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Linking Learning With Game Design - Gamification - Nilima
Linking Learning With Game Design - Gamification - Nilima
Linking Learning
with Game Design
and Case Studies
By Nilima
Agenda
+Instructional goals to Game Design
+Matching Core Dynamics with
Learning Needs
+Game mechanics linking to learning
experiences
+Using Game Elements
+Case Studies
Questions:
1. What level and amount of conflict is needed?
2. Conflict with other players, or all players work
together to overcome that?
3. How to gamify real world conflicts?
Questions:
1. Is competition really needed in the real world in
using the skill and knowledge of game?
2. Players are working together or competing
against each other in the game?
3. Will competition motivate or demotivate the
target group?
Questions:
1. Is your game unintentionally creating “win”
states?
2. Is the blend of strategy and chance application
oriented?
3. How much control is given to the players?
6. Story
8. Time
-It is often a type of resource but can take many forms
- Can be something one can purchase, using currency
Overview
+ It is a board game created for the phosphate-mining company Mosaic.
+ The game helped bottom line performance and Mosaic won several
awards
+ It is the final activity of a five-day new employee orientation program
+ Target players are anyone hired to work at Mosaic – mostly male, age
group of 40 to 55 years and high school graduates – would have worked
in similar industry before
+ The game takes about 2 hrs to play and gives players an opportunity to
recall and practice using previous day training content
+ The game goal is for players to feed an ever-increasing world
population, achieving production goals each year
+ The learning goal is to recall all the safety steps and environmental
protection steps covered through the workshop snd identify resources
to achieve the goal
+ To play an entire game, players complete four rounds, representing 4
years of actual mining production. Each round has 7 turns. The 7 turns
aligns with the 7 steps to get phosphate from mines to food producers
+ Game difficulty increases as the game progresses
Rounds that correlate to a calendar year World population is increasing each year and
so is the requirement
Overview
+ It is a smartphone game designed for independent distributor reps
selling TE Connectivity products along with other connectivity products
+ They wanted TE products to be in top of the mind of the reps
+ TE products had huge breadth and can be used in a huge array of
product applications. Therefore, they needed to build customer
recognition and application with each customer types
+ Expanding number of products sold
Mobile first game- few minutes of play Field based sales representatives use their
smartphones mostly – Time constraint
Mini-games with few minutes – players repeat Repetition for learning of sales reps
3 mini games for building population – games
are linked to specific product application
Element of surprise and variety- “limited Sales Scramble is more fun than learning –
availability” mini game called sales Scramble – “learning light”- helps building population-
more challenging and no repetition element of challenge - engagement
2/2/20XX PRESENTATION TITLE 22
Thank You!