I particularly liked the section on design - as that is something I struggle with daily as I'm working on the Virtual Congress project: "Specialists all agree on the requisites for good design: To have played a great deal; to be aware of the good and bad designs on the market; and, — above all — to think like a player at all times."
Gros highlights the following questions from Prensky (2001):
- Is the product fun enough that someone who is not in its target audience would want to use it?
- Do people using it think of themselves as "players" rather than "students"?
- Is the experience addictive? Do users want to play again and again?
- Are the users’ skills in the subject matter and learning content of the game — be it knowledge, process, procedure, ability, etc. — significantly improving at a rapid rate and getting better the longer he or she plays?
- Does the game encourage reflection about what has been learned?
1 comment:
Jennifer, my new site seems to fit your comments perfectly. Please take a look at www.thevirtualcongress.com and let me know your thoughts. Thank you. Chuck Lanza
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