Final Team 4 Mini Design Plan
Final Team 4 Mini Design Plan
Final Team 4 Mini Design Plan
Team Four: Katie Beberian, Scott Deimler, Jonathan Inge, Nichol Veles
Instructional Science and Technology, California State University, Monterey Bay
For this project, Team Four has chosen to create a lesson about game-based learning to
deliver to Team One. Game-based learning is a growing trend in instructional design and is
According to Plass et al. (2015), game-based learning can be defined as a “type of game
play with defined learning outcomes” (259). Game-based learning takes many forms, from
traditional drill or practice activities that are incentivized by rewards or badges, to sophisticated
games that are reminiscent of popular video or computer games (Otterbreit-Leftwich & Brush,
2018).
learning creates an environment where students can develop an emotional connection to learning
and the subject matter, which helps keep them motivated and engaged (Dadheech, 2018). Studies
also show that the knowledge created or learning acquired through playing a game is better
remembered than learning through other means (Gros, 2007). Furthermore, games can contribute
to students becoming better learners more broadly, since playing games leads to the development
reasoning, memorizing. In addition, group strategies such as cooperative work and task-based
Educational games have been developed to support classroom learning for a variety of
subjects and grade levels. They have also been created to support workplaces and other
professional environments. Corporations have adopted serious games for a variety of training
needs, including to help train and onboard staff and clients (Pabón, 2016; Whittaker, 2015). The
military has also begun to incorporate games as a way to train (Peck, 2014). In fact, the military
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does not only use games for training purposes, but has even begun to use gaming equipment, like
Xbox controllers, in the operation of devices such as submarine periscopes, drones, and even
To deliver a lesson about game-based learning, Team Four has chosen to design a game
with branching choices so that learners can interact with a game-based learning instructional
design process by going through the process themselves. The game will start when learners are
presented with a scenario in which they play the role of a teacher who has decided to create a
with a series of situations in which they must choose the best path. Those who take certain paths
will run into dead ends and will be sent back to start. Students who choose the correct path will
eventually succeed in “making a game,” while gaining transferable knowledge along the way.
The correct path for the game is not random, but instead has a theoretical basis, as the
path follows The Learning Game-Design Process created by Boller and Kapp (2017):
Figure 1
Boller and Kapp’s design process is specific enough to support instructional designers as
they create a game yet broad enough to apply to many different circumstances, whether it be a
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teacher designing a simple game for their own class or a team of designers developing a game
for a large corporation. The team has also used Boller and Kapp’s (2017) model as a foundation
Analysis
The course participants will be CSU Monterey Bay students in the MIST program who
are in Team One. Team One received a learner analysis survey that was created by Team Four to
assess their experiences with and feelings about game-based learning and gaming more generally
(Appendix A). Observations from office hours and class discussion boards, as well as MIST
portfolios, were also considered to identify Team One’s needs, goals, personalities, and interests.
Not only will the instruction cater to Team One’s needs, Team Four also plans to leave some
personalized Easter eggs for Team One to find within the game that reference their interests.
Overall, Team One is a diverse group of learners with different goals. However, we found a
couple of important commonalities, including, that they all teach in one form or another and all
Needs Assessment
A traditional needs assessment was not conducted since the directions for this project
asked teams to choose topics prior to being assigned learners. However, an understanding of
game-based learning is essential for any instructional designer, as it is a popular topic in the field
and therefore appropriate for all MIST students. Team One, in the learner analysis survey,
expressed some interest in the subject as well as a lack of knowledge. Team Four’s goal is that
after Team One completes the course they will have an understanding of a game-based learning
design process, so that if they have an opportunity to create a game someday they will have the
Learner Analysis
Most of the information about the students in Team One was collected from the learner
analysis sent to them in late September (Appendix A). The learner analysis survey was presented
to the learners as a Google Form. From this survey, useful data about Team One learners were
collected. Survey results can be found in Appendix B. The following is a summary of that data as
well as some commentary about how the data informed the eventual design:
All three learners are teachers in some form, though not all are classroom teachers or in
education. Because of this, it was decided that the game design should incorporate
different paths to relate to their interests, while also focusing on creating games for
educational purposes, rather than workplace settings. It also influenced the decision to
make the lesson a simple game, as we wanted to create something that wasn’t
intimidating and could be easily recreated by learners for their own students.
Two of the three members in Team One have used game-based learning in the past as an
instructional tool, and one has created game-based learning in the past. Though none of
them were experts, their different levels of experience led to the decision to differentiate
the learning whenever possible. Because of this, in the demo, there is a “Research
Options” button on many screens. If students need something defined, they can get more
information. If they already have the knowledge necessary to make a choice, they can
continue
All were concerned with how to use game-based learning effectively for teaching
purposes. The evaluation that is built into the Learning Game-Design Process would
provide the tools necessary to evaluate a game and make sure it was effective.
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All were unclear about the difference between gamification and game-based learning.
Though not everyone in Team One currently plays video games, all have at least some
experience.
Team One seems overall uncertain about the benefits of games. They are not all sure they
can be used for learning, and are uncertain whether games, overall, have made the world
a better place. While changing someone’s attitude towards games might be difficult,
Team Four hopes to provide learners with an example of games done right, that might
Context
Students will start the course on iLearn, where introductory material and information will
be presented. This is where the objective and rationale for the lesson will be discussed. Then,
there will be a link in iLearn to a Google Slides presentation, which will be where the game-
After finishing the game, students will be directed back to iLearn, where there will be a
quick assessment of their learning, or “The Boss Fight.” After this, there will be a section with
references for further study, links to example open-access games, as well as a downloadable
handout of Boller and Kapp’s (2017) Learning-Game Design Process and other key points from
the lesson.
The choice to use Google Slides as the main vehicle to deliver content has not been
without discussion. Team Four admits Google Slides has some limited functionality. It does not
allow for a wider range of branching or parallel options. It does not track player performance,
which would be helpful for learning assessment and making the game more interactive. Also,
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though this is not expected from graduate students, players can easily “hack” the game by simply
skipping slides. Team Four explored the branching options within iLearn, but were not happy
with this as an alternative. Team Four may consider adopting another system or platform that
allows the players to interface with the game via a web browser or executable file (software
application).
However, there are some clear benefits of Google Slides that have led Team Four to build
the prototype on the platform. Google Slides is accessible for students utilizing screen readers. It
is also relatively easy to build a game using Google Slides, as specialized technical skills are not
necessary. This will give students a workable example of the sort of game they could build for
Content
The structure of the lesson is a game itself, a simple branching choice game, where
learners make decisions about the process they would go through to create a game. The learners
will not actually be creating a game in 20 minutes, but rather engaging with the process of game
development. While there are many dead ends and loops in gameplay, our game generally
follows the instructional design process for educational game creation developed by Boller and
Kapp (2017). The following list includes the steps of their design process, as well as an
explanation of what learners will do during each step on the correct path:
1. Play games and evaluate as you play. While the players don’t have time to go play
games, players will learn about commercial games and why they are effective, as well as
explain the benefits of engagement factors and their overall implications for learning.
2. Explore learning games. In this step, a game developer would play and learn about
learning games. While the players don’t have time to go play games (other than the one
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they will be playing to complete this lesson), they will be introduced to educational video
games specifically in order to see both how they function as learning tools and how they
are distributed.
3. Set the learning foundation. Players will learn how to ensure their games fulfill needs,
measure progress, and contain both learning objectives and goals. Constraints such as
4. Link learning with game design. Players will learn about various game elements (i.e.
story, aesthetics, challenges, strategies, etc.) and how those elements support the learning
5. Consider scoring and reward systems. Players will learn about scoring and reward
systems. While scoring and rewards are used to incentivize desired skills or behaviors in
players, they should not mark game progress, but rather be an indication of learning.
Players of our game will learn how it is best to keep scoring and rewards as simple as
possible.
6. Build an initial prototype. Players will consider the role of making characters, writing
story goals, and devising obstacles and challenges for intended players as steps in
7. Play-test and iterate. The players will learn how to test iterations of their game with a
broad audience to gather a wide scope of feedback. They will discover that feedback can
then be used to ascertain gameplay problems, gaps in the game’s story, or failures to meet
8. Develop and iterate. After initial playtesting, learners weigh available resources in a shift
towards development of the actual game. The use of an experienced and knowledgeable
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team of SMEs or other outside resources might be necessary to aid in development and
continued testing.
9. Deploy. Learners will be able to deploy their game to their intended audience once they
Design
For the basis of the design, Team Four is leaning on Boller and Kapp’s Learning-Game
Design Process as a model for students to utilize when designing games in the future. As Plass et
al. (2015) comment about the design process for games, “the design process of games for
learning involves balancing the need to cover the subject matter with the desire to prioritize
game play” (p. 259). Team Four has worked to achieve this balance to create a game with clear
Objectives
After completing the game-based learning module, it is hoped that learners will be able to
Given a sample scenario, Team One should be able to explain the process for creating a
game-based learning solution utilizing the Learning-Game Design Process with 100%
accuracy.
To achieve this terminal objective, Team Four has created several smaller enabling
Given a list of the steps of Boller and Kapp’s Learning-Game Design Process listed in a
random order, Team One will be able to organize the steps to the correct order with 100%
accuracy.
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Given a case study about a game-design process, Team One will be able to describe how
the case-study subject did or did not follow Boller and Kapp’s Learning-Game Design
Rational
these objectives through the course, learners will understand the importance of game-based
learning, as well as have a framework to construct their own games in the future, which should
a single agenda. As students will choose their own paths; the agenda will vary for each learner.
See Appendix C for the demo game map which lays out possible paths. However, the following
Students will start the module in iLearn, where they will be greeted with a short
welcome, as well as the objectives and rationale for the course. They will then be presented with
a link to enter the actual instruction, the Google Slides game where there will first be directions
and an introduction to the scenario. The game opens with a short video providing a short
explanation of game-based learning and the multiple benefits it provides when used in an
educational setting.
After watching the initial video, the student advances to Level One. At each level, the
student is presented with a scenario situation regarding game-based learning, coupled with
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multiple courses of action to choose from. Each scenario has one correct answer, with the
remaining choices leading to alternate dead-end paths. These traps eventually allow the student
to cycle back and choose a different option, although they could still end up choosing another
trap. While the students are free to choose their own path throughout the lesson, they must
ultimately choose the correct answer to the given scenario in order to advance to the next level in
the game. Students will have the goal of getting through the game’s nine levels, with each level
representing a step from Boller and Kapp’s (2017) instructional design process for educational
games.
Students will not be left to just guess at the correct choices, they will be offered
scaffolding and support to help them make the correct decisions. Each level includes a set of
“Research Options” providing descriptions or examples relating to the various “choices” on the
level’s scenario. As this information is considered a tool, students can open the Research Options
at any point during the levels without any repercussions. As they progress through the game,
students will be able to use the skills obtained in previous levels to make informed decisions,
thus allowing them to progress through the game. At the end of the game, the students will be
linked back to iLearn and presented with a “boss fight” in the form of a short assessment. This
boss fight will test the students’ overall retention of the material.
Feedback
The ability to give immediate feedback on a learner’s performance and tips for how one
might improve is a key feature of game-based learning (Dadheech, 2018). Therefore, feedback is
integrated into the design of the game. When learners make the wrong choice in a given scenario,
their mistake is explained to them and they are given the opportunity to try again and make the
correct choice. The game also will give feedback and explain why correct choices are correct.
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The game also draws on traditional feedback methods found in mainstream games. For
example, there is also a copy of the Boller and Kapp (2017) Learning Game-Design Process on
the top right of the screen that fills out as students go along, much like a map in a game that fills
out as you discover new places in a world. Students can see their progress on the map, like a
form of leveling up. The game will also have a built-in reward system in which achievements are
References
Boller, S. & Kapp, K. (2017). Play to learn: Everything you need to know about designing
Brown, J. (2017, September 18). Why the navy plans to use 12-year-old Xbox 360 controllers on
year-old-xbox-360-controll-1818511278
Dadheech, A. (2018, July 23). The importance of game based learning in modern education. The
modern-education/
Reiser & J. V. Dempsey (Eds.), Trends and issues in instructional design and technology
Pabón, L. C. (2016). Training through serious games: The relationship between travel agent
Peck, M. (2014). Training games: the military way: Military games offer lessons for the
Plass, J. L., Homer, B. D., & Kinzer, C. K. (2015). Foundations of Game-Based Learning.
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Appendix A
Appendix B
Appendix C
Game Map