When designing an interface, make sure you represent the activity so there can be learning taking place. Keeping the interface simple but challenging is key. Opinion bars let the end learner rate what they are reading and doing at each point.
Three things that most likely will happen to the creator of a game are: 1. You will put the wrong amount of time into some parts that should have been used on another part. 2. You will realize that you’ve left out an important feature that is just too expensive or time consuming to fix. 3. Someone will point out something that you’ve failed to add that would have totally enhanced the game.
The first games made the user happy by scoring high points and beating fellow players. The points were incentive enough to keep playing.
Gameplay includes it all – graphics, story, interface, plus more. When working with a group, a unifying idea brings them together. After racking up points was the incentive, making it to the next level was the goal of every player. The Virtual Leader game takes many hours to move through. Some moved through it and enjoyed it and others couldn’t do it. There are many long term issues to be worked out with simulations. A huge issue is how much do you guide the user?
Evaluating simulation based content is not easy either because unlike with books, magazines, and TV, you can’t skim through a simulation. There’s always the fear that people will try to beat the simulation instead of learning from it. The three stages of playing a game are: frustration and misery, you have a great time; then gaming begins. The future of all students is in the hands of the simulators. Once it’s realized that this is where the future lies, students will be excelling and learning so much more than they do now. I think they are just waiting to be unleashed!
No comments:
Post a Comment