Six principles of good games for learning that are
reflected in Gardens of Time:
1. Interaction—Gardens of Time gives feedback and
presents problems, as soon as the player acts and makes decisions. There is a
ton of interaction between the game and the player. There are game-represented
people that talk and lead you through the tasks.
2. Well-Ordered Problems—the
game has levels, and as you increase in level, the challenges become harder.
This promotes motivation, because it is a gradual increase in difficulty which
allows players to accomplish a little at a time.
3. “Just in time” and “On demand”—Gardens of Time gives people hints and information
when the player needs it. For example, when a player doesn’t finish a task
before logging off, there is a place where the information or task goals are
stored. The player can then find it any time they need reminded. Also, while
playing the game, there are helpful hints that direct the player if he/she
needs.
4. Situated Meanings—the
game brings along its on vocabulary. For example, “neighbors” are the people
who play the game with you, and can help you by sending you items you need.
Also, “inventory” are the items you collect or find from your neighbors, as
well as store items you have purchased but haven’t used yet. “News” tells you a
few things that are new to the game, as well as any additional items you can
purchase. Moreover, “Reputation” and “XP” help you achieve the next level by
completing scenes and quests.
5. Pleasantly Frustrating—Gardens of Time is doable, but
challenging. It is sometimes difficult getting to the next level, because you
can use up all your energy trying to complete a scene, and if you don’t succeed
then you have to wait until your energy rebuilds in about 20 minutes.
6. Explore, Think Laterally, Rethink
Goals—the game allows players to think laterally, i.e.
their garden. The garden allows players to think about creating their own space
instead of going on to the next level. Moreover, players can explore their
neighbors’ gardens and do activities.
7. Performance before competence—Gardens of Time lets gamers play before
they are competent in the game. The game sets up the player to succeed, by
offering prompts and directions during the first level. These helpful guides
are still offered in the other levels, but the player has to request them or
search them out. As new resources appear, the game displays what they are used
for within the scenes or garden.
I agree with your example of situated meanings. This game definitely has its own vocabulary; words such as reputation and inventory have specific meanings in this game, and would mean something different elsewhere. I also agree with you that it is very frustrating when you run out of energy and can't play the scenes until it builds back up. I don't have have the patience to wait for it, and I usually end up logging off the game then, and coming back later.
ReplyDeleteI agree 100% about performance before competence. It was nice to just start playing without knowing the "ins and outs." I know you and I both teach math and wouldn't it be great if there was some sort of math game where they could play to learn?
ReplyDeleteThe performance before competence is the good game and good learning principles that I think schools could benefit the most from implementing!
ReplyDeleteI never considered that the hints were part of the "just on time" principle... but I see that you are right - I totally needed those hints and that giant arrow always seemed to point at the hints section right when I was stumped and hadn't made a move in a bit. I also didn't consider the vocabulary as part of the situated meanings, nor the garden as laterally thinking. Your insights really helped me think more about how Gardens of Time fit the principles of game design....
ReplyDeleteI hadn't considered the "situated meanings". With Facebook and other such games, "neighbors", "XP", "inventory", etc. have just become part of language. However, I agree that this is the language of the game. Additionally, I agree that the game was pleasantly frustrating. I hated running out of energy...usually just when I figured out where most of the items were.
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