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HomeIssuesMake & Break

Issue: Make & Break

Welcome to issue thirteen of Ludogogy Magazine – Make & Break

SPECIAL READER OFFER

As part of our Prototyping & Playtesting week, regular Ludogogy contributor Terry Pearce of Untold Play gave a demo of his new product, the Transform Deck Here is the demo recording. Also check out my review of the Deck

The deck launches via the UntoldPlay site on Oct 28. It’s a practical tool to inspire learning designers to transform learning content into engaging activities. Distilled and curated from twenty years of learning design experience, each card is a way to take content and transform it into a different kind of activity. The deck includes 45 activity types in five suits, together with seven instruction cards detailing new ways to combine, lay out, and play with the cards to transform your learning.

If you are reading this before 21st October, make sure to sign up to the Ludogogy mailing list – because Terry is offering a Earlybird discount of £20 to Ludogogy subscribers, on the price of the Transform Toolkit, which includes the deck, a set of digital minis of the cards and access to the Transform user forum.

Prototyping can be considered the point in the design process of games-based learning and gamification, when the fun really starts. It’s a chance to play after all the hard discovery and analysis work – working out the (learning) objectives, outcomes and outputs, for example.  In prototyping we get the opportunity to try, fail, experiment and learn what works.  Indeed, I often think it is the closest we, as designers, come to the kind of exploration and learning experience we are hoping to create for our players / learners.

When it comes to playtesting, however, we have to take a step back.  It’s the time when our beloved ideas have to take their first tentative steps out there in the real world, without our support. And this can be a painful experience. We have to be prepared for them to be abused or even broken, by those first players

In the long run, being brave enough to repeatedly expose our ideas and artefacts to close scrutiny and criticism, and to act on what we discover about their weaknesses, is what will make them stronger and iteratively more fit for purpose.

There is a wealth of experience and expertise embedded in the articles (and the accompanying live events) about these two fundamental processes of our design practice.  We hope you find this issue instructive and inspirational.

Explore:

Taking your Time to Get It Right
From Zero to Done in 21 Days
Where and How to fit Playtesting into your Process
Relive the Make & Break Live Events
Much more

We are now accepting submissions for the following themes:

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.
Issue 15 (January) ‘Winning’ – deadline 26 December – Designing ‘win-states’ in games to keep players playing, competition vs cooperation (or balancing the two), designing and implementing scoring systems, the psychological/pedagogical implications of winning (or losing) in learning games, how different player types ‘win’ etc.

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

Stay Home, Stay Safe, Stay Playful

Post it notes
how to

Applying Agile Practices to Create an Agile Serious Game

24th September 2021 Corrado de Sanctis 0

Creating games is also a way to apply the agile approach in different contexts. If you are thinking if agile is just for IT, you are wrong! […]

TRANSFORM deck - final product
design process

Jesse Schell’s Six Questions for Playtesting

19th September 2021 Terry Pearce 2

The Transform Deck is a deck of 45 cards in five suits. Each card represents a way to take learning content and make it more interactive and engaging. […]

Magnifying glass
how to

Playtest Like a Researcher: Observational Playtesting

19th September 2021 John Brieger 0

In boardgames, there isn’t a formal term to cover the set of playtesting techniques that are about observations of play rather than post game feedback […]

Organic Farming
design process

So Farm So Good – from zero to ‘done’ in 21 days

19th September 2021 Abhilash Purohit 0

Building a multi-player training simulation game for Change Management based on an organic farm – from scratch and against many odds […]

Playtesters playing
design process

Adding Playtesting to your Game Design Process

16th September 2021 Vasilis Gkogkidis 0

Playtesting is the moment of truth, the moment that you or other players try your prototype and you record the feedback and reactions. […]

Ugly pigeon chick
design process

Playtesting and the Ugly Baby Complex

15th September 2021 Erik Agudelo 0

We game designers regard games as our babies. Naturally we don’t want anyone saying anything bad about them. And that’s a mistake. […]

Ubuntu game
design process

Prototyping and Playtesting – Games 2 Unite’s Ubuntu Game

11th September 2021 Richard Schreiber 0

Our target audience is teenagers of different ethnicities and cultures who together play our game to learn about their differences through conversations […]

Players playing game
design process

“Hack & jaM”: The birth of a Role Playing Game

11th September 2021 Dr Laurent Aldon 0

I had the idea to hack Arduino boards, the sensors and actuators to make my own instruments. The concept of the role-playing game “Hack and jaM” was born. […]

Pile of Lego bricks
design process

Taking time to get it right – even if it’s three years

10th September 2021 Lindsay Dunbar 0

There is no doubt that 2020 was a challenging year for many, and for young people in particular. It impacted their learning, both academic and emotional. […]

Amigurumi with orange
design process

Putting the play of making into your Playtesting

10th September 2021 Ludogogy 0

One piece of advice you often come across is to use the highest quality materials you can afford, to make your prototype as realistic as possible. […]

  • 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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About

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.
Ludogogy Patrons

A tremendously heartfelt ‘Thank You’ to our patrons who are helping to ensure Ludogogy can continue.

Greg Schofield
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