12-step groups, such as:Alcoholics AnonymousCrystal Meth AnonymousCocaine AnonymousNarcotics AnonymousNicotine AnonymousSelf Mutilation AnonymousOvereaters AnonymousAl-Anon/AlateenFamilies Anonymous
  21. Stories About the Steps meets these objectives through facilitating especially Do-type (Horton, 20XX) learning activities, as follows:
  22. Learning activity for Objective 1Play a drill-and-practice game (e.g., true-or-false, fill-in-the-blank, sentence-completion) identifying truths and misconceptions of 12-step programs with respect to six program aspects, framed by the Five W's (and one H).
  23. Learning activity for Objective 1Play a drill-and-practice game (e.g., true-or-false, fill-in-the-blank, sentence-completion) identifying truths and misconceptions of 12-step programs with respect to six program aspects, framed by the Five W's (and one H).
  24. Learning activity for Objective 1Play a drill-and-practice game (e.g., true-or-false, fill-in-the-blank, sentence-completion) identifying truths and misconceptions of 12-step programs with respect to six program aspects, framed by the Five W's (and one H).
  25. Learning activity for Objective 1Play a drill-and-practice game (e.g., true-or-false, fill-in-the-blank, sentence-completion) identifying truths and misconceptions of 12-step programs with respect to six program aspects, framed by the Five W's (and one H).
  26. Learning activities for Objective 2Play a matching game identifying applications or contexts of the 12-step program for different addictions, or different types of 12-step groups.Select a given type of 12-step group and complete an online scavenger hunt for given content specific to the selected group.
  27. Learning activities for Objective 2Play a matching game identifying applications or contexts of the 12-step program for different addictions, or different types of 12-step groups.Select a given type of 12-step group and complete an online scavenger hunt for given content specific to the selected group.
  28. Learning activities for Objective 2Play a matching game identifying applications or contexts of the 12-step program for different addictions, or different types of 12-step groups.Select a given type of 12-step group and complete an online scavenger hunt for given content specific to the selected group.
  29. Learning activities for Objective 2Play a matching game identifying applications or contexts of the 12-step program for different addictions, or different types of 12-step groups.Select a given type of 12-step group and complete an online scavenger hunt for given content specific to the selected group.
  30. The learning problem that needs to be addressed is that of youth learners’ perceptions of 12-step programs for addiction recovery to become more factual and relational (Flynt, 2011). There’s a significant need for more accessible, differentiated instruction about addiction and addiction recovery, especially for the game’s target audience. Stories About the Steps differentiates instruction about 12-step programs for these Millennial youth learners through personal computing devices, gamification, and social learning. Socializing this instruction generalizes the subject matter for learners and incites dialogues around topics. And gamification makes what is generally perceived as heavy, serious subject matter lighter, more engaging, and fun.
  31. The learning problem that needs to be addressed is that of youth learners’ perceptions of 12-step programs for addiction recovery to become more factual and relational (Flynt, 2011). There’s a significant need for more accessible, differentiated instruction about addiction and addiction recovery, especially for the game’s target audience. Stories About the Steps differentiates instruction about 12-step programs for these Millennial youth learners through personal computing devices, gamification, and social learning. Socializing this instruction generalizes the subject matter for learners and incites dialogues around topics. And gamification makes what is generally perceived as heavy, serious subject matter lighter, more engaging, and fun.
  32. The learning problem that needs to be addressed is that of youth learners’ perceptions of 12-step programs for addiction recovery to become more factual and relational (Flynt, 2011). There’s a significant need for more accessible, differentiated instruction about addiction and addiction recovery, especially for the game’s target audience. Stories About the Steps differentiates instruction about 12-step programs for these Millennial youth learners through personal computing devices, gamification, and social learning. Socializing this instruction generalizes the subject matter for learners and incites dialogues around topics. And gamification makes what is generally perceived as heavy, serious subject matter lighter, more engaging, and fun.
  33. The learning problem that needs to be addressed is that of youth learners’ perceptions of 12-step programs for addiction recovery to become more factual and relational (Flynt, 2011). There’s a significant need for more accessible, differentiated instruction about addiction and addiction recovery, especially for the game’s target audience. Stories About the Steps differentiates instruction about 12-step programs for these Millennial youth learners through personal computing devices, gamification, and social learning. Socializing this instruction generalizes the subject matter for learners and incites dialogues around topics. And gamification makes what is generally perceived as heavy, serious subject matter lighter, more engaging, and fun.
  34. The learning problem that needs to be addressed is that of youth learners’ perceptions of 12-step programs for addiction recovery to become more factual and relational (Flynt, 2011). There’s a significant need for more accessible, differentiated instruction about addiction and addiction recovery, especially for the game’s target audience. Stories About the Steps differentiates instruction about 12-step programs for these Millennial youth learners through personal computing devices, gamification, and social learning. Socializing this instruction generalizes the subject matter for learners and incites dialogues around topics. And gamification makes what is generally perceived as heavy, serious subject matter lighter, more engaging, and fun.
  35. The learning problem that needs to be addressed is that of youth learners’ perceptions of 12-step programs for addiction recovery to become more factual and relational (Flynt, 2011). There’s a significant need for more accessible instruction about addiction and addiction recovery, especially for the game’s target audience. Stories About the Steps differentiates instruction about 12-step programs for these Millennial youth learners through personal computing devices, gamification, and social learning. Socializing this instruction depersonalizes the subject matter for learners and incites dialogues around topics. And gamification makes what is generally perceived as heavy, serious subject matter lighter, more engaging, and fun.
  36. The learning problem that needs to be addressed is that of youth learners’ perceptions of 12-step programs for addiction recovery to become more factual and relational (Flynt, 2011). There’s a significant need for more accessible instruction about addiction and addiction recovery, especially for the game’s target audience. Stories About the Steps differentiates instruction about 12-step programs for these Millennial youth learners through personal computing devices, gamification, and social learning. Socializing this instruction depersonalizes the subject matter for learners and incites dialogues around topics. And gamification makes what is generally perceived as heavy, serious subject matter lighter, more engaging, and fun.
  37. Audience profile Stories About the Steps is designed for youths (i.e. adolescents or teenagers) between 13 and 19 years old, targeting those in active addiction or at high-risk for developing addictions. As these youths may be in special education or behavioral/addiction treatment programs, the game’s audience includes learners with mental and physical health conditions such as emotional disorders and learning disabilities (Flynt, 2011, May). Although their education levels range between seventh and 12th grades, only an estimated 50 to 75% of learners in special or treatment programs perform at or above the fifth-grade reading level, which the game’s content accommodates (Flynt, 2011, May). Despite emotional and learning disadvantages, the majority of these “Millennial” (Generation Y, 2013) and “digital native” (Homeland Generation, 2013) youths have experience using personal computers and the Internet, at least in academic contexts, and many have prior experience with the game’s content.
  38. Audience profile Stories About the Steps is designed for youths (i.e. adolescents or teenagers) between 13 and 19 years old, targeting those in active addiction or at high-risk for developing addictions. As these youths may be in special education or behavioral/addiction treatment programs, the game’s audience includes learners with mental and physical health conditions such as emotional disorders and learning disabilities (Flynt, 2011, May). Although their education levels range between seventh and 12th grades, only an estimated 50 to 75% of learners in special or treatment programs perform at or above the fifth-grade reading level, which the game’s content accommodates (Flynt, 2011, May). Despite emotional and learning disadvantages, the majority of these “Millennial” (Generation Y, 2013) and “digital native” (Homeland Generation, 2013) youths have experience using personal computers and the Internet, at least in academic contexts, and many have prior experience with the game’s content.
  39. Audience profile Stories About the Steps is designed for youths (i.e. adolescents or teenagers) between 13 and 19 years old, targeting those in active addiction or at high-risk for developing addictions. As these youths may be in special education or behavioral/addiction treatment programs, the game’s audience includes learners with mental and physical health conditions such as emotional disorders and learning disabilities (Flynt, 2011, May). Although their education levels range between seventh and 12th grades, only an estimated 50 to 75% of learners in special or treatment programs perform at or above the fifth-grade reading level, which the game’s content accommodates (Flynt, 2011, May). Despite emotional and learning disadvantages, the majority of these “Millennial” (Generation Y, 2013) and “digital native” (Homeland Generation, 2013) youths have experience using personal computers and the Internet, at least in academic contexts, and many have prior experience with the game’s content.
  40. Members of the Millennial generation, also referred to as “Generation Y,” are said to have been born as late as the early 2000s, or as recent as a decade ago (Generation Y, 2013). Under this definition, the greater portion of the age range of the Stories About the Steps audience may be considered members of this Millennial generation (Generation Y, 2013). In its white paper, Access Technologies Group (2012), described Millennial-generation learners as follows:
  41. These individuals:Prefer a self-directed approach to learning.Expect engaging and meaningful visual and auditory input from their learning tools.Insist that what they learn is directly applicable to them and can be put into practice immediately.Enjoy making their own determinations through exploration and experimentation rather than simply being told that something is so.Demand instant gratification and immediate feedback as a result of their short attention spans.Assume that needed information will always be available “on-demand.”Are adept at seeking out and synthesizing data from a multitude of sources.Can effectively perform multiple tasks simultaneously.Value working together as a means of validating and expanding their own insights and belief system. (Access Technologies Group, 2012)
  42. Members of the digital native generation, also referred to as “Generation Z” and the “Net Generation,” are said to have been born as early as the mid-1990s, perhaps as long as 18 years ago (Homeland Generation, 2013). Under this definition, the Stories About the Steps audience may be considered members of this digital native generation. In a Learning Solutions Magazine article, Phil Cowcill (2012) listed seven tips for designing eLearning for both Millennial and digital native learners, as follows:
  43. Speed. … As professionals, we need to make sure that we have optimized all media elements for a network delivery.Customize. … If learners can customize their learning, then they are more likely to take ownership of it.Push information. ... Let your program push important information to the learner while they are in the course.Collaboration. When learning with technology, it’s still very important to maintain a connection with others. Not everyone plays well with others, but a majority of learners do enjoy a sense of affiliation. For some, it is the affiliation with classmates, coworkers, friends, and even strangers that keeps them motivated to learn. Allowing collaboration will help motivate learners, and it also establishes a sense of accountability. …Fun. Learning has to be fun. … You still need solid content, but the experience the user has while taking your course deserves even more thought. …Deliver what I need. … One good methodology is to use the “test and tell” method. This is where you quiz the learner on something immediately. If they know the answer, they can progress and get some qualitative feedback. However, if they answer wrong, the lesson material will appear. Once they have been through material they can be tested again to ensure they have learned it.Anytime, anywhere. … Generally, if you want the learner to have access anytime and anywhere, you need to look at packaging your content as a native app. This will ensure they can access it anytime, even if there isn’t a connection. (Cowcill, 2012)
  44. For Millennial learners, Stories About the Steps is a self-paced learning game that rewards and recognizes learners while offering social learning elements. For both Millennial and digital native learners, Stories About the Steps offers personalization, bite-sized instruction, and mobile learning.
  45. For Millennial learners, Stories About the Steps is a self-paced learning game that rewards and recognizes learners while offering social learning elements. For both Millennial and digital native learners, Stories About the Steps offers personalization, bite-sized instruction, and mobile learning.
  46. DistributionLearners are introduced to Stories About the Steps by their teachers, counselors, therapists, parents, mentors, and peers, who may assist learners with downloading/installing the game application on personal computing devices. The game is marketed to teachers and treatment providers through educational, therapeutic and treatment organizations. And it’s marketed to parents, mentors, and learners through social media.
  47. DistributionLearners are introduced to Stories About the Steps by their teachers, counselors, therapists, parents, mentors, and peers, who may assist learners with downloading/installing the game application on personal computing devices. The game is marketed to teachers and treatment providers through educational, therapeutic and treatment organizations. And it’s marketed to parents, mentors, and learners through social media.
  48. DistributionLearners are introduced to Stories About the Steps by their teachers, counselors, therapists, parents, mentors, and peers, who may assist learners with downloading/installing the game application on personal computing devices. The game is marketed to teachers and treatment providers through educational, therapeutic and treatment organizations. And it’s marketed to parents, mentors, and learners through social media.
  49. Detailed Game DescriptionCore ideaStories About the Steps is an online game designed to teach youths about 12-step programs for addiction recovery, using a framework of the Five W's (and one H) (Flynt, 2011, May). The game is designed especially for mobile computing devices, such as iPhones and iPads. And it integrates with social media applications, such as Facebook, Twitter, and Instagram. The game employs digital badging systems and social learning to support user (learner) engagement. Learners complete series of challenges to earn badges and win the game. Learners meet these challenges independently and/or collaboratively with other users, or “sponsors.” Challenges consist of drill-and-practice, matching, and scavenger-hunt learning activities (Horton, 20XX).
  50. Detailed Game DescriptionCore ideaStories About the Steps is an online game designed to teach youths about 12-step programs for addiction recovery, using a framework of the Five W's (and one H) (Flynt, 2011, May). The game is designed especially for mobile computing devices, such as iPhones and iPads. And it integrates with social media applications, such as Facebook, Twitter, and Instagram. The game employs digital badging systems and social learning to support user (learner) engagement. Learners complete series of challenges to earn badges and win the game. Learners meet these challenges independently and/or collaboratively with other users, or “sponsors.” Challenges consist of drill-and-practice, matching, and scavenger-hunt learning activities (Horton, 20XX).
  51. Detailed Game DescriptionCore ideaStories About the Steps is an online game designed to teach youths about 12-step programs for addiction recovery, using a framework of the Five W's (and one H) (Flynt, 2011, May). The game is designed especially for mobile computing devices, such as iPhones and iPads. And it integrates with social media applications, such as Facebook, Twitter, and Instagram. The game employs digital badging systems and social learning to support user (learner) engagement. Learners complete series of challenges to earn badges and win the game. Learners meet these challenges independently and/or collaboratively with other users, or “sponsors.” Challenges consist of drill-and-practice, matching, and scavenger-hunt learning activities (Horton, 20XX).
  52. Detailed Game DescriptionCore ideaStories About the Steps is an online game designed to teach youths about 12-step programs for addiction recovery, using a framework of the Five W's (and one H) (Flynt, 2011, May). The game is designed especially for mobile computing devices, such as iPhones and iPads. And it integrates with social media applications, such as Facebook, Twitter, and Instagram. The game employs digital badging systems and social learning to support user (learner) engagement. Learners complete series of challenges to earn badges and win the game. Learners meet these challenges independently and/or collaboratively with other users, or “sponsors.” Challenges consist of drill-and-practice, matching, and scavenger-hunt learning activities (Horton, 20XX).
  53. Detailed Game DescriptionCore ideaStories About the Steps is an online game designed to teach youths about 12-step programs for addiction recovery, using a framework of the Five W's (and one H) (Flynt, 2011, May). The game is designed especially for mobile computing devices, such as iPhones and iPads. And it integrates with social media applications, such as Facebook, Twitter, and Instagram. The game employs digital badging systems and social learning to support user (learner) engagement. Learners complete series of challenges to earn badges and win the game. Learners meet these challenges independently and/or collaboratively with other users, or “sponsors.” Challenges consist of drill-and-practice, matching, and scavenger-hunt learning activities (Horton, 20XX).
  54. Background storyLearners encounter (or are directed to) specific resources that provide narratives about the Who, What, Where, When, Why and How of 12-step programs. These narratives are in text, video, and audio formats, supported by graphics, such as in the examples below.
  55. Background storyLearners encounter (or are directed to) specific resources that provide narratives about the Who, What, Where, When, Why and How of 12-step programs. These narratives are in text, video, and audio formats, supported by graphics, such as in the examples below.
  56. Background storyLearners encounter (or are directed to) specific resources that provide narratives about the Who, What, Where, When, Why and How of 12-step programs. These narratives are in text, video, and audio formats, supported by graphics, such as in the examples below.
  57. Background storyLearners encounter (or are directed to) specific resources that provide narratives about the Who, What, Where, When, Why and How of 12-step programs. These narratives are in text, video, and audio formats, supported by graphics, such as in the examples below.
  58. Background storyLearners encounter (or are directed to) specific resources that provide narratives about the Who, What, Where, When, Why and How of 12-step programs. These narratives are in text, video, and audio formats, supported by graphics, such as in the examples below.
  59. The following images contain a sample narrative setup, in text format, for Learning Objective 1, in which “learners will identify truths and misconceptions of 12-step programs:”
  60. Here’s a link to a sample narrative setup, in video format, for Learning Objective 1:Who are members of 12-step programs?
  61. Here’s a link to another sample narrative setup in video format, for Learning Objective 2, in which “learners will identify contexts/applications of the 12-step program for different addictions:”Find a 12-Step Meeting Near You
  62. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  63. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  64. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  65. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  66. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  67. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  68. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  69. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  70. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  71. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  72. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  73. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  74. Game worldStories About the Steps is designed especially for mobile devices, such as smartphones and tablets, but it’s also played on notebook and desktop computers. Although the game world is surreal, fantastic, and colorful, its mountainous landscape scenery is nature-inspired. Examples of scenery concepts are depicted by images in the Background Story section above and the images below.
  75. Game worldStories About the Steps is designed especially for mobile devices, such as smartphones and tablets, but it’s also played on notebook and desktop computers. Although the game world is surreal, fantastic, and colorful, its mountainous landscape scenery is nature-inspired. Examples of scenery concepts are depicted by images in the Background Story section above and the images below.
  76. Game worldStories About the Steps is designed especially for mobile devices, such as smartphones and tablets, but it’s also played on notebook and desktop computers. Although the game world is surreal, fantastic, and colorful, its mountainous landscape scenery is nature-inspired. Examples of scenery concepts are depicted by images in the Background Story section above and the images below.
  77. The Stories About the Steps interface includes graphics for icons and buttons which are cheerful, endearing, and colorful. Examples of graphic concepts are depicted by the images in the learning objective and activity descriptions above, as well as those below.
  78. The Stories About the Steps interface includes graphics for icons and buttons which are cheerful, endearing, and colorful. Examples of graphic concepts are depicted by the images in the learning objective and activity descriptions above, as well as those below.
  79. The Stories About the Steps interface includes graphics for icons and buttons which are cheerful, endearing, and colorful. Examples of graphic concepts are depicted by the images in the learning objective and activity descriptions above, as well as those below.
  80. Game playLearners choose one of two challenge series, or stories, to pursue: Facts and Misbeliefs or Types of Programs. (Flynt, 2011, May)
  81. Game playLearners choose one of two challenge series, or stories, to pursue: Facts and Misbeliefs or Types of Programs. (Flynt, 2011, May)
  82. Game playLearners choose one of two challenge series, or stories, to pursue: Facts and Misbeliefs or Types of Programs. (Flynt, 2011, May)
  83. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  84. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  85. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  86. Game objectiveLearners meet challenges, or complete learning activities, earning a specific badge for each challenge. Learners earn six different badges in completing a challenge series (“story”), or learning objective, in order to win the game. When learners complete the Facts and Misbeliefs story, they learn truths and misconceptions of 12-step programs. When learners complete the Types of Programs story, they learn applications or contexts of the 12-step program for different addictions (Flynt, 2011).
  87. Set-upLearners need high-speed Internet access and mobile, notebook or desktop computers, to play Stories About the Steps which runs on iOS, Android, Windows, and Mac platforms. Once the application is installed on a device, new users (learners) respond to a request by Stories About the Steps to collect non-identifying data about learners’ activities while using the application. Learners may provide or retract authorization of this data collection at any time, via a settings button/screen in the game interface.
  88. Set-upLearners need high-speed Internet access and mobile, notebook or desktop computers, to play Stories About the Steps which runs on iOS, Android, Windows, and Mac platforms. Once the application is installed on a device, new users (learners) respond to a request by Stories About the Steps to collect non-identifying data about learners’ activities while using the application. Learners may provide or retract authorization of this data collection at any time, via a settings button/screen in the game interface.
  89. Set-upLearners need high-speed Internet access and mobile, notebook or desktop computers, to play Stories About the Steps which runs on iOS, Android, Windows, and Mac platforms. Once the application is installed on a device, new users (learners) respond to a request by Stories About the Steps to collect non-identifying data about learners’ activities while using the application. Learners may provide or retract authorization of this data collection at any time, via a settings button/screen in the game interface.
  90. Set-upLearners need high-speed Internet access and mobile, notebook or desktop computers, to play Stories About the Steps which runs on iOS, Android, Windows, and Mac platforms. Once the application is installed on a device, new users (learners) respond to a request by Stories About the Steps to collect non-identifying data about learners’ activities while using the application. Learners may provide or retract authorization of this data collection at any time, via a settings button/screen in the game interface.
  91. Set-upLearners need high-speed Internet access and mobile, notebook or desktop computers, to play Stories About the Steps which runs on iOS, Android, Windows, and Mac platforms. Once the application is installed on a device, new users (learners) respond to a request by Stories About the Steps to collect non-identifying data about learners’ activities while using the application. Learners may provide or retract authorization of this data collection at any time, via a settings button/screen in the game interface.
  92. Next, learners choose to either integrate social media accounts with the application or use it anonymously. Learners who integrate their social media accounts apply those account identities and network contacts to their Stories About the Steps accounts. These network contacts become potential sponsors or competitors (“peers”) in game play.
  93. Next, learners choose to either integrate social media accounts with the application or use it anonymously. Learners who integrate their social media accounts apply those account identities and network contacts to their Stories About the Steps accounts. These network contacts become potential sponsors or competitors (“peers”) in game play.
  94. Next, learners choose to either integrate social media accounts with the application or use it anonymously. Learners who integrate their social media accounts apply those account identities and network contacts to their Stories About the Steps accounts. These network contacts become potential sponsors or competitors (“peers”) in game play.
  95. Learners who choose to use the application anonymously assume avatars for game play. Examples of avatar concepts are depicted by the images below.
  96. Learners who choose to use the application anonymously assume avatars for game play. Examples of avatar concepts are depicted by the images below.
  97. Learners who choose to use the application anonymously assume avatars for game play. Examples of avatar concepts are depicted by the images below.
  98. Learners who choose to use the application anonymously assume avatars for game play. Examples of avatar concepts are depicted by the images below.