You ever wonder what it's like to be someone else?
Games can be a tool for expression.
At the same time, we can use that text to drive our own reflective practices.
So simple, but so educational in every sense of the word.
Gamification is an up-and-coming concept that facilitates learning through the use of games, video games and otherwise. I'll show you some of the sources I came across on my own and chronicle my attempts at using the concept in my learning and teaching.
Circadia
This is just a quickie, but this game feels like a combination of Auditorium and the music stylings of Eufloria.
The downside is that it has been developed solely for the iOS (iPhone, iPad, etc).
Most importantly, in the Penny Arcade article where I found this, they consider how the game interacts with the concept of failure:
“The ‘no fail’ puzzle emerged organically actually,” Bieg explained. People were playing the game in long sessions even during the early prototype stages, and he wanted to know why. “Although the mechanic itself is extremely engaging, I observed that part of the reason was that retrying a puzzle didn’t cost the player anything at all. Therefore they were free to experiment and lose themselves in it without concern about losing progress or time. Each attempt the player is learning something new about the puzzle.” This became a central theme to the design: there is nothing about the game that judges your performances. You are just asked to interact. The only reward is another puzzle. There is no punishment.
The downside is that it has been developed solely for the iOS (iPhone, iPad, etc).
Most importantly, in the Penny Arcade article where I found this, they consider how the game interacts with the concept of failure:
“The ‘no fail’ puzzle emerged organically actually,” Bieg explained. People were playing the game in long sessions even during the early prototype stages, and he wanted to know why. “Although the mechanic itself is extremely engaging, I observed that part of the reason was that retrying a puzzle didn’t cost the player anything at all. Therefore they were free to experiment and lose themselves in it without concern about losing progress or time. Each attempt the player is learning something new about the puzzle.” This became a central theme to the design: there is nothing about the game that judges your performances. You are just asked to interact. The only reward is another puzzle. There is no punishment.
Subscribe to:
Posts (Atom)