Wednesday, May 1, 2013

Attractive Quest Design

Attractive quest design is integral in successfully implementing a gameafied class course.  Really, it's nothing earth shattering, just like with a movie, book, paper, email, presentations, or regular lesson
you need to
  1. Grab the viewers attention
  2. Maintain the viewers attention
  3. Finishing off with a "personally relevant" experience.
 This is difficult to get right all the time, especially if you do not have unlimited time. 

Students are certainly more likely to learn when the activity is something that holds their attention.  Through effectively grabbing their attention you have them at least interested in trying to learn the material. At this point you need to somehow maintain their attention.  Part of doing this is limiting the length of each given quest.  Finally, what they get from the quest needs to be meaningful otherwise they may not come back.


Again, this is true well beyond "quest" design.  To communicate anything you need to get them to start paying attention, get them to continue paying attention, and then to somehow find the message personally relevant.

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