Saturday, August 6, 2011

Leveling Up and Rewards

Some questions I've been wondering about ...

  1. What would it mean to level up in a pedagogical game? In a regular game, leveling up would grant a player new "skill" or "tools" that make harder tasks more accessible. In a teaching game, in some sense leveling up means the student has mastered a learning objective, which makes me wonder if any game "skill" or "tool" would simply feel to contrived. Not sure about this issue.

  2. Would rewards need to be contained only in the game? Lately, I keep thinking about rewards as badges that students could present to their instructor for tangible benefit - for example, being excused from a related homework.

1 comment:

  1. 1. Leveling up would not *grant* a new skill or tool; rather, it would certify learning of a new skill or tool. Thus, your character profile would reflect your actual real-world capabilities, at least approximately.

    But, I might imagine making players do some operation (say, long division, vector multiplication, or error propagation) by hand, the tedious way, until they demonstrated mastery of it and "leveled up" in that; and then I could grant them a tool that does the operation automatically, so they no longer have to keep slogging through the tedium. Kinda like giving someone a calculator when they prove they can do the basic math without one, so they can focus on higher-level stuff.

    2. In this view, the reward would be the actual skill, which clearly extends beyond the game. And, with a mastery-style grading system, the "rewards" of leveling up would be earning a higher grade.

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