Overview
| Instructional Objective | Learners
| Context | Motivation
OverviewHere's where you'll convey the vision. Briefly describe the type of game or simulation, its contents and special features. Use this to hook the reader and to foreshadow the rest of the document. This section should be interesting and pithy. Instructional ObjectiveWhat will the learners learn from this game (or more likely, what learning objectives are being reinforced by this game)? If it's for school use, where does it fit into the curriculum? (You can find links to curricular frameworks here). LearnersWho is the game designed for? Describe them in terms of their age, grade level, affinity towards the subject matter, and anything special about them that the reader should know. Under ordinary circumstances, learners must be over 12 to and under 18 make use of Teen Second Life or over 18 for Second Life, so specify which grid you are designing for. Are the learners physically near each other, or are you expecting to use SL to bring together players from far off? Context of UseWhere would your game be used? At home? At school? In a training facility? Is it designed to be played more than once? What would happen prior to the game? What would happen after it? Would it be used within a formal instructional setting or informally elsewhere? Could it be used in a one-computer classroom by a group? How long would a single playing of the game take? MotivationHow did you take what you've learned about models of motivation into account in your design? Once the novelty has worn thin, what will sustain user enthusiasm for this experience? Avatars and RolesWho are the players acting as? Themselves? Someone else with a pre-specified point of view or goal? What will their avatars be wearing? If there are costumes, how will they be distributed to them? (Will the players need to have some scripted gestures or other scripts that you provide? Objects and LocationsWhat other virtual objects will be needed? What will they look like? Will they contain any scripts that control the way they interact with players? Where will this game/simulation take place? Does it depend on players being in a particular place in Second Life or could it be staged anywhere? Game GoalWhat's the end state that players are striving for (e.g., to be the first to reach the finish line, or to be the first to reach 100 points, or the last to be voted off the lifeboat)
Play by PlayThis is the most detailed part of the document. Describe step by step how players will interact with each other in your simulation or game. What happens first? Then what? Are there branches in the script that one goes to under particular circumstances. (E.g., if one player gets removed from play, what happens to his winnings?) Illustrate this section liberally with screen shots of your game in action. ReferencesWhat did you look at to inform your design of the game? What other locations in Second Life inspired you? How is yours better/different? Books & Journals
Electronic
Last updated November xx, 2007 ---- change this |