Game Development Reference
In-Depth Information
Applying
learning
theory
to
mission
three
The choice of a tourism-themed race against the clock was made to fill a number of
e-learning game design requirements shown in the following diagram:
Effective learning requires manipulation of the subject matter at various levels of cog-
nitive complexity. Hence, one powerful way to design mission content for our e-learn-
ing game is to deliver content that requires the player to interact with the subject
matter in a variety of ways. Bloom's Taxonomy (aptly named after American educa-
tional psychologist Benjamin Bloom) gives us a pyramid heuristic that illustrates this
concept. Relevant to this text; this taxonomy is a set of descriptive words that may
be used to classify the different levels of cognitive complexity at which learning can
occur.
Having used
remembering
as the underlying instructional mode in mission one (find
the flags) and
applying
as the underlying instructional mode in mission two (quiz
race), we increase the level of interaction with the subject matter in mission three to
analysis
and
evaluation
of the NPC's statements. We do this in order to encourage
the player to synthesize an appropriate, subject-relevant reply. Through working with
the same material on multiple levels, the player is naturally encouraged to remember,
retain, and consolidate the learning that has taken place.
Note
For more information on Bloom's Taxonomy, feel free to review the information at