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The UX of Educational Games: How to Impact a Wider Audience

Learn how to design educational games that engage and educate a diverse audience. Explore the use of personas, cognitive patterns, and effort-to-game taxonomy to create effective learning experiences. Discover gaming challenges and their impact on learning outcomes.

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The UX of Educational Games: How to Impact a Wider Audience

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  1. The UX of Educational Games: How to Impact a Wider Audience Birdie Champ, B.S., M.Ed., Ed.S. Thorne Palmer, B.A., M.Ed.

  2. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Test with Personas Effort-to-Learn Taxonomy Flow Resources 20% Missed Brainstorm Design 3 Cognitive Patterns Effort-to-Game Taxonomy Test Journey with Experience Framework

  3. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Arousal High Flow Anxiety Worry Control Challenge Level Apathy Relaxation Boredom High Skill Level Modified from Csíkszentmihályi, 1996

  4. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Evaluate Secret of Monkey Island, EverQuest Justify, defend, validate Hard Core Play More feedback needed… Design, plan, build Create Cognitive Effort Analyze Examine in detail, break down Mid Core Play World of Warcraft More feedback received… Use in a new situation Apply Show basic comprehension Understand Candy Crush, Pokemon Go Casual Play Recall, regurgitate facts Remember Effort to Game Effort to Learn Modified from Revised Bloom’s Taxonomy, Anderson, et al, 2001 Game Refinery, 2018, Bouncing Cultist Game Design, 2019

  5. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Arousal High Flow Anxiety Plus Evaluate Hard Core Play Create Cognitive Effort Worry Control Challenge Level Analyze Mid Core Play Apply Apathy Relaxation Understand SO WHAT? Casual Play Boredom Remember High Effort to Game Effort to Learn Skill Level

  6. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE ? Learning Challenges We want drivers who attend our driving school (15 to 24 y.o.) to be able to: 1. List the steps of changing a tire 2. Articulate the purpose of each step 3. Describe the results of completing the steps if done out of order …So that they and their support systems feel less anxious about driving. ? Evaluate ? Create Analyze Apply Understand Remember Effort to Learn

  7. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE ? Gaming Challenges Scenario: Wooded dirt road, no cell reception, on route to airport when tire blows Challenge: To win, users need to change a tire. The reward is getting to airport in time. Game play: Users can click within the environment and try different tools in the trunk. With minimal instructions: Identify problems as they arise Through trial and error, determine appropriate steps to change tire. ? Hard Core Play ? Mid Core Play Casual Play Effort to Game

  8. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Did they adopt the learned behavior outside of game? What about passion? Drive Access Trust Engage Expect Learn Value User Experiences Experience Framework User’s Journey Behavior Outcome What is the drive to play? Sit. Or personal interest? Can they understand the content? Cognitive load? Is there broccoli in the spaghetti sauce? Will it break if they fly too high? Do they feel competent? Autonomy? Social acceptance? Return seed? Does the game function as expected? Is there surprise? Are they learning what you intended? Gaming the game? Leaving with more? Did they learn the value of learning? WIIFM? Measure for success? Where, when, what?

  9. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Experience Framework Value Drive Access Trust Engage Expect Learn Behavior User’s Journey Outcome Gaming Challenges Scenario: Wooded dirt road, no cell reception, on route to airport when tire blows Challenge: To win, users need to change a tire. The reward is getting to airport in time. Game play: Users can click within the environment and try different tools in the trunk. With minimal instructions: Identify problems as they arise Through trial and error, determine appropriate steps to change tire. (Use-Case Scenario) Josh Josh is sixteen and doesn’t consider himself a gamer. He plays sports in the real world and prefers sports-related video games when he has time to play. He also enjoys trying new popular titles with his friends soon after they’re released..

  10. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Social Justice Issues Cognitive, Social, Emotional Differences Physical Differences Learning Differences

  11. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE 20% ADHD Autism Cognitive, Social, Emotional Differences Anxiety (Other) Typical User 80% CDC, 2019

  12. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Experience Framework Value Drive Access Trust Engage Expect Learn Behavior User’s Journey Outcome Beatrice Beatrice loves Minecraft. She easily becomes immersed in it, especially building, and prefers to play it alone. She sometimes has trouble with games involving cooperation or social communication. In game she prefers performing repetitive actions and may become overly engaged and display problematic behaviors when asked to stop playing. She’s been playing Minecraft since she was young when there was little support or scaffolding for players. She never liked playing with dolls or playing “make-believe.” Beatrice is seventeen now but hasn’t left Minecraft for “more mature” games because of a reluctance to try new things.

  13. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Experience Framework Value Drive Access Trust Engage Expect Learn Behavior User’s Journey Outcome Samir Samir is eighteen and likes mobile games. He shies away from first person shooters and racing games. He avoids games that are high stress and prefers games that are relaxing. He played Guitar Hero once but couldn’t play his very first song, and needed time to calm down after saying repeatedly how badly he “sucks.” He really enjoys mild puzzle games and games where he can “explore” like Zelda.

  14. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Experience Framework Value Drive Access Trust Engage Expect Learn Behavior User’s Journey Outcome Andrea Andrea is seventeen and prefers games like Grand Theft Auto and Call of Duty. In GTA she completed every mission even though it was sometimes difficult for her to remember all the instructions and she would sometimes become distracted in mission. She especially likes that missions don’t take very long to complete. Additionally, she spent hours and hours driving aimlessly and killing NPCs. She often walks away from the game and does something else before she can get back into game play. She avoids games that are complicated or require a lot of focus and/or mental effort.

  15. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE ?

  16. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE • Thorne@FutureCG.Com • Birdie@UXDiversity.com • UXDiversity.com • W3.org • LDAAmerica.org Questions or comments?

  17. HELLO EFFORT JOURNEY DIFFERENCESS PERSONAS DESIGN GOOD BYE Thank you! Thank you!

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