Wednesday, June 29, 2011

2013 EDU: Gamification as Discipline for Instructional Design

Gamification as Discipline 
for Instructional Design
Instructional Design (also called Instructional Systems Design (ISD)) is the practice of maximizing the effectiveness, efficiency and appeal of instruction and other learning experiences. The process consists broadly of determining the current state and needs of the learner, defining the end goal of instruction, and creating some "intervention" to assist in the transition. -The outcome of this instruction may be directly observable and scientifically measured or completely hidden and assumed. ...  There are many instructional design models but many are based on the ADDIE model with the five phases: 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. As a field, instructional design is historically and traditionally rooted in cognitive and behavioral psychology.
"The outcome of this instruction may be directly observable and scientifically measured or completely hidden and assumed"
That calls for a quote I used to give to clients:
"If you don't know where you are going, you won't know when you get there."  
That quote, of course, refers to the "hidden and assumed" outcomes mentioned above.  Whenever I ran into that kind of instructional design (being offered to a client), I would suggest:
If somebody wants to sell you assumed outcomes, see if they are willing to assume you paid them.  
Joseph Campbell: The Hero with a Thousand FacesThe Hero with a Thousand Faces (first published in 1949) is a non-fiction book, and seminal work of comparative mythology by Joseph Campbell. In this publication, Campbell discusses his theory of the journey of the archetypal hero found in world mythologies.
Since publication of The Hero with a Thousand Faces, Campbell's theory has been consciously applied by a wide variety of modern writers and artists. The best known is perhaps George Lucas, who has acknowledged a debt to Campbell regarding the stories of the Star Wars films.[1]
Campbell describes a number of stages or steps along this journey. The hero
starts in the ordinary world,
  • Quest: receives a call to enter an unusual world of strange powers and events (a call to adventure). 
  • Subquests: must face tasks and trials (a road of trials),
  • must survive a severe challenge, often with help earned along the journey. 
  • Sign: may achieve a great gift (the goal or "boon"), which often results in the 
  • may discover important self-knowledge: learns what he can do.
  • returns with this boon (the return to the ordinary world)
If you want to enjoy the influence of the monomyth in fiction, watch the first of the Star wars series (now called Episode 4). Or review your experience in the Myst games, in which you, the player, are the hero.
Why does a game teach more than a textbook? 
  • Readers may learn what they are told.
  • Or learn to talk about what they are told
  • Players learn what they can do  

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1 comment:

  1. Finding new ways to see things "If somebody wants to sell you assumed outcomes, see if they are willing to assume you paid them." Gotta love good thinking...


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