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	<title>Comments on: Introduction to the Theory of Game Elements</title>
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	<link>http://www.dontwasteyourtime.co.uk/games/introduction-to-the-theory-of-game-elements/</link>
	<description>eLearning, Web 2.0, Blogging and the stuff in between</description>
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		<title>By: David Hopkins</title>
		<link>http://www.dontwasteyourtime.co.uk/games/introduction-to-the-theory-of-game-elements/comment-page-1/#comment-238</link>
		<dc:creator>David Hopkins</dc:creator>
		<pubDate>Mon, 23 Nov 2009 09:24:17 +0000</pubDate>
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		<description>&lt;b&gt;Brian&lt;/b&gt;

Thanks for this, very useful

Kind regards, David.</description>
		<content:encoded><![CDATA[<p><b>Brian</b></p>
<p>Thanks for this, very useful</p>
<p>Kind regards, David.</p>
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		<title>By: Brian Bishop</title>
		<link>http://www.dontwasteyourtime.co.uk/games/introduction-to-the-theory-of-game-elements/comment-page-1/#comment-237</link>
		<dc:creator>Brian Bishop</dc:creator>
		<pubDate>Sun, 22 Nov 2009 13:12:59 +0000</pubDate>
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		<description>Hi David-

There sure are a lot of conceptual books and presentations about game design out there, huh? This presentation makes some great points. But now, I sure would like one that says: &quot;If you&#039;re building a game to teach such-and-such subject, your best approach is this...&quot; In the ILS and educational sim biz, we need pragmatic tips for speedy development that result in motivating, interesting, and most importantly effective sims . Here are a couple of mine:

- If you want to teach cognitive subjects that have a procedural application, such as analyzing a crime scene to track down a killer, use the Hero&#039;s Journey template for the narrative.

- Beware the temptation to make the simulations too gamey. While helpful in the motivation to play, too much gaminess adds many, many hours to the development time and can potentially dilute the learning. Don&#039;t get me wrong though - gaminess is good, but we instructional designers often have to reel game designers back in to finish the sims-with-some-game-elements done in time and on budget.

Just some food for thought.

As always, keep the great information coming!
Brian</description>
		<content:encoded><![CDATA[<p>Hi David-</p>
<p>There sure are a lot of conceptual books and presentations about game design out there, huh? This presentation makes some great points. But now, I sure would like one that says: &#8220;If you&#8217;re building a game to teach such-and-such subject, your best approach is this&#8230;&#8221; In the ILS and educational sim biz, we need pragmatic tips for speedy development that result in motivating, interesting, and most importantly effective sims . Here are a couple of mine:</p>
<p>- If you want to teach cognitive subjects that have a procedural application, such as analyzing a crime scene to track down a killer, use the Hero&#8217;s Journey template for the narrative.</p>
<p>- Beware the temptation to make the simulations too gamey. While helpful in the motivation to play, too much gaminess adds many, many hours to the development time and can potentially dilute the learning. Don&#8217;t get me wrong though &#8211; gaminess is good, but we instructional designers often have to reel game designers back in to finish the sims-with-some-game-elements done in time and on budget.</p>
<p>Just some food for thought.</p>
<p>As always, keep the great information coming!<br />
Brian</p>
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