Musings and findings about teaching with games. Created by the learning community of EDTEC 670 at San Diego State University.
Tuesday, October 31, 2000
For our WebQuest on Educational Game Patterns, we've divided the patterns into domains and mine concerns mapping content onto games. In considering patterns this, it seems like a logical approach (and one that's especially appropriate for instructional designers) is to develop a set of patterns for the type of content the game addresses - processes, procedures, facts & concepts, principles. Clearly, most content will have a variety of these types but commonly one type is more prevalent. Two potential patterns (these are very rough and only partially done) are listed below. I'd appreciate your feedback on developing patterns based on this kind of content analysis. Is it helpful, appropriate, etc?
elaine
Name: MappingContent.Process
Description: When reinforcing processes and systems in an educational game, consider using a symbolic representation of the process itself as an area for constructing play. For example, if you are you teaching learners about processes such as the water cycle, human digestion, or ADDIE, a representation of these systems can serve as a playing area.
Range of Appropriateness: Appropriate only where such a symbolic representation exists and is part of the content to be learned. Creating a representation that does not already exist may provide additional and unnecessary material to be understood.
Name: MappingContent.Process.ObstacleShortcut
Description: When reinforcing processes and systems in an educational game, consider using sub-processes as shortcuts and/or obstacles in the game and to possibly create alternate paths. For example, evaporation is a part of the water cycle process and could be used as a shortcuts or obstacle depending on the goal of the game.
Range of Appropriateness: Appropriate for linear race-like games
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