2. Your Game Masters…aka presenters
Sharon Boller
Steve Boller
Karl Kapp
Leanne Batchelder
3. At Your Tables…
• Introduce yourselves….
– Your name
– Where you work (organization, city, state)
– Why you’re here
– Your favorite game (and why)
• Share this info in your table groups.
• Your Mission? Complete intro’s in 15 minutes or
less.
4. What do we even MEAN by game?
An activity that has an explicit goal or challenge, rules that
guide achievement of the goal, interactivity with either other
players or the game environment (or both), and feedback
mechanisms that give clear cues as to how well or poorly you
are performing. It results in a quantifiable outcome (you
win/you lose, you hit the target, etc). Usually generates an
emotional reaction in players.
5. Here’s some examples we’ve produced
A Paycheck Away: A tabletop game about homelessness
6. Here’s some examples we’ve produced
The Grower Game: A digital game about growing rice
7. Here’s some examples we’ve produced
Destroy the BBP: Avoiding blood-borne pathogens
14. Why games?
Play Game
“I learned SO
much by playing
this game. It was
tons of fun. I
learned more by
playing this game
than any webinar,
meeting, or
document I’ve
encountered.”
“Mind-
blowing”
“Can you
create
more stuff
like this?”
15. Why do games work?
The short answer?
Because they are
FUN.
16. But what’s FUN?
• Winning
• Mastery
• Achieving goals
• Triumphing
• Collaborating
• Exploring and building
• Collecting
• Problem-solving or strategizing
• Role playing or imagining
• Mastery
• Surprise – surprising others and
being surprised ourselves.
17. What’s Required to Learn?
Relevant
Practice
Specific, timely feedback
Ability
to
retrieve
later
Risk of
Forgetting
Curve!!!
19. Linking Games to Learning
Learning Element Game Elements that Match
Motivation Game goals or challenges, conflict, time, cooperation, reward
structures (feedback, points, achievements), ‐ all help equate
to the “fun” in games.
Relevant practice Game goal or challenges, rules within game, reward structures,
game loops
Feedback Pretty much a 1:1 here – reward structures in game supply
feedback. “Game loop” also supplies feedback
Retrieval later Lots of ways games help with retrieval: Context, story, desire for
repeat play, emotion attached to game play.
53. The Playtest Process – pp 16‐ 17
Part 1:
• Pair up with another team. Playtest
simultaneously.
• One person from each team remains with their
game to act as an observer during play AND to
provide guidance ifa team gets “stuck” during
play
• All other team members – play the games!
• Playtest for 20 minutes.
54. The Playtest Process – pp 16‐ 17
Part 2:
• Take turns giving each other feedback on game.
• Observers for each team: Use questions on
page 17 of handout to get feedback from
playtesters. Use a “round robin” approach to
getting answers from players. Get feedback on
one team’s game, then switch and get/receive
feedback on other game.
55. The Playtest Process – pp 16‐ 17
Part 3:
• Return to your original groups.
• Determine what revision(s) you want to
make to your game and why.
• Be prepared to share with large group:
• Summary of results of your playtest.
• What revision(s) you would make based on
results.
• Each team will get 5 minutes to share.