Game Development Reference
In-Depth Information
Level 11
Identifying Learning
Objectives and Student
Needs
It
s now time to examine the steps necessary to design coursework as a game.
We will start out slowly in familiar territory. Video games allow n00bs to learn
in a safe and easy environment.
'
n00b
n00b is l33t speak for a beginner, a rank amateur.
In fact, players often have to deliberately do something they know they shouldn
'
t
do in order to fail in a game
s early moments. Or players may be protected
entirely. They cannot do something that will harm them. That choice is withheld
from them. Ready? No need to be afraid. You
'
'
re already at Level 11 after all.
There are three issues that must be addressed in the multiplayer classroom
s
development cycle. Two are no different than any other type of class: learning
objectives and student needs. One is game specific. But first, let
'
'
s begin with one
issue that shouldn
'
t affect us.
How Students Learn
Not all students learn the same. Or do they? Up until the 1970s, all students were
taught pretty much in a similar manner. In that decade and since, a number of
researchers have attempted to identify how students learn, coming up with
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