Saturday, October 20, 2001

How to design for various knowledge/skill levels?

I struggled with a number of issues during the design of our board game on constellations. How can we make this fun? (It seemed like a really dry topic to me at first, but recently I have been peering into the heavens at night from my front porch.) What do we want them to learn and to what detail? What design will make our game both fun and useful in an instructional setting? (This last one was tough and was the source of much debate in our group.)

As we progressed through this assignment, I began developing a sense for how to answer these questions. But, I still do have a complete handle on the answer to the following question: How can you make a game that is appropriate for learners at different knowledge and skill levels?

One way we addressed this issue was to INCLUDE the answers to our questions in the game. For example, some of our questions were about the names, locations, and shapes of selected constellations. If a player did not know the answer, that player could look at the board and find the answer. Some of our questions were about what constellations would be visible on certain dates at certain times. Again, if a player did not know the answer, the player could refer to a Night Sky tool for the answer. (A simple instruction was provided with the game on how to use this tool.)

Of course, a knowledgeable player would not need to refer to these tools. But, I am not as concerned about the frustration level of a knowledgeable player. I’m concerned about the player that recognizes he/she is outmatched and has no way to close the gap. How much fun is it to know that you have no chance at winning? How much fun is it to be frustrated by not knowing the answers to many of the questions? How can we level the playing field if our game is intended to BOTH teach and reinforce? On the other hand, it isn’t always easy to include all of the answers to the questions in the game. We had questions about the solar system in our game. The answers to these questions were not, however, contained in the game. Perhaps we could have included a 1 page reference sheet, something similar to what one might have found at the KBPS Store of Knowledge, with facts about the solar system. But, how many reference items can you include before the game becomes too cumbersome.

I would be interested in hearing others thoughts on this item. Does anyone have a good guiding principle?

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