Mechanics Dynamics and Emotions

Name of the Exercise Speedy Gonzales
Number of participants 4-8
Duration 30 -40 minutes
Learning outcome Learning and using gamifying principles - Clarifying expectations on gamification
How to conduct

surperhero on bike

MINI LESSON:

STEP 1: Connection (1-2 minutes)

"In this part we are going to learn strategies that help your students getting acquainted of MDE Model in game design"

STEP 2: Teach (3-6 minutes)

Give the definition for the three categories:

  • Mechanics means all the equipment and the rules in a game
  • Dynamics is for all the possible actions in a game
  • Emotions is for all the possible emotions that might arise.

Give an example: the tic-tac-toe Mechanics: paper, pencil, the grid and the rules of tic tac toe, and prizes. Dynamics: draw circles or crosses one by one Emotions: thrill, joy, fear, anger, desperation, boredom (the last four usually do not arise without mentioning by the teacher)

STEP 3: Active Engagement (3-6 minutes)

“Now it is your turn to develop ideas for simple game in welding that can be completed in within 15-30 minutes in a pair. Please pay attention to describe ALL the possible Emotions that might arise “

STEP 4: Link (1-2 minutes)

“This is the beginning of preparations to stimulate positive Emotions and avoid or handle negative emotions when designing games. We are going to develop the good solutions in the next session….”

---------------------- end of mini lesson -----------

 

ACT PART

Show the following picture to the train the trainers group.

 

women welding a big pipe

 

Ask the participants to form pairs and

Develop a quest (task) with the following

  • Listing all the elements of the mechanics
  • List all the elements of dynamics. Some examples of questions may arise:
  • Preparation will be included in the action or they will get the pipe prepared as it is seen on the photo?
  • How many times they may change electrodes?
  • Will they have time to negotiate in the preparation or not.
  • Can they stop and have a break?
  • will there be time limits?
  • Is it a competitive game or a cooperative game?
  • what kind of rewards will they get? Experience points?
  • List all the possible emotions (thrill because of time pressure, anger of badly organized competition etc) and answer by bringing solutions for avoiding bad ones.

Timing: 45 minutes

 

------------------------ End of ACT part ---------------------

SHARE PART

Each pair will have 5 minutes to present their ideas and another 5 minutes for a free discussion and conclusions.

CLOSING PART

In the last 5 minutes everybody lists their own key learnings on designing games.

Remarks Length of the workshop may vary depending on the number of learners .

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