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Using game principles in Instructional DesignCreated by Henry E. Schaffer (North Carolina State University) on March 27, 2006
A colleague (thanks Maria) pointed me to an <a href="http://shufflebrain.com/GDC2006.htm">intriguing presentation</a> which dissects the "Fun" aspects of games and points the way for their use in instructional design.<p> I read through it - it's easy going - but it gave me the most sensible reasons I've ever seen to put game mechanics/motivations into instructional design.<p> The first thing that came to mind was using the "Collection" aspect to help motivate learning.<p> One could have a poster or web page of the major learning objectives of a unit, or of the course - and students would get to check them off when accomplished - or have them checked off automatically when an assessment step is completed.<p> This (see slide 8 and following) might enhance the motivation to learn *all* of the material.
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