1. What gaming elements provide users the learning content and how? (Refer to the journal article page 4).
I chose Roller Coaster Tycoon 3
- Text: Players have to read the text of each level
- Visual-graphic elements: The visual elements were from "God" perspective building theme parks
- Audio elements: Players had to listen to audio cues for the mission
2. What is the goal of the game? To build an awesome theme park
3. What are rules of playing this game? Each level has different objectives, but overall it is to build an awesome theme park.
4. Does this game have any scenario design? (Refer to the journal article page 5.) If yes, is this a fabricated or embedded in curriculum-related content?
Yes, Fabricated design - while it has a ton of strategy, and cause-and-effect it is not curriculum related
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