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HomeIssuesFeedback

Issue: Feedback

Welcome to issue twelve of Ludogogy Magazine – Debriefing & Feedback

Games-based Learning is (usually) also experiential learning, and as such there is a need, not only for the ‘doing’ (or playing, in the case of GBL), but also a certain amount of reflection on the doing, in order to adjust our play, to get better at whatever decisions we are making in the game, and thereby learn – new skills, knowledge or even values.

This issue logically follows on from the previous one, because feedback is one of the principle tools we can use to effect change, in ourselves and others.

The word ‘feedback’ can be used in two ways here. First, it describes the countless ‘signals’ generated by the play itself which answer the question ‘how well am I playing?’, and inform subsequent decisions and plays (in feedback ‘loops’). Second, it encompasses the insights that the player/learner draws from the overall experience of play, including actual verbal feedback from e.g. other players or observers – the things that are ‘learned’.

Games are so often hyped so much in the field of learning, that we sometimes forget that as well as the play itself, we often also need a skilled facilitator to help learners optimise their learning experience. Games can be designed to give countless opportunities for detailed and relevant feedback, but interrogating those data and utilising them well is a skill in itself, which can be modelled for learners by someone who knows how to ask a really powerful question.

This issue covers all of the above and more. I hope you enjoy it.

Explore:

Part II of the article about the Pizza KATA (Agile) game
‘Liber Domus’ – Open-world Mathematics teaching game
Play Personalities for Gamification
Using player feedback to inform game design
Much more

We are now accepting articles for the next two issues

Issue 13 (September) ‘Make or Break’ – deadline 29 August – Two really important aspects of designing games are prototyping and playtesting. What are the do’s and don’ts, prototyping frameworks, stories of playtests that went well, or went awry. Maybe we’ll even run a few live playtests.
Issue 14 (November) ‘Economics’ – deadline 31 October – The intricacies of designing and implementing in-game economies, creating value ‘sources’ and ‘sinks’ in gamification applications, using games for learning about real-world economies, different economic models or ideas e.g. Doughnut Economics, Triple Bottom Line, as implemented in games etc.

Send proposals or drafts to info@ludogogy.co.uk

Stay Home, Stay Safe, Stay Playful

Offering feedback
how to

How To Collect Feedback For Gamified & Digital Learning

17th July 2021 Deepa Prusty 0

I learnt things the hard way and this article is an attempt to reflect on the mistakes I made while collecting feedback for online game-based learning courses […]

Ubuntu Game Board
design process

Debriefing and Feedback for Ubuntu Game

15th July 2021 Richard Schreiber & Jennifer Nuya 0

The Ubuntu Game is a physical and virtual board game designed to teach teenagers the wonders of diversity, inclusion and equality […]

Lock and Key
how to

Feedback – Creation and Delivery through Live Experience

15th July 2021 Jamie Pollard-Jones 0

At the end of a training serial, tank commanders will conduct a ‘hot-debrief’, discussing what went well, what went badly and how they can improve next time. […]

Don't assume
how to

Engaging and Relevant Feedback from Online Agile Workshops

13th July 2021 Steve Wells 0

One of the most effective ways to demonstrate tricky real-world, Agile concepts is to run a game that strips away any complexity […]

Musician playing rock guitar
how to

How to Make Your Learners Feel Like Rockstars

13th July 2021 Viren Thackrar 0

How do you really become a rockstar? Practice. Lots of practice. But for most people practising the same songs and notes over and over can get pretty tedious. […]

Facilitator
how to

What’s in a Game? – Debriefing Learning Games

12th July 2021 Ludogogy 0

Many have discovered that learning games and playful activities are effective for learning if you are required to use ‘online’, rather than a classroom setting. […]

World in a Book
design process

Liber Domus – Interview with Eduardo Nunes

9th July 2021 Eduardo Nunes 0

In this issue, we are delighted to have the opportunity to talk to Eduardo Nunes about his ‘Open World’ Educational game, Liber Domus. […]

Shouting feedback into microphone
design process

Applying Feedback in Learning Games

8th July 2021 Dave Eng 0

Applying feedback is incredibly important for shaping the player experience, connecting learning outcomes, and making sure that the experience stays “fun.” […]

People dining at pavement pizza restaurant
learning topics

Pizza KATA II Retrospect is a Mindset and Not an Action

8th July 2021 Corrado de Sanctis 0

Teams need to retrospect to get better, not just to celebrate wins. If teams want to improve they need to change what was wrong, or even not quite perfect. […]

Children playing at being explorers
Ideas

The Play Personality for Gamification – Alyea Sandovar

8th July 2021 Alyea Sandovar 0

Alyea Sandovar sent us this video looking at how she uses Play Personalities (Dr. Stuart Brown, at the Institute for Play) in her gamification work. […]

  • Fired Up Fiero
    Fired Up Fiero
  • I PLAY TO WIN!
    I PLAY TO WIN!
  • Win States in Games to Keep Players Playing
    Win States in Games to Keep Players Playing
  • GAME BASED LEARNING – As Easy as ABC (and D)
    GAME BASED LEARNING – As Easy as ABC (and D)
  • Winning is Overrated (in Educational Games)
    Winning is Overrated (in Educational Games)
  • The Effects of Win/Loss States on Learning
    The Effects of Win/Loss States on Learning
  • Die Trying – Learning through Failure in Games
    Die Trying – Learning through Failure in Games
  • The Collaborative-Competitive Paradox of Self-Gamification
    The Collaborative-Competitive Paradox of Self-Gamification
  • How victory conditions frame play
    How victory conditions frame play

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Ludogogy exists to raise the profile of Games-based Learning and to provide information and resources that will be useful and inspiring to GBL and Gamification practitioners.
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