The traditional delivery of online instructional content is not
effective with young adults due to the challenges of maintaining
engagement.
Problem Characteristics:
Today’s student population expects interactive, changing, and
vibrant content options.
Engaging content is needed --- returning/retaining students, dive
deep, stay longer, learn more, reward system
Majority is asynchronous and internet-based
Relevancy is not easily recognized
Structured lecture content….modules of text, diagrams.
Customization is critical to the audience of learners
Solution Characteristics:
Platform for companies, instructors, etc. to turn course content
into a virtual gaming world
Making dry, boring course content fun and engaging for students
Turning problems and quizzes into mini-games
Motivate students to return to course content through points, level
up, upgrades, and rewards
Knowledge assessment at the start of each course to determine the
starting level for the student
Client will update course content with current events to challenge
students to apply the situations they are learning to their own life
Course content will shift based on students’ decision making
Game Design
Designing by-hand educational modules that utilize gamification is a
time-consuming process.
Game development, even on something as simple as a mobile game, can
span at least several months.
Create a framework system that will allow its users to simply plug-in
information and have the gaming software update itself automatically
with the provided new material.
Utilize the same general game structure and gameplay to maintain
student coherency of new modules.
Require minimal additional art assets for new modules for the
creation of assets in-game.
Young adults do not account for situations that may arise unexpectedly
and are not prepared for what to do in those circumstances.
Disasters occur in the real world that will have unseen
impacts.
Visualizing impacts from unseen circumstances is difficult to do on
your own.
A student's perspective is influenced by good or bad feedback and their
assessment literacy. [9]
Help and aid those seeking to understand how their choices could impact
them in the future by working through scenarios using models and
visualization.
Give feedback that will change the perception of how user's educate
themselves and bring new relevancy to get the user to learn more.