Card · GE-23
Educational
Genre
Educational
Frame · Genre genre
Learning through play – knowledge or skills are built up without it feeling like a lesson.
Design question – Your game should teach something. What exactly – and how do you ensure the learning happens through the play, not despite it?
Reference example – Where in the World Is Carmen Sandiego?: learning geography while chasing a master thief. Scattergories: vocabulary and general knowledge under time pressure. Duolingo: learning languages in short lessons with points and streaks.
Associations
- Typical Activities – Experimenting, Practicing, Solving, Reflecting
Coherence
Core expectations: learning goal, intrinsic motivation, progress measurement, transfer (the learned knowledge is useful outside the game). Mechanisms: Adaptive Difficulty, Feedback Loop (immediate feedback), Scaffolding (increasing complexity), Quiz/Assessment. Activities: Experimenting, Practicing, Solving, Reflecting. Ludic Temporal Structure: level-based (rising difficulty), curriculum structure, short sessions. Ludic Social Structure: solo (individual learning), co-op (learning together), team vs. team (competition motivates).
Belongs to the stack
- Genre
- What kind of game will it be? (25 cards)
- Ludic Frame
- To the term
- GE-22 Sandbox
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- GE-24 Casual
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