game speak for instructional designers game tech2013-fin

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Game Speak for Instructional Designers Dr. Marie Broyles Oak Grove Technologies Game Speak for Instructional Designers

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Instructional designers are not typically trained in a game or simulation design and development. Designing and developing a simulation or game is not the same as designing and developing for an elearning course. Although there are some similar concepts, there is one glaring difference – simulations are 3 dimensional environments. It is this element that instructional designers do not have any experience. Creating a flash animation in an elearning course is not the same as creating a 3 dimensional world, where characters must interact, objects manipulated and how the player moves through and interacts with this environment. The result of not understanding 3D simulation design/development is cost overruns, staffing issues, and production delays that result in missing critical milestones. Game Designers tend to freak out when instructional designers want to include terminal and enabling objectives. Both instructional and game designers use a process to develop media. Each process has merits and disadvantages. Instructional design/game design terminology is a significant obstacle to successful game/simulation development. In some instances, the Instructional designer and the game designer are talking about similar concepts. There needs to be a discussion that focuses on working together to produce a serious game/simulation. This product must deliver training content as well as incorporate game design principles to make the serious game/simulation engaging.

TRANSCRIPT

Page 1: Game speak for instructional designers game tech2013-fin

Game Speak for Instructional DesignersDr. Marie BroylesOak Grove Technologies

Game Speak for Instructional Designers

Page 2: Game speak for instructional designers game tech2013-fin

Instructional Designers

Game Designers

vs.

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Concept Preproduction Prototype Production Alpha Beta Gold Post Production

Instructional Design

Processes

Game Design

Analysis Design Development Implement Evaluation

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Game Design

Production

Game development goes into full production.

Game Design Document

Alpha Version

Outputs

Concept

Team develops the game idea and ends when a decision is made to begin planning for the project.

High Concept Document Concept

Document (Documents – High Concept

Design Document,

Concept Design Document)

PowerPoint – High Concept Pitch

Outputs

Prototype

Team makes a paper-based game. This is used to test game idea.A game digital prototype is made tests look and feel..

Paper-based Prototype

Digital PrototypeArt Style GuideGame Design

DocumentTechnical Design

DocumentStoryboard

Outputs

Preproduction

Team works on the game proposal and pre-production planning.

Game ProposalPreproduction

PlanArt Style Guide

Production Plan. Game Design Document

started Technical Design Document

started

Outputs

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Game DesignGame Design

Post-Production

Reviews what was eliminated due to constraints. Review

Outputs

AlphaGame is playable from beginning to end and has some gaps & missing assets. Engine & user interface complete.

Bug ListsBeta Version

Outputs

Gold

The game has been tested and found to be good to go manufacturing. Sr. Managers review the game and agree.

Game Released

Outputs

BetaA Beta release is for consumer testing. Beta Release Testing is either open or closed. Closed (open to fan-base and Open (anyone can sign up),

Bug ListGold Version

Outputs

PatchesRelease

Upgrades

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Instructional Design

Implement

Deploy the training and/or courseware.

Train-the-TrainerTraining Plan

Outputs

Analyze

Identify knowledge/skills/attitudes need to be learned.Target audience

Knowledge/skills/attitude Gap

AnalysisTarget Audience

Outputs

Develop

Team develops all the instructional materials .

Instructional MaterialsElearning

CourseCBT

SimulationSerious Game

Pilot Test

Outputs

Design

Identify terminal & enabling objectives, identify learning activities, delivery method, testing, etc.

Production plan. Instructional

Design Document

Storyboards

Outputs

Evaluation

Formative/Summative evaluation)– learner feedback, performance outcomes & make recommendations for improvements.

Training Evaluation

Reports

Outputs

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Concept Preproduction Prototype Production Alpha Beta Gold Post Production

Instructional Design

Common Elements

Game Design

Analysis Design Development Implement Evaluation

Page 8: Game speak for instructional designers game tech2013-fin

Game• Engagement

(gameplay/interactivity)• Bounded by rules or sets

of rules• Challenges• Goals, objectives, conflict,

and competition• Storytelling and narrative• Outcomes and feedback

Serious Games• Purpose other than

entertainment• Uses game technology

and game design• Presented as

significant/realistic personal challenge

• Seeks sensory or physical authenticity; requiring a suspension of disbelief

• Fun, process oriented, skills based

Simulations• Always explicit; real world

('authentic') significance, presented as realistic challenge

• More intellectual than physical; even social realism, but rarely time critical; 'intellectual authenticity'

• Outcome, product oriented; creating a product for future use

Games

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Game World

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Documentation

GameDesign

Document

ModernWarfare

InstructionalDesign

Document

ModernWarfare

Game Design• Graphic Base• Player

Interaction• Animations• Audio

Instructional Design

• Text Base• Specifies

Graphic• Course Structure• Methods of

Instruction

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Storyboards

Game Design• Graphic Base• Player

Interaction• Animations• Audio

Instructional Design

• Text Base• Specifies

Graphic• Describes

Animation• Audio

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Characters

Concept

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Modeling

Polys

Material/ “Skin”

“Rigging”

Character with Material Applied

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Level Map

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Blocking In

Level Map

Level Blocked In

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Scenario MissionTask

Conditions

Game Packet

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Scenario

Your platoon is defending key terrain in the southern part of the platoon area of responsibility. Enemy contact is expected at 1500 hours. At 1200 hours your platoon sergeant gave the order to position your team’s assets to cover the enemy’s likely avenue of approach.

Did your team prepare individual and crew-served weapons positions to allow for accurate fire to be placed on the enemy with the least possible exposure and maximum protection from return fire? It is now 1500 hours; your success in this situation depends on your ability to place accurate fire upon the enemy with the least possible exposure to return fire.

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Mission

You are a member of a platoon that has been ordered to establish a defensive perimeter for a logistics base in an urban area in the southern part of the platoon area of responsibility. You will provide security for this logistics base for five days. Enemy contact is probable.

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Task• Prepare positions

for individual and crew-served weapons during MOUT.

Conditions• As a firer or crew

member of a crew-served weapon, given a firing position within a building, sector of fire, and material to reinforce the position.

Standards• Prepare positions

for individual and crew-served weapons during MOUT. Prepared the position to allow accurate fire to be placed on the enemy with the given sector of fire, with the least possible exposure and maximum protection from return fire.

Task Conditions StandardsThe task for this mission is to prepare positions for individual and crew-served weapons during MOUT. The conditions and standards for this task are listed here.

Task Conditions Standards