Skip to main content Accessibility help
×
Hostname: page-component-76fb5796d-25wd4 Total loading time: 0 Render date: 2024-04-28T12:07:07.687Z Has data issue: false hasContentIssue false

Chapter 7 - Bridging the Gap from Design to Implementation

Published online by Cambridge University Press:  05 May 2015

Talib S. Hussain
Affiliation:
Raytheon BBN Technologies
John Ostwald
Affiliation:
Raytheon BBN Technologies
Talib S. Hussain
Affiliation:
Raytheon BBN Technologies
Susan L. Coleman
Affiliation:
Intelligent Decision Systems, Inc.
Get access

Summary

Abstract

While the field of serious games has made good progress in identifying some of the design methods that lead to success, there aren’t many specific guidelines to help bridge the gap between the design and implementation of a serious game for learning. Issues can arise because of a variety of factors, such as conceptual confusion or competing perspectives among team members, incomplete or conflicting design of gaming and instructional elements, arbitrary software implementations of the design, and conflicting gameplay experiences for the player. We present several recommendations for how to approach your design and implementation efforts in your team to minimize these issues and align the instructional elements and gaming elements. We discuss the value of working toward a common dialog on instructional and gaming elements, particularly those for goals, control, actions, guidance, and feedback. We discuss the benefits of adopting design patterns for learning game elements to make your game easier to create, understand, test, and maintain. In particular, we discuss the use of patterns for designing the gaming experience in terms of instructional situations that teach particular learning objectives using particular instructional methods and in terms of instructional mechanics that provide specific instructional content and learning opportunities using specific gameplay interaction methods. We introduce a number of design patterns for incorporating goals, control, actions, guidance, and feedback into your game. Finally, we discuss how to address some practical issues that arise when using design patterns during design and development to help make your gameplay experience both instructionally effective and cohesive for the player.

Type
Chapter
Information
Design and Development of Training Games
Practical Guidelines from a Multidisciplinary Perspective
, pp. 179 - 272
Publisher: Cambridge University Press
Print publication year: 2014

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

References

Adams, E., & Dormans, J. (2012). Game Mechanics: Advanced Game Design. Berkeley, CA: New Riders Games.Google Scholar
Alexander, C. (1979). The Timeless Way of Building. New York: Oxford University Press.Google Scholar
Beck, K., & Cunningham, W. (1987): Using Pattern Languages for Object-Oriented Programs. Technical Report No. CR-87-43, September 17, 1987, Tektronix, Inc. Retrieved June 26, 2014 from .
Bjork, S. (n.d.). Game Design Patterns 2.0 Wiki: Patterns page. Retrieved July 8, 2013 from .
Bjork, S., & Holopainen, J. (2005). Patterns in Game Design. Hingham, MA: Charles River Media, Inc.Google Scholar
Brett, J. F., & VandeWalle, D. (1999). Goal orientation and goal content as predictors of performance in a training program. Journal of Applied Psychology, 84(6), 863–873.CrossRefGoogle Scholar
Bush, M. D., Anderson, T. A., & Dunster, J. (2005). An introduction to instructional design patterns. Presentation given in the Wednesday Seminar, Department of Instructional Psychology & Technology, Brigham Young University: Provo, UT. October 26. Retrieved July 8, 2013 from .
Cunningham, W., & Beck, K. (1987). Constructing Abstractions for Object-Oriented Applications, CR-87–25, Computer Research Laboratory, Tektronix, Inc.Google Scholar
Devlin, S. (2012). Instructional design patterns – Capturing good ideas for everyone to use. Tier1 Blog, January 31. Retrieved July 8, 2013 from .
Gagné, R. M. (1985). The Conditions of Learning and Theory of Instruction (4th ed.). New York: Holt, Rinehart & Winston.Google Scholar
Gamma, E., Helm, R., Johnson, R., & Vlissides, J. (1995). Design Patterns: Elements of Reusable Object-Oriented Software. Boston, MA: Addison-Wesley Longman Publishing Co., Inc.Google Scholar
Hullett, K., & Milam, D. (2012). Proceedings of the First Workshop on Design Patterns in Games, New York: ACM.CrossRefGoogle Scholar
Hussain, T., Ostwald, J., & Moffitt, K. (2011). Visual Tool for Authoring Learning in Games (VITAL). Proceedings of the 2011 MODSIM World Conference (Oct. 12–14, Virginia Beach, VA).Google Scholar
Hussain, T. S., Roberts, B., Bowers, C., Cannon-Bowers, J. A., Menaker, E., Coleman, S., Murphy, C., Pounds, K., Koenig, A., Wainess, R., & Lee, J. (2012). Designing and developing effective training games for the US Navy. M&S Journal, Spring, 27–43.Google Scholar
Kelle, S., Klemke, R., & Specht, M. (2011). Design patterns for learning games. Int. J. Technology Enhanced Learning, 3(6), 555–569.CrossRefGoogle Scholar
Marne, B., Wisdom, J., Huynh-Kim-Bang, B., & Labat, J.-M. (2012). The six facets of serious game design: A methodology enhanced by our design pattern library. In Ravenscroft, A., Lindstaedt, S., Kloos, C., & Hernández-Leo, D. (Eds.), 21st Century Learning for 21st Century Skills: Proceedings of the 7th European Conference of Technology Enhanced Learning (EC-TEL 2012). Lecture Notes in Computer Science (vol. 7563, pp. 208–221). Berlin: Springer-Verlag.CrossRefGoogle Scholar
Schell, J. (2008). The Art of Game Design, a Book of Lenses. Burlington, MA: Morgan Kaufmann Publishers.Google Scholar
Shuell, T. J., & Moran, K. A. (1994). Learning theories: Historical overview and trends. In Husen, T. & Postlethwaite, T. N. (Eds.), The International Encyclopedia of Education (2nd ed.) (pp. 3340–3345). Oxford: Pergamon.Google Scholar
Weisburgh, M. (2004). Documenting good education and training practices through design patterns. Retrieved July 8, 2013 from .
Yi, Y. M., & Hwang, Y. (2003). Predicting the use of web-based information systems: Self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model. International Journal of Human-Computer Studies, 59, 431–449.CrossRefGoogle Scholar
Zagal, J., & Hullett, K. (2013). Second Workshop on Design Patterns in Games (DPG 2013), co-located with Foundations of Digital Games 2013, Chania, Greece, May 16. Retrieved July 8, 2013 from .

Save book to Kindle

To save this book to your Kindle, first ensure coreplatform@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

Available formats
×