Game Development Reference
In-Depth Information
commands from NPCs or tutorial systems, showing information in
flashcards, pop-ups in the form of heads-up display (HUD) instruc-
tions or hit point numbers, for example, or any other system that pro-
vides direct data to the player that is meant to be acted upon. Didactic
instruction is very important for beginning or novice learners, dem-
onstrated by something known as the
worked- example effect
. Without
delving deep into the psychology, people learning new things dem-
onstrate better performance on complex tasks when provided with a
fully solved example problem. For example, if I were to show you the
steps required to isolate X in the following equation like so:
(
)
2
3423
x
+
yyb
=
2
3432
x
+=⋅
y
by
(
)
−
2
3
x
=⋅
3
b
24
y
y
3
x
=
(332
by
⋅ −
)
4
y
(
)
x
=
(
32
b
⋅
y
)
−
43
y
(Wow! That was way more steps than I intended!) you would be more
likely to solve a similar problem successfully, barring any previous
knowledge in the subject matter.
*
On the other hand, learners with
prior knowledge of the subject often find this kind of teaching redun-
dant, and it can actually damage their attention to the task.
†
Fortunately
for us, games are great at detecting when you are having trouble, even
via as rudimentary a system as counting the number of remaining lives.
Many games employ the didactic teaching method, such as
Red
Faction: Armageddon
™
, Rogue Legacy
™
, Super Meat Boy,
the
Final
Fantasy
™
series
, Spore
™, and more.
Exploratory
The opposite of didactic teaching, exploratory tutorials prompt the
player to do something in a way that is non-threatening, and in which
*
Sweller, J. (2006). The worked-example effect and human cognition.
Learning and
Instruction
, 16(2).
†
Kalyuga, S. et al. (2003). The expertise reversal effect.
Educational Psychologist
, 38(1).
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