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Play to Learn

Play to Learn

Everything You Need to Know About Designing Effective Learning Games
作者 Sharon Boller 2017 168 页数
3.95
10+ 评分
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重点摘要

1. 学习游戏是提高参与度和技能发展的强大工具

游戏比基于讲座的学习方法更有效。

研究支持其有效性。 多项元分析表明,基于游戏的学习在促进学习和记忆方面优于传统课堂教学。例如:

  • Wouters等人(2013年)发现,严肃游戏比传统方法更有效,尤其是在结合其他教学方法和多次培训时。
  • Sitzmann(2011年)报告称,基于游戏的学员在陈述性知识上高出11%,在程序性知识上高出14%,在记忆保持上高出9%。

学习游戏的好处:

  • 提供学习策略、资源分配和创新思维的引人入胜的方法
  • 帮助理解不同的观点
  • 提供个性化的学习体验
  • 通过内容的间隔和重复来强化记忆

2. 有效的学习游戏在娱乐性和教育目标之间取得平衡

学习游戏需要达到我们所说的“足够有趣”。

专注于参与度,而非娱乐性。 虽然娱乐游戏优先考虑乐趣,但学习游戏必须在参与度和教育价值之间取得平衡。关键考虑因素:

  • 不要试图在一个游戏中教授所有内容;从小而专注的内容开始
  • 保持规则简单以避免认知过载
  • 内置指导和提示以支持学习者
  • 确保获胜依赖于学习而非运气
  • 设计既有胜利又有失败的状态以引导学习

整合到更大的学习设计中:

  • 在游戏前介绍并解释学习目标
  • 游戏后进行总结以强化学习
  • 提供背景和指导以达到*大效果

3. 游戏设计从明确的业务需求和学习目标开始

在开始设计之前,明确需要解决的问题,并同意如何衡量成功。

定义业务需求。 首先确定一个具体的、可量化的业务问题,培训可以解决。例如:

  • 将新员工的上岗时间从12个月减少到6个月
  • 将年度员工流失率从300%减少到250%
  • 将现场客户培训时间从4周减少到5天

设定明确的学习目标。 制定支持业务需求的教学目标和具体的学习目标。使用布鲁姆的分类法来针对适当的认知技能水平:

  1. 知识:了解和记住事实
  2. 理解:理解和解释想法
  3. 应用:使用知识解决问题
  4. 分析:分解信息并进行推论
  5. 综合:结合信息形成新解决方案
  6. 评价:根据标准评判信息

4. 核心游戏动态和机制应支持学习目标

选择包含哪些元素应是有意的,并以您的教学目标和目标为指导。

选择适当的核心动态。 选择强化现实世界背景和学习需求的游戏动态:

  • 竞速:适用于时间受限的任务
  • 领土获取:模拟主导地位或商业成功
  • 探索:用于比较/对比和分析目标
  • 收集:帮助在概念之间建立联系
  • 构建:强化现实世界结果的创建

设计支持机制。 创建反映现实世界经验并强化学习的规则:

  • 例如:在销售游戏中,相关问题赚取金钱并提高客户满意度,而不相关的问题则降低评分并花费金钱。
  • 将机制与学习原则如重复、反馈和现实应用对齐。

5. 原型设计和游戏测试对于完善游戏设计至关重要

原型设计的目标是快速、简便和低成本地测试您的游戏设计理念。

创建纸质原型。 即使是数字游戏,也从纸质原型开始:

  • 快速测试核心动态和机制
  • 在设计过程的早期发现问题
  • 强迫仔细考虑玩家互动

进行多轮游戏测试。 通过三个主要阶段进行:

  1. 与设计团队进行概念测试
  2. 与目标受众代表进行结构化测试
  3. 与实际目标学习者进行Beta测试

系统地收集反馈:

  • 观察玩家互动和困惑点
  • 使用“思考大声”技术了解玩家想法
  • 进行游戏后采访
  • 通过前/后测试测量学习效果

6. 游戏开发需要仔细的规划和资源分配

初的设计会议开始,您需要考虑游戏的终开发。

组建跨职能团队。 关键角色包括:

  • 项目经理:监督时间表和交付物
  • 教学设计师:定义学习目标和内容
  • 游戏设计师:确保游戏玩法与学习相结合
  • 艺术家:创建视觉主题和美学
  • 程序员:实现游戏功能(对于数字游戏)
  • 质量保证:测试游戏玩法和学习效果

选择适当的开发工具。 选项从简单到复杂不等:

  • Microsoft Office:用于基本的桌面游戏
  • 电子学习创作工具:用于简单的数字游戏
  • Unity或Unreal Engine:用于复杂的3D游戏

考虑使用敏捷方法。 其好处包括:

  • 快速迭代和频繁测试
  • 根据反馈灵活调整设计
  • 专注于首先创建*小可行产品(MVP)

7. 成功的实施依赖于后勤和营销策略

不要犯新手错误,认为学习者会因为游戏的想法而被吸引,认为仅仅让他们玩游戏就能吸引他们的注意力。

彻底规划后勤。 解决关键考虑因素:

  • 对于桌面游戏:生产、存储、运输、促进
  • 对于数字游戏:系统测试、分发、维护、技术支持

制定强有力的营销策略。 关键要素:

  • 尽可能使游戏玩法成为强制性,而非可选
  • 创建多渠道沟通活动(海报、电子邮件、内联网)
  • 使用7-9个接触点来强化您的信息
  • 提供参与和表现的激励或认可

克服潜在障碍:

  • 及早解决技术问题(例如,浏览器兼容性、IT安全)
  • 向利益相关者宣传基于游戏的学习的价值
  • 通过有限的初始访问或试点项目制造热度

最后更新日期:

FAQ

What's "Play to Learn: Everything You Need to Know About Designing Effective Learning Games" about?

  • Overview: The book by Sharon Boller is a comprehensive guide on designing effective learning games that engage and educate.
  • Structure: It is divided into four parts, covering the basics of game design, making design choices, applying knowledge, and development and implementation.
  • Purpose: It aims to bridge the gap between instructional design and game design, providing a systematic approach to creating learning games.
  • Audience: The book is intended for instructional designers, educators, and anyone interested in using games as a learning tool.

Why should I read "Play to Learn" by Sharon Boller?

  • Practical Guidance: The book offers practical advice and methodologies for designing learning games, making it a valuable resource for educators and designers.
  • Research-Based: It includes insights from research on the effectiveness of games in learning, supporting the use of games as a teaching tool.
  • Comprehensive Approach: The book covers everything from the basics of game design to advanced implementation strategies, making it suitable for both beginners and experienced designers.
  • Real-World Examples: It provides case studies and examples of successful learning games, offering inspiration and concrete ideas for your projects.

What are the key takeaways of "Play to Learn"?

  • Game Design Process: The book outlines a nine-step process for designing learning games, from setting learning foundations to deploying the game.
  • Instructional Goals: Emphasizes the importance of aligning game design with instructional goals to ensure learning outcomes are met.
  • Engagement and Learning: Highlights the need to balance engagement and learning, ensuring games are both fun and educational.
  • Iterative Development: Stresses the importance of play-testing and iteration in refining game design and improving learning effectiveness.

How does "Play to Learn" define a learning game?

  • Purpose: A learning game is designed to help players develop new knowledge or skills or reinforce existing ones.
  • Structure: It includes a game goal and an instructional goal, with the latter taking precedence to ensure learning.
  • Elements: Learning games often incorporate elements of fantasy and abstraction to teach concepts in an engaging way.
  • Distinction: The book differentiates learning games from simulations and gamification, focusing on their unique educational purpose.

What is the nine-step process for designing learning games in "Play to Learn"?

  • Step-by-Step Guide: The process includes playing games, setting learning foundations, linking learning with game design, and more.
  • Iterative Approach: Emphasizes the importance of iteration, with multiple rounds of play-testing to refine the game.
  • Integration: Encourages integrating games into a larger instructional design to maximize learning outcomes.
  • Practical Application: Each step is accompanied by practical activities and examples to help readers apply the concepts.

How does "Play to Learn" suggest linking instructional goals with game design?

  • Alignment: The book stresses the importance of aligning game goals with instructional goals to ensure the game supports learning objectives.
  • Core Dynamics: It suggests choosing core dynamics that resonate with real-world applications and learning needs.
  • Game Mechanics: Recommends designing game mechanics that reinforce learning objectives and do not detract from them.
  • Feedback and Scoring: Advises using feedback and scoring systems that reflect learning progress and reinforce desired behaviors.

What are some examples of core dynamics in learning games according to "Play to Learn"?

  • Race to the Finish: Suitable for learning objectives with time constraints, encouraging quick decision-making.
  • Territory Acquisition: Useful for scenarios involving dominance or resource management, mirroring real-world challenges.
  • Exploration: Encourages discovery and analysis, often paired with other dynamics like collection or problem-solving.
  • Construct or Build: Reinforces the idea of creating something, aligning with objectives that involve synthesis or application.

How does "Play to Learn" recommend handling scoring in learning games?

  • Simplicity: Keep scoring simple and transparent to avoid confusion and maintain focus on learning.
  • Learning Outcomes: Tie scoring directly to learning outcomes, ensuring that success in the game reflects mastery of content.
  • Variability: Introduce variability in scoring to maintain engagement and provide meaningful feedback.
  • De-emphasize Winning: Focus on learning rather than winning, ensuring that all players benefit from the game experience.

What role do player personas play in game design according to "Play to Learn"?

  • Understanding Audience: Player personas help designers understand the target audience's goals, motivations, and challenges.
  • Customization: They allow for the customization of game elements to better suit the needs and preferences of the players.
  • Realism: Personas are based on real data but fictionalized to create a relatable and realistic player profile.
  • Design Decisions: They inform design decisions, ensuring that the game resonates with and engages the intended audience.

How does "Play to Learn" suggest using themes and stories in learning games?

  • Engagement: Themes and stories can enhance engagement by providing context and making the game more relatable.
  • Narrative Structure: A strong story includes characters, plot, tension, and resolution, which can drive game play and learning.
  • Integration: Stories can be woven throughout the game or used as a backdrop to support the learning objectives.
  • Fantasy Elements: Incorporating fantasy can make learning more enjoyable and help players take risks in a safe environment.

What are some common mistakes to avoid in learning game design according to "Play to Learn"?

  • Over-Complexity: Avoid making rules and scoring systems too complex, which can detract from learning.
  • Misalignment: Ensure that game elements align with instructional goals and do not overshadow the learning objectives.
  • Neglecting Play-Testing: Failing to conduct thorough play-testing can result in a game that is not engaging or effective.
  • Ignoring Feedback: Be open to feedback and willing to iterate on the design to improve the game and learning outcomes.

What are the best quotes from "Play to Learn" and what do they mean?

  • "Mind-blowing learning games": This quote highlights the potential of learning games to create immersive and impactful learning experiences.
  • "Less is better": Emphasizes the importance of simplicity in game design, focusing on key learning objectives rather than overwhelming players with content.
  • "Winning must be contingent on learning": Stresses that success in a learning game should reflect mastery of the content, not just chance or game mechanics.
  • "Play-testing is critical": Underlines the importance of testing and iteration in refining game design and ensuring it meets learning goals.

评论

3.95 满分 5
平均评分来自 10+ 来自Goodreads和亚马逊的评分.

读者高度赞扬《玩中学》作为创建有效学习游戏的优秀指南。他们欣赏其对初学者关键方面的关注、实用的设计过程和丰富的信息。这本书被视为教学设计师的宝贵资源,提供了将游戏元素融入培训的见解。评论者强调了其循序渐进的方法,从创意构想到部署和评估。许多人发现它有助于为企业培训带来乐趣和参与感,使其对今天偏好游戏化学习的学习者具有相关性。

Your rating:
4.44
48 评分

关于作者

Sharon Boller 是一位在教学设计和学习游戏开发领域的专家和作家。她与Karl Kapp共同撰写了《Play to Learn》,结合他们的专业知识,创建了一本关于设计有效学习游戏的综合指南。Boller的工作重点是帮助教学设计师和培训师将游戏元素融入他们的教学方法。她的方法强调理解学习目标并将其与适当的游戏机制相结合的重要性。Boller以其在游戏化学习设计中的实用、逐步的方法而闻名。她对这一领域的贡献使她成为现代化企业培训和教育方法的受尊敬的声音,以满足当代学习者的需求。

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