Elevator Pitch

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When it comes to game based learning, lots of aspects need to be considered. What is the player expected to learn from playing the game and how will it be achieved? How will learning be facilitated? How will the learning goals and objectives be communicated? What about sequencing of learning, feedback and rewarding? Is the learning adapted to the individual skills of the player? The following blog post offers answers to all these questions and an elevator pitch for the gaming concept.

What's the (elevator) pitch?


"tba" is a entertaining game for mobile devices teaching children aged 8 to 10 about how to have a balanced diet via amusing, easy-to-play and knowledge-transmitting mini-games.

Learning outcomes


What is the player expected to learn from playing the game and how will it be achieved?
When playing "tba" the player "learns" about what a balanced diet consists of and why it is so important to have one. Before each mini-game the user of the game is given an information referring to the level he is operating on. This knowledge-input must be kept in mind because it will be needed later to pass the level.

How will the learning be facilitated?
At the end of each level, all the information acquired while playing it, is "tested" via a quiz. Before being able to go to the next level, the quiz needs to be mastered successfully.

How will the learning goals and objectives be communicated?
Not only the information transmitted before each mini-game contains learning and teaching content, even the mini-games themselves refer to the topic "what a balanced nutrition is about". This means that the content of the mini-game deals with the content of the level the player is operating on. That is, e.g. the mini-games of the level "beverages" are concerned with the matter water, tea, drinking, etc.

Sequencing of learning
The idea behind this game is that the player should not have the feeling of "having" to learn. Due to that, the information and learning content should "pass into" them whilst playing. Therefore, the simple concept of being "confronted" with knowledge that needs to be kept in mind is applied. The quiz at the end of each level then "controls" if the player has read through the information attentively. There won't be an increase in the difficulty of the learning content transmitted, only an increase in the difficulty of the mini-games aimed at the reactivity of the player.

Feedback and awarding
When answering a question of the quiz at the end of each level successfully, the player is given a message in which he or she is complimented for having kept the afore acquired knowledge in mind. If the whole quiz is mastered triumphantly, a congratulation-message will be faded in, as well. Furthermore after finishing the quiz, the topics learned about in the certain level will be summarized.

Is the learning adapted to the individual skills of the player?
No. Each player holds the same starting position. However, the individual reactivity of the players might be deciding how quick the mini-games will be mastered.

What does the player control?
They game player can choose - whether if he or she is male or female - between the below-shown characters which the player is accompanied by throughout the whole game.














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