Game Based Learning Projects

Cybersecurity Game

This is a game that I designed and delivered to a corporate client for high school students. The document is an overview of the game with propietary content removed. I designed the game overview, game mechanics, and case structure and a colleague wrote the individual case documents. The game is entirely composed of documents and templates for use in in person instruction.

The Learners

High School students studying cybersecurity

The Challenge

Based on the provided objectives and instructional content, design an engaging class activity to teach the content.

The Design Strategy

I chose to create a game to fulfill the client brief. In this scenario, a game affords more motivation and helps the learners consider the content within a hypothetical real-world context. The detective game adds dramatic tension, pacing, and an immersive narrative structure to the content. The characters help give personas to the different types of hackers to aid memory.

The Experience

Not only did learners have to connect the ideas to the provided types of crimes and tactics, but they had to consider clues and testimonies to solve the case. In a good serious game, the learning is intrinsically connected to the game play and that is what we created in this game. Working collaboratively, students are able to apply, analyze, evaluate, and synthesize ideas that they would not have created if the lesson was presented as a lecture.

Learning Objectives from Canvas page

Game Based Learning, a group project using Rooms.xyz

The Learners

Instructional Design Graduate Students

Teammates

Ryan Green, Kevin Imes, Vivian Krause, Micah Morris

The Challenge

Teach a short asynchronous lesson on a trending topic in instructional design to classmates. I served as the group organizer. The lesson was delivered to classmates.

The Design Strategy

This project taught aspects of game-based learning within a game environment. Our research led us to Rooms.xyz which is a site that uses Lua Coding and a catalog of voxel objects to create games and experiences. You can link rooms together in sequence so our lesson became a journey through these rooms ending in a discussion forum. From a design perspective, we wanted to deliver the information within a context where learners experienced the theory application firsthand.

I created segments on the affordances of game-based learning delivered in a game show, technology trends delivered in an underwater hidden object game, and links to representative games in a rec room. I started my three rooms with templates from other Room creations, but scripted, designed, and coded the games myself.

The Experience

The project sought to examine the current and emerging technology for game-based learning. We very specifically chose Rooms.xyz to deliver the lesson because of the potential for immersion in the content and the relative ease of use of Rooms within a short time frame. My peers and I worked together to design the instructional elements, strategies, and assessments. I considered multimedia and interaction design principles in trying to produce two short games that would be fun and would promote the transfer of knowledge. Peers enjoyed my games and remarked that the content aligned with the experience.

The Overview page and outline from Canvas
illustration of two year old child with a trach

User Interface

user interface from the game that shows an illustration of a bedroom with a crib, a desk, and shelves. Various buttons look like pictures hung on the wall. An overlay shows vital signs.

TrachAcademy Learning Game

Prototype Developed in Articulate Storyline

The Learners

Home Health Nurses training to care for pediatric tracheostomy patients

The Challenge

Learning to care for a pediatric patient’s tracheostomy tube and airway requires decisive decision-making and strong knowledge of the equipment and procedures. Practicing these procedures on a live patient can cause anxiety for first time learners.

The Design Strategy

I designed a learning game for caregivers to learn the procedures and equipment in a safe environment before progressing to the next level of practice. The games uses work shifts as different levels and poses various situations and opportunities for decision-making as the player progresses through levels.

The foundations of the game draw from the theories of situated cognition and motivation to invite learners into a safe, engaging experience that is grounded in real-world contexts. The activities of the game are based in learning and game design theory. The narrative sequence of the game is structured to maintain appropriate levels of challenge and support without overwhelming the player.

I wrote, designed, and built this prototype.

Technology

Photoshop

Canva

Rebelle 7 (Paint Application)

Lucidchart

Articulate Storyline

a flowchart depicting the gameplay of TrachAcademy

Aquatic Adventures Birthday Party VR Game

The Audience

A private company that provides therapeutic VR experiences to young Autistic learners

The Challenge

Aquatic Adventures is a lesson idea pitch with the goal of conceptualizing a creative, engaging, and impactful lesson idea in a short amount of time. The brief gave no other instructions or content besides requesting objectives, target skills, and an outline.

The Design Strategy

I chose to place my lesson in the social situation of a birthday party to teach the expected components of a birthday party. The goal of the lesson is for Autistic children to manage their sensory needs by anticipating what to expect at a birthday party. I decided to make the lesson a game and to blend the game world party theme into the user experience.

Aquatic Adventures gives the learner choices in how to navigate the party with feedback and opportunities for support from a pedagogical agent.

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Engagement and Interaction Design

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Branching Scenario Learning