The document discusses the intersection of instructional design and game design when creating digital simulations and games. It argues that neither instructional design nor game design alone are sufficient, and that simulation design principles are also needed to ensure accuracy. A focused, synergistic approach is required that combines instructional design, game design, and simulation design with input from subject matter experts.
1. “If we teach today's students as
we did yesterday's, we are
robbing them of tomorrow.”
— John Dewey
When Games and
Instructional
Design Collide
ID for Digital
Simulations and
Games
Katrin Becker
&
Jim Parker
Katrin Becker, Jim Parker Serious Instructional Design - 2012 1
2. What am I
Playing Now?
Katrin Becker, Jim Parker Serious Instructional Design - 2012 2
3. Inception When gamers
make games we
often get hollow
games.
Skinning a game
????
with ‘learnin’
“edufication”
Katrin Becker, Jim Parker Serious Instructional Design - 2012 3
4. Inception When educators
make games we
often get
“edutainment”
Wrapping a game around
instruction
“education (is) a bitter medicine
that needs the sugar-coating of
entertainment to become
palatable” M.Resnick
Katrin Becker, Jim Parker Serious Instructional Design - 2012 4
5. Is Focused Design Necessary?
Instructional
Game Designers:
Designers:
All we need is All we need is sound
sound ID. game design.
NEITHER are sufficient.
AND:
The need for
accuracy*
necessitates the
incorporation of
simulation design *Accuracy applies to
principles. some aspects only.
Katrin Becker, Jim Parker Serious Instructional Design - 2012 5
6. All (Digital) Games are Simulations
Experimental: Experiential:
Answer a Provide an experience
“What If?”
question.
Katrin Becker, Jim Parker Serious Instructional Design - 2012 6
7. Is Focused Design Necessary?
Instructional Game Design:
Design:
focus is on
focus is on experience
content
Simulation:
focus is on
accurate
model
implementation
Katrin Becker, Jim Parker Serious Instructional Design - 2012 7
8. Synergy
Each one alone is not
enough.
We need them all.
Katrin Becker, Jim Parker Serious Instructional Design - 2012 8
9. Designing Instruction
A.D.D.I.E.
Katrin Becker, Jim Parker Serious Instructional Design - 2012 9
11. Designing Simulations
1. Describe the Model
2. Gather Data
Create Conceptual
Model
• Validate
• Create Operational Model
• Verify
• Translate into Simulation
• Test
Katrin Becker, Jim Parker Serious Instructional Design - 2012 11
13. Designing
Jesse Schell, Art of Game Design, 2009
Games
1. Choosing a goal and a topic
(Objective and Premise).
2. Research and preparation.
3. Design Phase
• Input Output Structure
(Interface)
• Game Structure (Gameplay
and Game Mechanics)
• Program Structure
• Evaluation of the Design
• Pre-Programming Phase
• Programming Phase
• Playtesting Phase
• Post-Mortem The Art of Computer Game Design (Crawford)
Katrin Becker, Jim Parker Serious Instructional Design - 2012 13
14. Designing Why are we
playing?
Games
Where are we
playing?
How are we
playing?
Katrin Becker, Jim Parker Serious Instructional Design - 2012 14
15. Synergy:
Serious
Instructional
Design
Katrin Becker, Jim Parker Serious Instructional Design - 2012 15
16. Synergy:
Serious Instructional Design
Design Game
Team Design
Simulation Instructional
Design Design
Subject
Matter
Experts
Katrin Becker, Jim Parker Serious Instructional Design - 2012 16
17. Thanks!
The Guide to Computer Simulations and Game
Jim Parker Katrin Becker
Katrin Becker, Jim Parker Serious Instructional Design - 2012 17