Design and Development of Training Games :Practical Guidelines from a Multidisciplinary Perspective

Publication subTitle :Practical Guidelines from a Multidisciplinary Perspective

Author: Talib S. Hussain; Susan L. Coleman  

Publisher: Cambridge University Press‎

Publication year: 2014

E-ISBN: 9781316342800

P-ISBN(Paperback): 9781107051744

Subject: G898 game

Keyword: 计算技术、计算机技术

Language: ENG

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Design and Development of Training Games

Description

The multidisciplinary nature of learning-games development is key to successful projects. In this book, field leaders in serious games and professionals in entertainment games share practical guidelines and lessons from their own experiences researching and developing learning games. This volume includes: • The key elements of design and development that require particular attention from multiple disciplines to ensure success • An overview of successful models and methods, and the trade-offs made throughout the process, to guide development • Cohesive, multidisciplinary views of the issues that arise and of the techniques applied in order to produce effective learning games grounded in specific experiences, community consensus, and analysis of successful learning games that have already been released • The stories behind the games, to illustrate how final design and development decisions were reached. Aimed at professionals and academics interested in developing and researching learning games, it offers a comprehensive picture of the state of the art.

Chapter

4 Key LGD Team Differences

4.1 Goals

4.2 Authenticity

4.3 Feedback

4.4 Fun

4.5 Terms

4.6 Documentation

4.7 Implication of Differences

5 Design Models and LGD Team Communication

5.1 Instructional Design Model

5.2 Game Design Models

5.3 Learning Game Models

5.4 Design Model Summary

6 Recommended Team Communications

7 Conclusions

8 References

Chapter 3 Instructional and Gaming Elements: What Are They and Where Do They Intersect?

Abstract

1 The “Whys” and “Hows” of Serious Games

1.1 What We Know about Serious Game Design

2 Serious Game Elements and Underlying Mechanisms

2.1 Core Gameplay Elements

2.1.1 Schema and Schematic Processing

2.1.2 Cognitive Load Theory

2.1.3 Applying Schema and Cognitive Load Theory to Design

2.2 Sensory and Perceptual Elements

2.2.1 Authenticity

2.2.2 Artistic Style

2.2.3 Sounds and Music

2.2.3.1 Multimedia Learning Theory

2.2.3.2 Mental Workload, Synthetic Speech, and Disfluency

2.2.3.3 Signal Detection Theory

2.2.4 Point of View

2.3 Cognitively Focused Elements

2.3.1 Level Design

2.3.1.1 Scaffolding

2.3.1.2 Flow

2.3.1.3 Desirable Difficulties

2.3.2 Context and Narrative

2.3.2.1 Context via Constructivism and Situated Cognition

2.3.2.2 Context via Worked Examples

2.3.2.3 Consolidating Opposing Theories to Improve Game Design

2.3.3 Feedback

2.3.3.1 Using Feedback for Metacognition

3 Conclusions

4 References

Chapter 4 Story for Learning and Gaming

Abstract

1 Introduction

2 What’s in a Story?

2.1 Learning and Story

2.2 Entertainment Games and Story

2.2.1 Designer-Driven Stories

2.2.2 Player-Driven Stories

2.2.3 Story and Goals

3 Balancing Learning and Story in Games

3.1 Inclusion of Story in the Game

3.2 Storytelling Methods

3.2.1 Encapsulating Methods

3.2.2 Integrated Methods

3.2.3 The Story of Virtual Dental Implant Trainer (VDIT)

3.2.4 The Story of A Force More Powerful

3.2.5 The Story of The Cat and the Coup

4 Benefits of Story for Your Learner

4.1 Establishing Relevance

4.2 Motivating Learners

4.3 Understanding Your Audience

5 Creating the Story for Your Learning Game

5.1 Step One: Begin with the Learning Objectives

5.2 Step Two: Brainstorm the Story Elements

5.3 Step Three: Create the Overall Story

5.4 Step Four: Stay in Story

5.5 Step Five: Testing and Remodeling

6 Development Challenges

6.1 Challenge 1: Underestimating the Amount of Time It Takes to Develop Compelling Narrative

6.2 Challenge 2: Dialog that Does not Offer Sufficient Choices for the Player

6.3 Challenge 3: Waiting too Late to Integrate Dialog or Story into the Game

6.4 Challenge 4: Relying too Heavily on Story

7 Conclusions

8 References

Chapter 5 Authenticity in Learning Games

Abstract

1 Introduction

2 What Is Authenticity?

2.1 Physical and Functional Fidelity

2.2 Cognitive Fidelity

2.3 Combining Physical and Cognitive Fidelity

3 Developing Appropriate Authenticity in Learning Games

3.1 Requirements and Analysis Phases

3.1.1 Cognitive Task Analysis

3.1.2 Learner Expertise

3.2 Instructional and Game Design Phase

3.2.1 Story

3.2.2 Cognition

3.2.3 Interactions

3.2.3.1 Equipment

3.2.3.2 Cues

3.2.3.3 Timing

3.2.3.4 Menus, Dashboards, and Guides

3.2.4 Authentic Art

3.3 Development and Testing Phases

4 Conclusions

5 References

Chapter 6 Design Better Games: Flow, Motivation, and Fun

Abstract

1 Introduction

2 Flow

2.1 Introduction to Flow

2.2 Flow in Games

2.3 Use Clear Tasks

2.4 Provide Feedback

2.5 Minimize Distractions

2.5.1 Simpler Interfaces

2.5.2 Paradox of Choice

2.5.3 Opportunity Cost

2.6 Balance Challenge with Player Skill

2.6.1 Increasingly Difficult

2.6.2 Dynamic Difficulty Adjustment (DDA)

2.6.3 Repetition

2.6.4 Reflection

3 Motivation

3.1 Intrinsic and Extrinsic Motivation

3.1.1 Flow

3.1.2 Control

3.1.3 Baseline Rewards

3.1.4 Achievements

3.2 Engagement and Motivation

3.3 Principle of Scarcity

3.3.1 Acquiring New Abilities

3.3.2 In-Game Currency

3.4 Zeigarnik Effect

3.5 Experiential Design

4 Fun

4.1 Learning Is Fun

4.2 Types of Fun

4.3 Fun in the Rules

4.4 Presence

5 Conclusions

6 References

Chapter 7 Bridging the Gap from Design to Implementation

Abstract

1 Introduction

2 Achieving a Common Dialog

3 Design Patterns for Learning Games

3.1 What Is a Design Pattern?

3.2 Practical Approach to Design Patterns for Learning Games

3.2.1 Instructional Situations

3.2.2 Instructional Mechanics

4 Goal Design Patterns

4.1 Introduce Goals

4.2 Encourage Buy-In

4.3 Reinforce Goals

4.4 Indicate Progress

5 Control Design Patterns

5.1 Control Progression

5.2 Manage Information

5.3 Support Replay

5.4 Provide Challenge

6 Action Design Patterns

6.1 Deliver Activities

6.2 Elicit Behaviors

6.3 Enable Actions

6.4 Create Drivers

7 Guidance Design Patterns

7.1 Determine Need

7.2 Give Suggestions

7.3 Provide Aids

7.4 Access Guidance

8 Feedback Design Patterns

8.1 Convey Performance

8.2 Give Rewards

8.3 Impose Consequences

8.4 Facilitate Reflection

9 Practical Issues When Using Design Patterns

9.1 Underspecification

9.2 Words, Words, Words

9.3 Tuning an Instructional Mechanic

9.4 Pattern Conflicts

10 Conclusions

11 References

Chapter 8 Integrating Games into Learning Environments

Abstract

1 Introduction

2 The Need for a “Systems” View

2.1 The People

2.2 The Environment

2.2.1 Learning Culture

2.2.2 Meta-environment

2.2.2.1 The Military

2.2.2.2 Business and Industry

2.2.2.3 Educational System

2.2.3 Delivery Mode

2.3 The Infrastructure

2.3.1 Delivery Technologies

2.3.1.1 Web-Based Technologies

2.3.1.2 Cloud-Computed Content

2.3.2 Learning Management Systems

2.3.3 Tin Can API

2.4 The Course

2.4.1 Uses of Games for Learning

2.4.2 Game-Informed Learning

2.4.3 Finding the Fit

3 Game Integration: Filling the Need

3.1 Finding the Need

3.2 Filling the Need

4 The Game Goes On

4.1.1 Documentation

4.1.2 Teaching the Teacher

4.1.3 Ongoing Technical Support

5 Conclusions

6 References

Chapter 9 Multidisciplinary Learning Game Development Method

Abstract

1 Introduction

2 Overview of ACEDT Method

2.1 Overview of Phases

2.1.1 Analysis Phase Overview

2.1.2 Core Design Phase Overview

2.1.3 Experience Design Phase Overview

2.1.4 Development Phase Overview

2.1.5 Testing Phase Overview

2.2 Levels of Iteration

2.2.1 Product Iteration

2.2.2 Task Iteration

2.2.3 Customer/SME Iteration

2.2.4 Local Iteration

3 Analysis Phase Tasks

3.1 Learning Objectives

3.2 Requirements Analysis

3.3 Domain Analysis

3.4 Audience Analysis

3.5 Concept Formation

4 Core Design Phase Tasks

4.1 Core Game Design

4.2 Story Foundation

4.3 Gaming and Instructional Strategy

4.4 Assessment Strategy

4.4.1 Embedded Assessment

4.4.2 Performance Tracking

4.4.3 Validation Support

5 Experience Design Phase Tasks

5.1 Experience Design

5.2 Situation Design

5.3 Mechanic Design

5.4 Asset Design

5.5 Architecture Design

6 Development Phase Tasks

6.1 Prototype/Product

6.2 Content Development

6.3 Front End Development

6.4 Back End Development

6.5 Environment Integration

7 Testing Phase Tasks

7.1 Formative Feedback

7.2 Playtesting

7.3 Software Testing

7.4 Usability Testing

7.5 Validation Testing

8 Conclusions

9 References

Chapter 10 Game Review Criteria

Abstract

1 Introduction

2 Summary of Games Reviewed

VESSEL Damage Control Trainer (DCT)

Quest Atlantis (QA)

Computer-Based Corpsman Training System (CBCTS)

Virtual Dental Implant Trainer (VDIT)

DARWARS Ambush!

Procurement Fraud Indicators (PFI)

Practice Marketing

3 Game Review Criteria

3.1 Review Chapters Preview

3.1.1 Authenticity

3.1.2 Design Strategies

3.1.3 Feedback Strategies

3.1.4 Target Audience Impact

3.1.5 Story

3.1.6 Motivation

3.1.7 Scaffolding

4 Development Methods

4.1 Development Methods Chapters Preview

4.1.1 Development Methodology

4.1.2 Challenges

4.1.3 Authenticity

4.1.4 Learning System Considerations

4.1.5 Team Composition

4.1.6 Deployment

4.1.7 Hardware Impact

4.1.8 One Game, Multiple Uses

5 Conclusions

6 References

Chapter 11 Game Review: VESSEL Damage Control Trainer

Abstract

1 Introduction

2 Context

3 Elements

3.1 Story

3.2 Missions

3.3 Interface

3.3.1 Mission Objectives Interface

3.3.2 Communication Interface

3.3.3 Feedback

3.3.4 Resources

4 Design Analysis

4.1 Game Characteristics

4.2 Physical Environment

4.3 Learning Design Considerations

4.3.1 Navigation Learning Design

4.3.2 Communication Learning Design

4.3.3 Situational Awareness

4.3.4 Damage Control Learning Design

5 Conclusions

6 References

Chapter 12 Development Methods: VESSEL Damage Control Trainer

Abstract

1 Introduction

2 Design Team

3 Methodology

3.1 Manage Complexity

3.2 Support Flexibility

3.3 Development Phases

4 Key Design Choices

4.1 Story

4.2 Authenticity

4.3 Sequencing

4.4 Instructional Elements

5 Testing

6 Conclusions

Note

7 References

Chapter 13 Game Review: Quest Atlantis

Abstract

1 Introduction

2 Context

2.1 Guiding Principles

2.2 Safety for Children

2.3 Student Behavior Contract

3 Elements

3.1 Story

3.2 Organizing Structures

3.3 Units

3.4 Interface

3.4.1 3-D World

3.4.2 Web Interface

3.4.3 Communication Interface

3.4.4 Menus

3.4.5 Help

3.4.6 Teacher Toolkit

3.5 Platform

4 Design Analysis

4.1 Platform Analysis

4.2 Authenticity

4.3 Educational Standards

4.4 Principle-Guided Design of Learning Objectives

4.5 Effectiveness

5 Conclusions

6 References

Chapter 14 Development Methods: Quest Atlantis

Abstract

1 Introduction

2 Our Team

3 Deploying Quest Atlantis

3.1 Playing Quest Atlantis

3.2 Integrating Quest Atlantis in the Classroom

3.3 Deployment Process Followed

3.4 Deployment Lessons Learned

4 Discussion

4.1 Effectiveness

4.2 Issues and Solutions

5 Conclusions

Note

6 References

Chapter 15 Game Review: Computer-Based Corpsman Training System

Abstract

1 Introduction

2 Context

2.1 Target User

2.2 Game Use

2.3 Prerequisites

2.4 Intended Outcomes

2.5 Gameplay Summary

2.6 Implicit Purpose

2.7 Relevant Technical Details

3 Elements

3.1 Narrative

3.2 Key Characteristic of the Learning and Gaming Experience

3.3 Instructional Approach

3.4 Key Game Mechanics

3.5 Interaction/Interface

3.6 Immersive Elements

3.7 Assessment and Feedback

4 Design Analysis

4.1 Achieving the Intended Instructional Purposes

4.2 Balancing Instruction and Gameplay

4.3 Achieving the Correct Level of Authenticity

4.4 Maintaining Learner Motivation

4.5 Fit within the Current Training Environment

5 Conclusions

6 References

Chapter 16 Development Methods: Computer-Based Corpsman Training System

Abstract

1 Introduction

2 The Game

3 What Went Right

3.1 It’s All About the Interface

3.2 Art Is Beautiful

3.3 Listen to the Instructors

3.4 Do Only One Thing Well – Train!

3.5 Release Early, Release Often

4 What Went Wrong

4.1 You Can’t Do It All

4.2 A Time to Squash

4.3 Physiology Is Hard

5 Conclusions

6 References

Chapter 17 Game Review: Virtual Dental Implant Trainer

Abstract

1 Introduction

2 Context

3 Elements

3.1 Learning Objectives

3.2 Interaction Methods

3.3 Assessment and Feedback

3.4 Narrative and Characters

4 Design Analysis

4.1 Authenticity

4.2 Motivation

4.3 Instructional Capability

4.3.1 Practice versus Instruction

5 Conclusions

6 References

Chapter 18 Development Methods: Virtual Dental Implant Trainer

Abstract

1 Introduction

2 Design Requirements

2.1 Underlying Instructional Goal

2.2 Game Design Approach

3 Development Team Composition

4 Development Timeframe

5 Creating the VDIT Serious Game

5.1 Design and Developmental Phases

5.1.1 Preproduction: The First Steps

5.1.1.1 Establishing Team Roles and Responsibilities

5.1.1.2 Core Design Concepts

5.1.1.3 Incorporation of “Game” Elements

5.1.1.4 Concept Art

5.1.1.5 Evolution of Fidelity

5.1.1.6 Design Creep

5.1.2 Production: Agile Iteration

5.1.2.1 Scrums Help the Project Stay on Track

5.1.2.2 Miscommunication and Misunderstanding

5.1.2.3 Problems for an Iterative Approach

5.1.3 Testing

5.1.3.1 VDIT Test Overview

5.1.3.2 Overview of Results

5.2 Lessons Learned

6 Discussion

7 Conclusions

8 Acknowledgments

9 References

Chapter 19 Game Review: DARWARS Ambush!

Abstract

1 Introduction

2 Context

2.1 Target User

2.2 Game Use

2.3 Prerequisites

2.4 Intended Outcomes

2.5 Gameplay Summary

2.6 Implicit Purpose

2.7 Relevant Technical Details

3 Elements

3.1 Narrative

3.2 Key Characteristics of the Learning and Gaming Experience

3.3 Instructional Approach

3.4 Key Game Mechanics

3.5 Game Interface

3.6 Immersive Elements

3.7 Assessment and Feedback

4 Design Analysis

4.1 Achieving the Intended Instructional Purposes

4.2 Balancing Instruction and Gameplay

4.3 Achieving the Correct Level of Authenticity

4.4 Maintaining Learner Motivation

4.5 Fit within the Training Environment

5 Conclusions

6 References

Chapter 20 Development Methods: DARWARS Ambush!

Abstract

1 Introduction

2 Team

2.1 User Involvement

2.2 Communication Issues

3 Design

3.1 Design Issues

3.2 Instructional Elements

4 Technical Decisions

5 Deployment Approach

5.1 Testing

5.2 Training Impact

5.3 Sustainment

6 Conclusions

Notes

7 References

Chapter 21 Game Review: Procurement Fraud Indicators

Abstract

1 Introduction

2 Context

2.1 Game Genre and Environment

2.2 Synopsis of the Gameplay

2.3 Explicit Learning Purpose

2.4 Implicit Purposes

2.5 Target User

2.6 Player Motivation

2.7 Intended Use

2.8 Technical Details

3 Elements

3.1 Narrative

3.2 Key Game Characteristics

3.3 Key Instructional Method

3.4 Key Game Mechanics

3.5 Interaction/Interface

3.6 Immersive Elements

3.7 Assessment and Feedback

4 Design Analysis

5 Conclusions

6 References

Chapter 22 Development Methods: Procurement Fraud Indicators

Abstract

1 Introduction

2 Design Approach

2.1 Investigate

2.2 Identify

2.3 Interview

2.4 Classify

2.5 Feedback

3 Production

4 Conclusions

Chapter 23 Game Review: Practice Marketing

Abstract

1 Context

2 Elements

2.1 Learning Objectives and Game Structure

2.2 Assessment and Feedback Elements

2.3 Game Interaction Elements

2.3.1 Elements of Control

2.3.2 Elements of Learner Interaction

2.3.3 Elements of Immersion

3 Design Analysis

3.1 Game Design and Instructional Methods

3.2 Game Design and Feedback Mechanisms

3.3 Game Design and Motivation

4 Conclusions

5 References

Chapter 24 Development Methods: Practice Marketing

Abstract

1 Introduction

2 The Business Case

3 The Design and Development Process

3.1 Form the Team

3.2 Establish Communication Structures

3.3 Conduct an SME Questionnaire

3.4 Compile Existing Competitive Sims Matrix

3.5 Identify Learning Objectives

3.6 Develop a Practice Game Design Template

3.7 Design and Development – Solving Unique Design Problems

3.7.1 Genre

3.7.2 The “Skin”

3.7.3 The Game World

3.8 Development

3.8.1 Art Development

3.8.2 Game Programming

3.8.3 Content Work

3.9 Testing and Refinement / Product Enhancements

3.9.1 Game Enhancements

3.9.2 Models of Use Enhancements

3.9.3 Instructor Supports

4 The Go-To-Market Strategy

5 Conclusions

6 References

Index

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