Finishing

The hardest (and most critical) part of any design process is the last 10-20%. Not just because that's where a lot of the detail and polish comes in, but because that's where it's easy for things to seize up. We become increasingly aware of deadlinesWe get cautious and conservativeWe acquiesce to the temptation of "good enough"We stop looking for new…

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Rigor

Creating meaningful learning isn't about aspiring to some ephemeral concept of "academic rigor." Determine what skill(s), process(es), or knowledge your learners should come away with and use those to craft your experiences. Inserting arbitrary difficulty spikes, busy work, or tasks designed to "weed out" learners is actively detrimental to, you know, helping people actually master the material. And it's often…

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Funding

DISCLAIMERS: I was extremely fortunate to not need to take nearly as many loans as many of my peers for university. The loans I did take I’ve paid back, and I currently work for a community college. With that out of the way… There's been a lot of talk recently around forgiving student loan debt. Hold on! Before you click…

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Cultivation

We know games can change behavior.We know games can make arguments.We know games can promote learning.We know games can expose us to new ideas.We know games can share narrative.We know games can change our thinking. So take that all together, and here's my question. Can (and if yes—how can) we create games that are -specifically- designed to cultivate wisdom?

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Empty

The nature of creative work is that there are times you reach for it and it just isn't there. Sometimes, this happens for days (or even weeks) in a row. Sometimes this happens with an encroaching deadline. You camp your ass in the chair, glue your fingers on the keyboard, and there's just...nothing. It's not block. You're not stuck—it's just…

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“Interaction”

Interactive online learning is not the same thing as engaging online learning. If your learning experience is interactive in the sense that there's more junk for the learner to click on...they're just as bored, but now for longer 'cause you made them jump through hoops. Adding stuff like drag and drops just for funsies isn't good learning design (especially if…

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Uncertainty

The past year and half has been a case study in how people react to unprecedented levels of uncertainty. Games, in all their forms, are fundamentally -about- reacting to uncertainty. Whether that comes from the systems of the game, information you are (or are not provided), other players, or your own skill level. One of my favorite games of all…

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Levels

There's a variety of reasons I love Dungeons & Dragons. It's a shared narrative experience, its problem solving, creativity, and a social context. It's just all around great. But I never really stopped to think about just how much we as a society owe to D&D. Pretty much everything can be and is gamified these days. And the core of…

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Failure

So, I’ve been struggling to stay motivated (and consequently have been writing extremely poorly) as I approach the end of my master’s program. This then translates into procrastination, as I literally see word counts shrinking from week to week as I edit, and it’s just frustrating. To the point where it’s become difficult to sit down and make myself work…

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Reframing

Well designed games have incredible potential—maybe more than most other art forms—to expose us to new perspectives and to reframe our thinking in meaningful ways. The combination of player agency (i.e. being put in a position to directly interact with ideas, rather than just passively consume them), relatively fast feedback cycles (you see what effects your actions and those of…

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