What makes the “ideal” board games player? Some say that it takes someone who fully understands the rules. Others would say that it’s more about those who pay attention to the game rather than be subjected to distractions. Some feel that it’s tactical play and strategic thinking that makes the ideal tabletop player.
Read MoreThis article will review why players reflect. It includes an in-depth analysis of players’ reflection in games-based learning as well as how introspection plays a role in game play. Reflection is compared to metacognition and the overall effect this has in its affect on the player experience.
Read MoreThis article will review the origins of the word “grok” as well as its definitions and what it means. Grokking has been closely attributed to game play and game design; however there are connections to “grokking a game” and mastery learning. This connection will be reviewed in greater depth as well as how curriculum design, student experience, and instructor interaction influences mastery learning. Games-based learning practitioners will learn how to adapt the concept of “grokking” to mastery learning and how to implement feedback loops in mastery learning through games-based learning.
Read MoreThis process of knowledge construction - especially game knowledge - is called constructivism. This article will examine and define what constructivism is. Constructivism as applied to education a will be outlined as well as how constructivism is applied in other aspects. Constructivism as it is applied in educational practice will be examined and how the roles and expectations of both instructions and students are identified. Learning as the transformation of experience into knowledge will be described - especially how experience relates to interaction; choice; feedback; and socialization in games-based learning. Finally, this article will examine constructivism as a metacognitive experience for learning and how educators can use commercially available games for applied games-based learning.
Read MoreThis article will review megagames. It’ll define what megagames are as well as the history of megagames. The structure of megagames will be explained as well as how role-playing and engagement occurs within the game. Player hierarchies are an interesting component of megagame structure and will be explored in greater depth. Megagames are administered by a certain group of people called “control.” Their engagement greatly impacts the player experience. Design aspects of megagames will be covered as well as how megagames can be used for games-based learning.
Read MoreThis article will provide an overview of interactive experiences. Specifically addressing how they are created with users’ needs in mind. Interactive experiences benefit from the connection between users and the environment. But that connection is often nothing without control, agency, and decision making capacity. Costello’s Pleasure Framework is identified as a structure with which to build immersive and interactive environments that can be integrated into physical spaces. Finally, applications and examples of interactive experiences are provided.
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