Welcome to Experience Points by University XP hosted by Dr. Dave Eng. On Experience Points we explore different ways we can learn from games. Find out more at www.universityxp.com I hope you find this show useful. If you’d like to learn more about games-based learning then a great place to start is my blog at universityxp.com/blog. University XP is also on Twitter @University_XP and on Facebook as University XP. Feel free to email me anytime at dave@universityxp.com Game on!
AP Table Talk: Variable Setup
In this episode of AP Table Talk, Brian and Dave dig into the variable setup mechanic, where the starting game state changes from play to play through randomized boards, player setups, resources, and objectives. From foundational classics like Risk, Catan, and Dominion to favorites like Istanbul, Hey, That's My Fish!, Waddle, Inis, and Sagrada, they debate where the boundary of the mechanic really lies - whether shuffled markets, randomized roles, and end game bonuses truly count - and explore how variable setup supports replayability, fresh puzzles, and balance between new and experienced players. Along the way, they cover the challenges of teaching highly variable games, front-loaded cognitive load in opening turns, variance that can feel empty in games like Wingspan, and bonus stories about Maatatahay, The Quest for El Dorado, Sungka, and Chess960.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/170
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What are Matrix Games?
At its core, a matrix game is a structured argumentation system used for learning through play. They were developed back in 1992 by Chris Engle, who wanted a teaching tool that was simpler and more flexible than the rules-heavy wargames and role-playing games of the era.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/169
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Gijs van Bilsen on Live Action Learning and LARPs
This episode of Experience Points features Gijs van Bilsen, founder of the Live Action Learning Institute, who shares how live-action role-playing (LARP) can transform imagination into a powerful tool for personal and professional growth. Gijs explains how stepping into fictional but recognizable scenarios allows people to safely practice skills like leadership, spontaneity, and confidence. Drawing on examples from corporate trainings and his own life, he introduces the Think, Shape, Feel, Do framework; a method for summoning the version of yourself you most want to embody. Gijs also unpacks the concept of "bleed," where qualities from a played character spill into everyday behavior, offering lasting change. Through practical demonstration and storytelling, he invites listeners to see imagination not as a gift, but as a skill that sparks curiosity, deepens empathy, and drives real-world transformation.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/168
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AP Table Talk: Tug of War
In this episode of AP Table Talk, Brian and Dave dig into the tug-of-war mechanic, where a shared marker moves back and forth along a track toward opposing ends, creating a zero-sum struggle in which one player's gain is the other's loss. From minimalist gems like Hanamikoji to heavyweight political thrillers like Twilight Struggle and Watergate, to modern two-player favorites like 7 Wonders Duel, King of Tokyo: Duel, Star Wars: The Deckbuilding Game, Blitzkrieg!: World War Two in 20 Minutes, and Zenith, they unpack how the mechanic delivers immediate clarity of game state, mounting tension, and built-in take-that dynamics. Along the way, they explore tug-of-war's thematic strength in conflict and rivalry, its struggles with multiplayer scalability, the risk of zero-sum fatigue, and why it works best as a clean base that needs additional mechanics layered on top to truly shine.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/167
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What are Military Simulations?
Some of the most well-known games - chess, checkers, and Go - can all trace their lineage to battles, warfare, and general conflict. These games are related, at least in some way, to how humans have waged war against one another for millennia. But if these games are based on warfare, then what was their original purpose? Why recreate battles and tactics in this format? To answer that, we need to look at military simulations.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/166
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Escape Rooms for Learning
You know that feeling when the clock is ticking, and you’re scrambling to solve a puzzle before time runs out? Maybe you're searching for a hidden key under a rug, decoding a cipher on a whiteboard, or yelling, “Hey! Try this combination!” as your team races to escape a locked room? Then you’ve probably already done an escape room before! Now, what if I told you that same thrill, that same pressure-cooker teamwork, could be used to teach students everything from chemistry to communication skills?
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/165
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Victoria Ichizli-Bartels on Be Your Best Game Master
This episode of Experience Points features self-gamification pioneer Victoria Ichizli-Bartels, who reveals how treating everyday life as a game can spark joy, reduce stress, and boost productivity. Victoria shares how combining role-playing, kaizen, and playful design helps people navigate challenges with curiosity and self-compassion. Drawing on her background in engineering and storytelling, she explains how reframing emotions as game characters fosters inner dialogue, insight, and resilience. Through practical strategies; from scoring systems to emotional role-play; Victoria empowers listeners to become their own best Game Masters, designing lives filled with purpose, fun, and discovery.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/164
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Raul Mora on Understanding Second Language Users as Gamers
In this episode of Experience Points, Dr. Raul Alberto Mora shares insights from his book Understanding Second Language Users as Gamers: Language as Victory. He explores how gamers learn English through play, not for school, but to win, connect, and belong in gaming spaces. Mora emphasizes the value of research by gamers, highlighting how his team of undergrad researchers brought unique perspectives shaped by thousands of hours of gameplay. He also discusses the importance of mentoring young scholars and making academic work accessible beyond universities: through podcasts, libraries, and platforms like TikTok. Games, Mora argues, aren’t just entertainment, they’re immersive spaces for language learning, identity-building, and academic innovation.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/163
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Jon Spike on Games as Creative Constraint
In this episode of Experience Points, Jon Spike explores how creative constraint drives innovation in game design and learning. A former K–12 English teacher now working at University of Wisconsin–Whitewater, Jon shares how classroom experimentation led him to design tabletop educational games through GamestormEDU. He highlights Gamestormers, which uses a five-card structure to scaffold storytelling while preserving player agency, and Doomscroll, where players step into the role of social media algorithms to unpack persuasive design. Jon emphasizes that educational games must first succeed as enjoyable experiences. Through thoughtful playtesting and adaptable design, he argues that strong constraints don’t limit creativity—they focus and elevate it.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/162
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AP Table Talk: Race
In this episode of AP Table Talk, Brian and Dave dig into the race mechanic, where players compete toward a shared finish line and the first to cross it ends the game. From childhood staples like Chutes and Ladders and Candy Land to modern classics like Catan, Splendor, Heat: Pedal to the Metal, and Cosmoctopus, they unpack how race structures create tension, pacing, and dramatic finishes. Along the way, they explore design tradeoffs around luck, runaway leaders, player interaction, and why some games feel like races without truly using the mechanic at all.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/161
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Katrin Becker on Learning through Playful Experiences
In this episode of Experience Points, serious games expert Katrin Becker explores why “good enough” may be more powerful than perfection in gamified learning. She argues that focusing on defined criteria rather than comparison increases student agency and supports a wider range of learners; not just top performers. Katrin highlights safety and trust as essential to joyful learning, emphasizing that mistakes must be recoverable. By allowing resubmissions and designing flexible systems, educators encourage reflection, risk-taking, and persistence. She also introduces “benign transgression,” explaining that students will test boundaries—so instructors should build thoughtful guardrails and iterate their designs without breaking trust.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/160
Artist / Guest
Dave Eng, EdD
Katrin Becker
Summary
In this episode of Experience Points, serious games expert Katrin Becker explores why “good enough” may be more powerful than perfection in gamified learning. She argues that focusing on defined criteria rather than comparison increases student agency and supports a wider range of learners; not just top performers. Katrin highlights safety and trust as essential to joyful learning, emphasizing that mistakes must be recoverable. By allowing resubmissions and designing flexible systems, educators encourage reflection, risk-taking, and persistence. She also introduces “benign transgression,” explaining that students will test boundaries—so instructors should build thoughtful guardrails and iterate their designs without breaking trust.
Support the show
Hostile Players
Today we’re diving into something that affects every gamer at some point: hostile players. You probably already know the type… Those people who turn a fun session into a cesspit of negativity. I’m talking about cynics, trolls, griefers... and the downright toxic folks who seem to thrive on ruining the vibe. But here’s the twist: these players aren’t just villains. They’re symptoms. Now, let’s talk about hostility in games. What does it look like? Where does it come from? And, how can designers (and communities) turn the tide against these hostile players?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/159
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Meghan Gardner on Gamification for Emotional Engagement
This episode of Experience Points features transformative design expert Meghan Gardner, who shares how gamification can create emotionally engaging, healing, and educational experiences. Meghan explains how structured play and role-playing; using techniques like “alibi” and safety signals—help learners explore tough topics while feeling safe and in control. She highlights the importance of session zero and post-game debriefs in turning gameplay into meaningful, lasting transformation. Meghan also unpacks how emotional engagement boosts memory and behavior change, sharing a moving example of a game that led young adults to initiate real-life end-of-life conversations with their families. Drawing on her work with the Smithsonian, Royal Caribbean, and Harvard, Meghan offers practical strategies for educators and designers looking to use games as tools for empathy, connection, and growth.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/158
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Mary-Ellen Fimbel on Game Design Principles for Education
This episode of Experience Points features game designer and educator Mary-Ellen Fimbel, who shares how game design principles can transform classroom learning. She discusses “teaching like a game dev,” using storytelling, interactivity, and even puppets as playful avatars to deliver authentic feedback and spark curiosity. Mary-Ellen explains how honoring student questions, modeling inquiry, and scaffolding problem-solving builds confidence and creativity. She also explores project-based learning through student-created games and her classroom approach to metacognitive self-assessment. Educators, designers, and anyone interested in games-based learning will find practical strategies to make learning more engaging, dynamic, and meaningful.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/157
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What are Role-Playing Games?
Today, we’re diving into one of the most fascinating - and frankly, most misunderstood - forms of interactive play: Role-Playing Games, or RPGs. So what are RPGs? Are they just about dice rolls and dragons? Are they all swords and stats? Or is there something deeper, and something profoundly human, about stepping into someone else’s shoes in a world that is not quite our own. Well, pull up a chair, and maybe grab your character sheet, and let’s explore what it really means to play a role, and why that matters now more than ever.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/156
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Amber Sewell on Games as Information Literacy
In this episode of Experience Points, Dave Eng talks with Amber Sewell, a Teaching and Learning Librarian at UNLV, about using games to teach information literacy. Amber shares how her classroom activity Authority Argle Bargle turns debates about academic majors into playful, critical discussions on credibility and source evaluation. She also reflects on how games and podcasting—like her own LibParlor Podcast—help make scholarship more accessible by blending pop culture, pedagogy, and real-world relevance.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/155
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Victoria Banks on Dungeons, Dragons, and Discourse
In this episode of Experience Points, Dave Eng interviews Victoria Banks, a Clemson University PhD student and video game scriptwriter, on using Dungeons & Dragons–inspired course design to engage students. She explains how mechanics like levels, boss battles, and character creation boost motivation and agency, while linking game rhetoric to classroom design. Sharing stories of students tickling dragons or exploiting overpowered abilities, Victoria reflects on balancing play and structure. The episode shows how games transform classrooms into spaces of creativity, choice, and discovery.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/154
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AP Table Talk: Variable Player Powers
In this episode of AP Table Talk, Brian and Dave explore Variable Player Powers, where players get unique abilities (or flaws!) that shape strategy and spark replayability. From the classic HeroQuest and Battlestar Galactica to asymmetric gems like Root, Sky Team, and Star Wars: Rebellion, they break down how this mechanic fuels dynamic gameplay, negotiation, and storytelling.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/153
Artist / Guest
Brian Eng & Dave Eng
Summary
In this episode of AP Table Talk, Brian and Dave explore Variable Player Powers, where players get unique abilities (or flaws!) that shape strategy and spark replayability. From the classic HeroQuest and Battlestar Galactica to asymmetric gems like Root, Sky Team, and Star Wars: Rebellion, they break down how this mechanic fuels dynamic gameplay, negotiation, and storytelling.
Custom Episode Webpage
https://www.universityxp.com/podcast/153
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Richard Durham on Learning through Engaging Gameplay
In this episode of Experience Points, Dave Eng speaks with Richard Durham, a prolific game designer, creative director, and educator at Wondertree Studios. Richard shares insights from designing over 30 games across mediums—from street festivals and museum activations to tabletop and secret events—driven by curiosity and a focus on player experience. He explains his “quick, dirty, backwards” design approach, using laddering questions to uncover core values and align game goals with meaningful outcomes. They explore intentional incoherence, balancing fidelity and abstraction, and how purposeful design choices spark discussion and deeper engagement. Richard emphasizes debriefing as essential for transforming gameplay into lasting learning.
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Also make sure to visit University XP online at www.universityxp.com
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Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/152
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Game Design Constraints and Scope Creep
Today, we’re diving into two little words that have the power to either catapult your project forward… or completely derail it. Those words? Constraints and scope creep. Maybe you’ve heard them thrown around in design meetings. Maybe you’ve bumped into them the hard way on your own projects. Either way, by the end of this episode, you’ll see why understanding these two forces—and learning to wield them wisely—is absolutely essential to your success as a designer.
Let’s start with a quick scene.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/151
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Designing the Core Dynamics
Today, we’re diving deep into a concept that sits right at the heart of game design: core dynamics. What makes a game engaging? Why do some games pull us in and keep us coming back? It’s not just the artwork or the theme. It's not even the mechanics alone. It’s something deeper. It’s the dynamic that drives player action, interaction, and emotion. Today’s episode is all about identifying, designing, and testing core dynamics. Whether you're a designer, educator, or just a curious player, understanding this middle layer of gameplay can change how you look at games forever.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/150
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Josefine Schwarzer Applied Games and Mental Health
In this episode of Experience Points, Dave Eng interviews Josefine Schwarzer, a German occupational therapist exploring how tabletop RPGs and LARPs support mental health. Josefine shares how role-play creates safe, expressive spaces that boost self-esteem and break from anxiety. She recounts clients using fantasy roles to assert themselves and even physical rehab sessions transformed into Minecraft sword battles. Together, they discuss “bleed,” storytelling’s power to build empathy, and how shared narratives deepen therapeutic bonds. Josefine highlights the inclusive LARP community and encourages playful approaches in therapy. The episode reveals games’ unique ability to connect, heal, and inspire personal growth.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/149
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Michael Low and Luna Uni: A New World of RPG Writing Instruction
In this episode of Experience Points, host Dave Eng welcomes Michael Low—educator, game designer, and creator of Stories RPG. Michael shares the powerful story behind Luna Uni, a tabletop role-playing curriculum that transforms writing instruction through collaborative storytelling. From 100% student writing gains to building emotionally resonant classrooms, Michael explains how play, character-driven narratives, and East Asian story structures can supercharge literacy and connection. Whether you're an educator, gamer, or curious learner, this episode unpacks the magic of fusing RPGs with pedagogy to build a joyful, self-sustaining learning culture.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/148
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Shaun McMillan on Turning Lectures into Games
In this episode of Experience Points, host Dave Eng interviews educational game designer Shaun McMillan about transforming traditional lectures into interactive, game-like experiences. Shaun shares his framework for designing lectures around a single compelling multiple-choice scenario, enabling students to engage deeply with content by making critical decisions. He discusses integrating game mechanics such as voting, uncertainty, and narrative outcomes to enhance didactic instruction. The episode also explores Shaun’s classroom megagame ALLIANCE, a geopolitical simulation for up to 100 players. Shaun emphasizes modular design, accessibility, and the power of storytelling in creating immersive, educational experiences. Learn more at BestClassEver.org.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/147
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AP Table Talk: Take That
In this episode of AP Table Talk, Brian and Dave dig into the “Take That” game mechanic. From classics like UNO, Sorry!, and Risk to modern favorites like Munchkin, Blood Rage, and King of Tokyo: Duel, they explore how denial, betrayal, and revenge fuel tension, drama, and unforgettable tabletop stories.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/146
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Types of Games
Today, we’re diving into something that might seem simple on the surface, but as it turns out, it's anything but. In this episode, we’re going to be talking about game types, and not just your usual categories like board games or video games. We’re digging deeper: into the psychology, the structure, and the social impact of how we play. So let’s get ready to explore the worlds of competitive, cooperative, and hybrid games—and why defining different game types isn’t nearly as straightforward as it sounds.
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Ercan Altug Yilmaz Gamification in Action The TOY Framework
In this episode, Dave Eng interviews Ercan Altuğ Yilmaz, a leading gamification expert and creator of the TOY Framework—an evolution of existing models like Werbach’s D6 and Octalysis. Drawing from over a decade of experience and 100+ projects, Yilmaz explains how TOY’s ten-step structure blends theory with practical business needs, emphasizing behavior change beyond badges and rewards. He discusses the importance of human- and company-centric objectives, his use of 118 gamification cards, and the role of nudges in organizational settings. The episode also explores balancing academic theory with real-world application in gamified learning.
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Games as Mediums for Interactions
In today’s episode, we’re diving into how games function as mediums for interaction: as art, as social spaces, and as powerful tools for learning. We’ll explore everything from virtual worlds to tabletop classics and even some of the more unexpected ways games impact real life.
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Game Goals vs Learning Outcomes
In this episode, we’ll explore how learning objectives and game goals overlap, how serious games are designed for impact, and how we measure success beyond just ‘winning.’ So, buckle up—because today, we’re unlocking the next level of game-based learning!
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AP Table Talk: Rock-Paper-Scissors
In this episode of AP Table Talk, Brian and Dave dive deep into the timeless “rock-paper-scissors” (RPS) game mechanic. They explore its origins, its non-transitive nature, and how it shows up in everything from Magic: The Gathering to StarCraft and Skull King. From nostalgic toys like Battle Beasts to modern strategy in X-Wing Miniatures, the duo reflects on how RPS mechanics fuel tension, balance, and bluffing. Wrapping things up with a spirited pro/con debate, they explore whether RPS is genius design or just a flashy mini-game. Bonus round? Think predator-prey games and wasabi metaphors. Game on!
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/141
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Randy O'Connor on Designing Through Constraints
In this episode of Experience Points, Dave Eng welcomes game designer, artist, and educator Randy O’Connor to explore the crucial role of constraints in game design and learning. From limited resources to time pressure, constraints shape player experiences and enhance engagement. Randy shares insights on how friction creates meaningful challenges, how platform limitations influence design choices, and why designing for “not doing” can be just as impactful as action. Through examples like This War of Mine, Frostpunk, and Hades, they discuss how well-crafted restrictions foster creativity, strategy, and deeper learning.
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Janna Kellinger on Designing Games in Learning Management Systems
In this episode of Experience Points, Dr. Janna Kellinger shares her journey from using one-shot games in high school English classes to designing fully game-based courses at UMass Boston. She discusses her book Up Your Teaching Game and how educators can design story-driven curricular games. Janna explains how she transforms Learning Management Systems (LMS) into game engines, embedding narratives and feedback loops to drive engagement. She highlights her Coding for Non-Coders course, where students learn to code to stop tech thieves. Tune in to discover how game mechanics can revolutionize online learning and student motivation.
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Elena Rabkina on Gamified Media Literacy
In this episode of Experience Points, host Dave Eng interviews interactive artist and game designer Elena Rabkina on the power of gamification in media literacy. Elena shares her journey from intellectual gaming in Belarus to designing impactful games like Media Mayhem, which teaches players how news is created, manipulated, and consumed. She discusses how game-based education fosters critical thinking, especially in an era of misinformation and AI-generated content. Elena envisions media literacy as an essential skill and emphasizes the role of games in shaping informed, discerning citizens.
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AP Table Talk: Mega Topic: End Game
In this special End Game Mega Episode of AP Table Talk, hosts Brian and Dave Eng break down six key mechanics that define how board games conclude. They explore Elapsed Real-Time Ending, where a timer dictates the game's duration; Sudden Death Ending, where a triggering event abruptly ends play; and Finale Ending, where a mini game determines the winner. They also cover End Game Bonuses, where players earn additional points based on specific conditions, Hidden Victory Points, where scores remain secret until the end, and Highest-Lowest Scoring, where a player’s lowest category determines their final score.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/137
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Outcomes Focused Games-Based Learning
In this episode, we’ll explore the practical applications of GBL, key design principles, and strategies for motivating learners. Now, let’s explore the potential of games to create dynamic, outcome-focused learning experiences.
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Ryan Schaaf on Digital Games-Based Learning
In this episode of Experience Points, host Dave Eng interviews Dr. Ryan Schaaf, an award-winning professor and author, about the transformative role of digital games-based learning in education. Dr. Schaaf shares his journey as a gamer and educator, highlighting how games foster skills like problem-solving, collaboration, and critical thinking. He explores the unique needs of the "always-on generation" and discusses barriers to adoption, such as funding, training, and data privacy. Offering actionable advice, Dr. Schaaf suggests educators start small by integrating vetted games into lessons. He also teases an upcoming resource to support educators in adopting game-based learning.
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What are Educational Games?
In this episode, we’re unpacking the concept of educational games. What are they? How do they differ from other types of games? And how can they be leveraged effectively in games-based learning?
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/134
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AP Table Talk: Multi-Use Cards
In this episode of AP Table Talk, hosts Brian Eng and Dave Eng explore the versatile world of Multi-Use Cards in board games. They dive into defining the mechanic, discussing how it forces players to make meaningful trade-offs by using cards for one of several possible actions. Highlighting games like Risk: Star Wars Edition, Dune: Imperium, and Bohnanza, they unpack how Multi-Use Cards create strategic depth, add replayability, and integrate into various game themes. Whether you're new to this mechanic or a seasoned gamer, this episode offers valuable insights and plenty of game recommendations!
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/133
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Rob Alvarez on Get Started in Gamification
In this episode of Experience Points by University XP, host Dave Eng welcomes gamification expert Rob Alvarez to discuss gamification and games-based solutions. Rob, known as Professor Game, shares his journey into gamification, emphasizing the importance of meaningful learning experiences tailored to specific audiences. They discuss key principles for creating engaging learning experiences and strategies for overcoming challenges like scope creep and mindset barriers. Rob also introduces his free gamification course and resources available on www.professorgame.com. The episode encourages listeners to explore gamification's potential in education and beyond.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/132
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What is a Game?
In this episode, we’ll tackle that question head-on. We’ll explore the philosophies, definitions, and key characteristics that make games so unique. Whether you’re a designer, a player, or just someone curious about the deeper meaning of games, this episode is for you.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/131
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Christopher Stuart on Applied TTPRGs
In this episode of Experience Points, Dr. Christopher Stuart, Assistant Professor of Communication Studies at UNC Wilmington, delves into the transformative role of tabletop role-playing games (TTRPGs) in education and facilitation. Christopher shares insights from his research on game dynamics, player engagement, and the collaborative art of facilitation. He discusses how TTRPGs foster systems thinking, play, and failure as essential learning tools. Reflecting on his academic journey, Christopher explores how gaming language and frameworks can create inclusive, engaging classroom experiences. He also highlights the impact of design, accessibility, and playful pedagogy on student engagement.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/130
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Scott Nicholson on EscapeIF
In this episode of Experience Points, host Dave Eng interviews Dr. Scott Nicholson, professor and director of the Game Design and Development Program at Wilfrid Laurier University. Dr. Nicholson discusses EscapeIF, a system designed for low-resource classrooms to integrate storytelling and interactive fiction into education. He explains how EscapeIF emphasizes engaging narratives and problem-solving without relying on expensive resources, using tools like chalkboards and found objects. The episode explores the challenges of adapting educational games for diverse settings and highlights the importance of reflection in learning. Resources, including free games and guides, are available at EscapeIF.com.
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Game on!
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Thorsten Kodalle on Strategic Wargaming
In this episode of Experience Points by University XP, host Dave Eng speaks with Thorsten Kodalle, head of Innovation Laboratory at the Bundeswehr Command and Staff College and an expert in Strategic Wargaming, Gamification, and Serious Games. Thorsten shares insights into integrating Gamification into Strategic Thinking, using board games like Scythe as teaching tools in seminars. He emphasizes the importance of considering DIME (Diplomacy, Information, Military, Economics) in strategic wargaming, and discusses how cultural factors influence military strategy. Thorsten also delves into serious game design, balancing entertainment with educational goals, and shares examples like the cyber card game adapted for crisis management training. The episode highlights the necessity of understanding the purpose of games and aligning game mechanics with educational objectives. Thorsten shares resources for further exploration, emphasizing LinkedIn and his YouTube channel.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/128
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AP Table Talk: Follow
In this episode of AP Table Talk, Brian and Dave Eng discuss the concept of the follow mechanic in board games. They begin by relating the concept to platformer games and how follow mechanics let players perform or adjust actions chosen by others. They review games like Tiny Towns and Puerto Rico, recalling their experiences with these games. They also cover Tiny Epic Galaxies and Glass Road, highlighting how follow mechanics affect gameplay and strategy. They both debate the balance and fairness of follow mechanics, examining their impact on game length and player experience, and consider whether making them mandatory or optional is more effective.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/124
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Chris Carbone on Board Game Academics
In this episode of Experience Points by University XP, host Dave Eng interviews Christopher Carbone, an accomplished career services leader and co-founder of Board Game Academics. They discuss the intersection of academia and tabletop gaming, emphasizing experiential learning and personal development. Carbone shares insights on career development, the mission of Board Game Academics, and memorable experiences from his Board Gamers Anonymous podcast. He highlights the transformative power of tabletop games in education, mental health, and social contexts. The episode concludes with a discussion on the future of Board Game Academics and its contributions to scholarly research and societal understanding of gaming.
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What is the Player Journey?
On today’s episode, we’ll answer the question: What is the player journey? When we play games, we often get caught up in the excitement of the moment—exploring vast worlds, connecting with others, completing quests, and simply enjoying ourselves. But have you ever stopped to consider the journey you take as a player? This journey is not just about playing the game; it's a crucial process, especially when we examine games in the context of teaching, training, learning, and development.
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Game on!
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AP Table Talk: Deck, Bag, and Pool Building
In this episode of AP Table Talk, Brian and Dave Eng discuss the concept of deck, bag, and pool building in board games. They explain that deck building specifically involves players starting with a basic deck of cards, which they enhance throughout the game to achieve specific goals. The episode highlights "Dominion" as a pioneering deck-building game and mentions other notable games such as "Clank! In! Space!" and "Friday." The hosts also share their favorite deck-building games, including "Dune: Imperium" and "The Quacks of Quedlinburg." They conclude by debating the classification of various games and their mechanics, emphasizing the strategic decisions in deck building.
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Travis Windleharth on foundry10
In this episode of Experience Points, Dave Eng chats with Travis Windleharth from foundry10 about games-based learning. Travis, with a background in science education, museology, and information science, focuses on how games shape youth's understanding of STEM concepts. Foundry10, co-founded by Gabe Newell, is explored, emphasizing its pillars—programs, philanthropy, and research—and their role in expanding learning perspectives. Travis discusses his role in the STEM design-based research lab, aligning with interest area teams. The episode concludes with insights into foundry10's collaborative approach to research and program design.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/123
Artist / Guest
Dave Eng, EdD
Travis Windleharth
Summary
In this episode of Experience Points, Dave Eng chats with Travis Windleharth from foundry10 about games-based learning. Travis, with a background in science education, museology, and information science, focuses on how games shape youth's understanding of STEM concepts. Foundry10, co-founded by Gabe Newell, is explored, emphasizing its pillars—programs, philanthropy, and research—and their role in expanding learning perspectives. Travis discusses his role in the STEM design-based research lab, aligning with interest area teams. The episode concludes with insights into foundry10's collaborative approach to research and program design.
Custom Episode Webpage
https://www.universityxp.com/podcast/123
Tags
games-based learning, stem research, museology, design-based research, foundry10, travis windleharth, foundry10
Categories
games-based learning
travis windleharth
foundry10
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What are Progression Systems in Games?
On today’s episode, we’ll answer the question: What are progression systems in games?
One of the most becoming aspects of games is our ability to interact, change, and progress with them. We can progress as individual players; progress against opponents; and progress against the game itself. The formal elements of games in concert with game designers make up these different “progression systems” in games. But what are progression systems? How are they used? How can the best aspects of them be incorporated in the design process? And most importantly, how can they be used for games-based learning?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/122
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Michele Haiken on Gamify Literacy
In this episode of "Experience Points" by University XP, host Dave Eng interviews Dr. Michele Haiken, an experienced literacy educator, and middle school English teacher, discusses her journey into gamification for teaching literacy. She shares how an educational conference sparked her interest and how students, especially gamers, played a crucial role in implementing it in her classroom, emphasizing student buy-in, motivation, and creativity. The conversation explores aspects like student agency, competition, and cooperation within gamification, along with insights from Michele's book, "Gamify Literacy." A case study from her dystopian unit is provided, highlighting literacy skill development and empowerment. The discussion also addresses the balance between traditional and innovative teaching methods in both middle school and higher education. Michele teaches various classes, including English methods, literacy development, and middle school literacy, and her blog, "The Teaching Factor," shares insights and resources.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/121
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AP Table Talk: Mega Topic: Hidden Information
In this episode of AP Table Talk, the hosts Brian and Dave Eng explore the “mega topic” of hidden information in games. They explore hidden role games and games with hidden information, discussing examples like Battlestar Galactica and Scotland Yard. They touch on games such as Inside Job, Werewords, Dune, and HeroQuest, exploring their unique gameplay elements and how hidden information impacts strategies. They talk about the challenges of teaching these games to new players and the importance of understanding game states for effective gameplay. They share their experiences with different games, emphasizing replayability and excitement. The episode also covers communication-limited games like Codenames and Just One, highlighting how such mechanics enhance the social aspect of gaming. They also discuss traitor games and the psychological intrigue they add to gameplay. Overall, the episode provides insights into the appeal, challenges, and evolving nature of games with hidden information in modern tabletop gaming.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/120
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Sarah Le-Fevre on Play and Impactful Learning
In this episode of "Experience Points" by University XP, host Dave Eng interviews Sarah Le-Fevre, a games-based learning professional with expertise in addressing complex organizational challenges and fostering ethical innovation. Le-Fevre uses tools like Lego Serious Play to create immersive learning experiences. The discussion covers Le-Fevre's background in games and learning, her journey into games-based learning, and her experiences addressing systemic challenges within organizations. The conversation also touches on the diversity of Le-Fevre's projects, including keepsake games for organizational wellness and fungi-themed organizational culture games. Furthermore, Le-Fevre provides insights into her upcoming book, which explores a playful systems practice approach to impactful learning. The book challenges traditional learning design methodologies and emphasizes the need to consider the broader system when implementing organizational change.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/119
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What is the Game State?
On today’s episode, we’ll answer the question: What is the Game State? Determining the “game state” is often one of the questions that designers and developers will ask themselves when determining how to take a design or iterate on the development of a game. The game’s state is important to understand from a design perspective. But what role does understanding the “game state” play for educators, instructors, and trainers using games-based learning?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/118
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Zack Hartzman on Teaching with Video Games
In this episode of Experience Points by University XP, host Dave Eng chats with Zack Hartzman, a licensed secondary school teacher from New York City and the creator of Hey Listen Games. Zack shares his journey of integrating video games into the classroom and discusses the motivation behind Hey Listen Games. They explore the evolution of game-based learning, emphasizing the need to diversify educational mediums for student engagement. Zack highlights key principles from his book, "Teaching with Video Games: A Strategy Guide," focusing on the potential of video games to teach problem-solving, mechanics, and foster relationships beyond traditional boundaries. The conversation also covers Zack's involvement in the Game Awards Future Class, an initiative diversifying the gaming industry.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/117
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AP Table Talk: Trick-Taking Ladder Climbing
In this episode of AP Table Talk, the hosts Brian and Dave Eng explore the enduring appeal of trick-taking and ladder climbing games. They reminisce about classic games like Hearts and Euchre, delving into lesser-known variants such as Nine Five Two, where players aim for different trick objectives. The conversation touches on modern games like SCOUT and Haggis, highlighting their strategic nuances. They discuss the diversity in ladder climbing games, focusing on favorites like Tiger & Dragon and Sail, and how these games adapt to various player counts. They share insights into their preferred contemporary trick-taking games and ponder potential variations within the ladder climbing mechanic. The episode concludes with reflections on the evolving dynamics and meta plays in trick-taking games, making them timeless favorites.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/116
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What is Player Engagement?
On today’s episode, we’ll answer the question: What is Player Engagement? Games require that players interact with them. They require individuals to contribute; to change; and to augment the game according to their own will and agency. This encompasses player engagement and how they come to interact with games as well as what keeps them coming back to play.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/115
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Jenny Varrichio on Applied Games for Corporate L&D
In this episode of "Experience Points" by University XP, host Dave Eng interviews Jenny Varrichio, an associate director of training at United Healthcare with expertise in instructional design, particularly gamification for adult learners. Jenny shares her 15 years of experience, focusing on integrating gamified elements into corporate environments. The conversation covers her diverse design experiences, her doctoral research on formative game-based activities for workplace learning, and the launch of her consultancy, "Learning Mechanic." The episode concludes with Dave Eng announcing the upcoming launch of Learning Mechanic and encouraging listeners to explore a free course on gamification.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/114
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What is Game Literacy?
On today’s episode, we’ll answer the question: What is Game Literacy? We don’t often think about when we first started playing games. Or really the “first” game that we ever played. Most players are preoccupied with the game that they are playing “now” or the game that they will play next. Yet, we don’t stop to think about what we already know about games and how we’ve applied that to learning and experiencing new games.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/113
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Dan White on RoboCo and GBL at Filament Games
In this podcast episode, host Dave Eng interviews Dan White, founder of Filament Games, discussing the intersection of education and gaming. Dan's journey from teaching to game development is explored, emphasizing the challenges of creating engaging learning experiences. The concept of "pleasing frustration" is covered, where games strike a balance between challenge and support to maintain learner engagement. The conversation delves into game mechanics and their role in learning, citing examples like the game "RoboCo." The alignment of games with educational standards and the promotion of problem-solving skills are also discussed. The episode concludes with insights into Filament Games' philosophy on innovation and continuous improvement.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/112
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AP Table Talk: Tech Trees and Tech Tracks
In this episode of AP Table Talk, hosts Brian and Dave Eng focus on "tech tree" and “tech track” games. They emphasize how tech trees are a central component of many video games and board games, offering players various strategic paths and upgrades. They mention games like "Tapestry" and "Space Station Phoenix" that use tech tracks and tech trees for engine-building and resource management. They also explore how tech trees can add complexity and thematic depth to games and highlight the importance of balancing different strategies. They touch upon games like "Civilization" and "Terraforming Mars" and discuss the idea of introducing legacy elements to tech trees, allowing progress across multiple plays. The episode provides insights into how tech trees enhance gameplay in various genres and why they are a popular game mechanic.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/111
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Andrew Harris and the Guild Chronicles
In this episode of "Experience Points" Dave Eng interviews Andrew Harris, a game designer, therapist, and educator behind The Guild Chronicles program. Andrew discusses the origins of The Guild Chronicles, a transformative game-based learning program he developed, which combines tabletop RPG elements with therapeutic and educational objectives. The program focuses on fostering social-emotional growth, collaboration, and teamwork among autistic youth. Andrew explains how the game mechanics encourage players to work together, solve challenges, and develop skills in a safe and engaging environment. He highlights the narrative elements that make the intervention unique and effective, helping players learn and grow through shared experiences. To learn more, visit GuildChronicles.com.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/110
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What is Choice Architecture?
On today’s episode, we’ll answer the question: What is Choice Architecture? Both life and games are full of choices. Some of us approach those choices head on. Others take their time to come to rational conclusions about what choices are best for them. Yet others don’t put that much stake into the outcome of their choices.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/109
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Sue Baechler on Developing Serious Games
In this episode, Dave Eng and Sue Baechler discuss the impact of learning games. Sue Baechler shares her journey from creating a sales game that broke records to starting her own learning game business. They delve into the Bottom Line Game at CVS, an educational board game that aimed to enhance profitability understanding. The game's mechanics involved challenges and opportunities on a game board, mirroring real-world scenarios. CVS used it for training new store managers for over five years. Sue also talks about the evolution of her All In Game, an inclusive online planning tool developed with Focus Games post-COVID-19. It aims to foster collaborative action planning for teams. The game can be tried for free on the Focus Games website.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/108
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AP Table Talk: Rondel
In this episode of AP Table Talk, hosts Brian and Dave Eng focus on rondel games, where players move along a circular track to take actions. Dave introduces "Patchwork" as a significant game he played early in his relationship. They discuss games like "Sabika," highlighting rondel mechanics and unique elements. They mention thematic considerations, player count dynamics, tie-breakers, and variations in game mechanics. Dave and Brian also touch on games with changing rondel layouts and explore twists in mechanics, such as action resolution prior to moving. They conclude by reflecting on the accessibility and strategic choices offered by rondel mechanics.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/107
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Silviana Falcon on Lectures at Play
In this podcast episode, host Dave Eng discusses educational games and their integration into traditional lectures with guest Silviana Falcon. Silviana shares her experience of using educational games as fundamental components of her lectures over eight years. She emphasizes the value of creating a welcoming learning environment through interactive games that foster camaraderie and teamwork among students. One of the games she uses, "StarPower" by Garry Shirts from 1969, simulates a three-tier society based on wealth, enabling students to experience power dynamics and economic decisions. Silviana's approach involves gradually introducing games to engage students and enhance their understanding. The episode underscores the benefits of well-chosen educational games for deeper learning.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/106
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Liminality, Transition, and Games
On today’s episode, we’ll discuss the concepts of Liminality, Transition, and Games. The term “liminal space” may not be familiar to you. But if you’ve ever made a transition from a physical place; a mental space; or experience anything that you would ever consider “life changing” or “transformative” then you may have already experienced “liminality.” But what exactly is liminality? Why is it important? How does it relate to games, learning, and games-based learning?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/105
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Clayton Whittle on Environmentalism and Games
In this podcast episode, host Dave Eng interviews Clayton Whittle, a researcher, educator, and environmentalist. Clayton's work centers around using game design to educate and motivate action in the realm of environmental education. He discusses his role as a past resident fellow at Pennsylvania State University, focusing on developing game design frameworks for environmental education. He emphasizes the importance of moving beyond designing for behavior and towards empowering informed and motivated action. Clayton highlights the potential of virtual reality (VR) and augmented reality (AR) in environmental education. VR can create visceral experiences for policymakers, while AR can engage players in real-world based play that drives awareness and action. The episode underscores the value of technology in fostering environmental consciousness and activism.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/104
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What are Tactics?
On today’s episode, we’ll answer the question “What are Tactics?” Tactics are one of those concepts often discussed by gamers and designers alike. Especially when it comes to addressing playstyles, design, and competition. Tactics are often compared to strategy in this regard. But what exactly are tactics and how do they compare against strategy and strategic decisions?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/103
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Terry Pearce on Untold Play and Applied Games
In this episode of the Experience Points podcast, host Dave Eng interviews Terry Pearce, founder of Untold Play, a games-based learning expert. Pearce discusses how he helps trainers, educators, and designers incorporate gamification into learning programs. He highlights his work with organizations like HSBC and the NHS, adapting complex topics like project management into interactive games. Pearce shares his process of tailoring existing materials using gamification principles, mentioning frameworks like Octalysis and Lazzaro's Four Keys to Fun. Listeners can connect with Terry Pearce through his website www.UntoldPlay.com or on LinkedIn for more insights into games-based learning and gamification.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/102
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Who are Casual Players?
On today’s episode, we’ll answer the question “Who are Casual Players?” Casual players are often one of the most sought-after demographics for many in the games industry. They are players that often represent various backgrounds and have a vast array of experiences with games. But who exactly are casual players and what exactly defines them?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/101
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Stefan McNinch from UnBoxEd
In this episode, Dave Eng speaks with Stefan McNinch, a former elementary education teacher turned game designer who founded UnBoxEd, a nonprofit program using board games to engage low-income students in social-emotional learning, history, STEM, and entrepreneurship. Stefan shares his experience using games-based learning, including RPGs, to empower students to take ownership of their education and explore their identities through character development. He discusses the challenges of dealing with diverse student personalities and the importance of understanding individual experiences to create effective learning experiences. The episode emphasizes the value of personalized learning and using player types to enhance classroom management and behavioral learning.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/100
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The Ideal Board Game Player Part 2
On today’s episode, we’ll answer the question “What makes the Ideal Board Game Player?” What makes the “ideal” board games player? Some say that it takes someone who fully understands the rules. Others would say that it’s more about those who pay attention to the game rather than be subjected to distractions.
Some feel that it’s tactical play and strategic thinking that makes the ideal tabletop player.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/99
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The Ideal Board Game Player Part 1
On today’s episode, we’ll answer the question “What makes the Ideal Board Game Player?” What makes the “ideal” board games player? Some say that it takes someone who fully understands the rules. Others would say that it’s more about those who pay attention to the game rather than be subjected to distractions. Some feel that it’s tactical play and strategic thinking that makes the ideal tabletop player.
If you liked this episode please consider commenting, sharing, and subscribing.
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Also make sure to visit University XP online at www.universityxp.com
University XP is also on Twitter @University_XP and on Facebook and LinkedIn as University XP
Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/98
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What are Game Goals and Objectives?
On today’s episode we’ll answer the question “What are Game Goals and Objectives?” Games provide players, users, and learners with opportunities and aspects for interaction for them to engage and pursue a specific outcome. Sometimes those outcomes are set by the players themselves. Especially, if they want something from their experience.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/97
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What is Analysis Paralysis?
On today’s episode we’ll answer the question “What is Analysis Paralysis?” Virtually all games have decisions that need to be made. Some of those decisions are dependent on player goals; motivations; or otherwise incentives for them to accomplish.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/96
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What is Strategy in Gameplay?
On today’s episode we’ll answer the question “What is Strategy in Gameplay?” In-depth strategy is one of the hallmarks of intense video games, war games, simulations, and other forms of games that persist through popular culture. The term “strategy” is one that exists beyond games and can be found in everything from military planning; to business; to personal development. But what is “strategy;” and what role does it play in game play, game design, game, development, and applied games?
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https://www.universityxp.com/podcast/95
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What is Yomi?
On today’s episode we’ll answer the question “What is Yomi?” There are many reasons why people play games. One of the most engaging reasons that some play is to compete against other players. There is a visceral thrill to competing; outmaneuvering; outthinking; and eventually winning against other competitive players.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/94
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Naomi Pariseault and HerStory
In this episode of "Experience Points" by University XP, Dave Eng and Naomi Pariseault discuss the educational value of the board game "HerStory." They explore its gameplay mechanics, the connection to learning design, and its potential as a tool for teaching and learning. The game allows players to become authors, writing a book about remarkable women in history. They delve into the game's abstraction of research and its tight connection to the goal of publishing. Both Dave and Naomi also discuss the game's accessibility, its potential for serious games in education, and how it inspires players to tell women's stories.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/93
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AP Table Talk: Pick-up and Deliver
In this episode of AP Table Talk, Brian and Dave discuss pick-up and deliver games. They start by reminiscing about their experiences with such games, including their favorite titles like Bus and Flash Point: Fire Rescue. They also mention other notable games like Clank! and Earth Reborn. They share their likes and dislikes about the pick-up and deliver mechanic, highlighting the importance of clear objectives and significant gameplay. They discuss variations within the genre, such as hidden movement combined with pick-up and deliver mechanics. The episode concludes with a discussion on the efficiency of pick-up and deliver mechanics.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/92
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Ray Kimball 42 Ed Games & Military Background
In this episode of Experience Points by University XP, host Dave Eng interviews Dr. Ray Kimball, the founder of 42 Educational Games Coaching and Design. Kimball discusses his experience teaching at West Point and how he incorporated games into his curriculum. He also talks about his decision to retire from the army and start 42Ed Games to help higher education faculty integrate games into their teaching. Ray explains how he assesses classroom and institutional contexts to find the best game for a particular faculty member and how he helps faculty members design educational games. Kimball emphasizes the importance of understanding institutional context when selecting games for a faculty member and shares examples of how different institutions may require different types of games. Ray’s approach offers faculty members an easy way to integrate games into their teaching while ensuring that the games are a good fit for their institution.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/91
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How do I Adapt Games for Learning?
On today’s episode we’ll answer the question “How do I Adapt Games for Learning?” Most people know games as vehicles for fun, entertainment and socialization. Elements of games – through gamification – can also be used to augment, change, and influence individuals behaviors. Those behaviors can affect the way that they interact, shop, and travel.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/90
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AP Table Talk: Mancala
In this episode of AP Table Talk, Brian and Dave Eng discuss board games that utilize the Mancala mechanic, which involves moving pieces along a board with hollows or pockets. They start by reminiscing about Dave’s childhood memories of playing Mancala with his mom's old board. They then explore modern board games that have popularized this mechanic, such as Five Tribes and Trajan. They also discuss other games like Crusaders: Thy Will Be Done and Fruit Picking, which offer variations of the Mancala mechanic.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/89
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How do you Design Games for Flow State?
On today’s episode we’ll answer the question “How do you Design Games for Flow State?” Flow is a very sought after experience in game design. It’s really engaging and enthralling because players lose a sense of time and space when they are in the flow state. They become lost and completely enveloped in the game world. But designing a game to engage players’ flow states is not an easy feat to accomplish. So, just how do you design games to that take advantage of this flow state?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/88
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AP Table Talk: Grid Coverage
In the first episode of AP Table Talk, a podcast that explores board games, Brian and Dave Eng discuss the Grid Coverage mechanic. They define the mechanic as players covering a grid or filling a space using various shapes such as polyominoes. Some of the games that they discuss which use this mechanic include Patchwork, Blokus, Copenhagen, Cultivate, Silver and Gold, and Tiny Towns. Brian and Dave also discuss the strengths and weaknesses of the mechanic, such as the strong core loop and the potential for it to be luck-dependent. They mention twists on the mechanic, such as enforced fill order and the extension of Grid Coverage upwards.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/87
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What is Player Relevance?
On today’s episode we’ll answer the question “What is Player Relevance?” Players play games for multiple different reasons. Many of those reasons have to do with their sense of intrinsic or extrinsic motivation. No matter the reason, all players play games because they find them relevant. For themselves, as well as for their player character, and through their journey throughout the game.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/86
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What is Player Scaffolding?
On today’s episode we’ll answer the question “What is Player Scaffolding?”Many people can just jump right into games. They take one look at it and they already “get it” and know how to play. Whereas other people need a little bit of help. Sometimes this comes in the form of instruction; teaching; or learning from other players. When learning anything new, people most likely learn basic information first before attempting to implement it and then trying something more advanced. When this is implemented in a learning environment or though games-based learning we call this scaffolding.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/85
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Introducing AP Table Talk
In this podcast episode, Dave Eng and his cousin Brian discuss their new podcast called AP Table Talk. They explain that the show will explore different board game mechanics such as area control and deck building, and they will discuss the history and design variations of each mechanic. They also share their early memories of playing board games separately and together, including games like Monopoly, Hero Quest, Risk, and Life. They talk about how they got into gaming and how they used to play together with their family and friends.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/84
Artist / Guest
Brian Eng & Dave Eng
Summary
In this podcast episode, Dave Eng and his cousin Brian discuss their new podcast called AP Table Talk. They explain that the show will explore different board game mechanics such as area control and deck building, and they will discuss the history and design variations of each mechanic. They also share their early memories of playing board games separately and together, including games like Monopoly, Hero Quest, Risk, and Life. They talk about how they got into gaming and how they used to play together with their family and friends.
Custom Episode Webpage
https://www.universityxp.com/podcast/84
Tags
board games, mechanics, brian eng, dave eng
Categories
board game mechanics
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What is Game Balance?
On today’s episode we’ll answer the question “What is Game Balance?” Many gamers often don’t think about “balance” when playing a game. But they should. That’s because balance creates and shapes what should be a positive experience. But what exactly is “game balance?” How is it created and designed in games; games-based learning; and gamification?
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Also make sure to visit University XP online at www.universityxp.com
University XP is also on Twitter @University_XP and on Facebook and LinkedIn as University XP
Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/83
Artist / Guest
Dave Eng, EdD
Summary
On today’s episode we’ll answer the question “What is Game Balance?” Many gamers often don’t think about “balance” when playing a game. But they should. That’s because balance creates and shapes what should be a positive experience. But what exactly is “game balance?” How is it created and designed in games; games-based learning; and gamification?
Custom Episode Webpage
https://www.universityxp.com/podcast/83
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What is Player Reflection?
On today’s episode we’ll answer the question “What is Player Reflection?” Games-based learning is a form of experiential learning. Through games-based learning players experience something concrete such as game play. Instructors, educators, and moderators then lead learners through debriefings in order help them best make sense of that experience. That debriefing also includes some kind of player reflection of that experience. But what is that player reflection? What process do players use to reflect on their experiences? How will that kind of reflection influence and affect how they learn through games-based learning?
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Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/82
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Debriefing Games-Based Learning
On today’s episode we’ll answer how to Debrief Games-Based Learning. Using games for teaching and learning is the basis for games-based learning. But, educators and instructors don’t just play games with students or ask their students to play games. Instead, games serve as a critical and fundamental part of the curriculum for helping learners grow. That’s accomplished by making sure that a proper debriefing has occurred after game play.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/81
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What is Expectancy Theory?
On today’s episode we’ll answer the question: “What is Expectancy Theory?” Thinking about why we do something is often a central part of all of our activities. Those include why we work, play, or form relationships with one another. This is the central aspect of motivation: knowing what will happen or occur as a result of our own actions.
These are central elements of expectancy theory. A theory which addresses how we approach the results of our behaviors and the underlying motivations for what and why we do what we do.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/80
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How do players create meaning in games?
On today’s episode we’ll cover how players create meaning in games. Creating and making meaning is something that everyone does at every point of their day. Creating meaning is one of the hallmarks of sentience. We think, therefore we are. But what exactly is meaning? How does meaning making occur? How does meaning making relate to games-based learning?
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/79
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Applied Games-Based Learning
On today’s episode we’ll cover Applied Games-Based Learning. Games-based learning can be a powerful tool for educators. That’s because it allows them to use established games for teaching, learning, training, and education. But how exactly do you apply games-based learning? What specific learning outcomes can you target? What games are specifically available to meet the needs of your students?
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/78
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Playing Serious Games
On today’s episode we’ll cover Playing Serious Games. Serious games are games created from the ground up for teaching and learning. These also include games created for a social purpose outside of the more tradition paths of games for entertainment.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/77
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Designing learning games with players in mind
On today’s episode we’ll cover designing learning games with players in mind. Games are powerful tools for teaching; entertaining; and learning. Playing games is almost always an enjoyable activity. However, designing educational games with the audience – otherwise known as players - in mind can be incredibly challenging. This episode will address how to design games with players in mind. There are multiple things to take into consideration when designing games. They include player diversity; learning styles; and player motivations.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/76
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How to teach someone to play a game
On today’s episode we’ll cover “How to teach someone to play a game.” Bringing someone into gaming is one of the most rewarding aspects of the community. Games provide many great benefits. They can be entertaining, rewarding, and used for teaching, training, learning and development.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/75
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What is Kingmaking?
On today’s episode we’ll answer the question “What is Kingmaking?” Sometimes you’ll play a competitive game where you realize that you can’t win anymore. It’s kind of depressing to think about. However, there are things that you can do and actions that you can take that will help someone else win. This scenario is called “kingmaking.”
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/74
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How many players should a game include?
On today’s episode we’ll answer the question “How many players should a game include?” Playing games often means playing with other people. That means that we often take into account how many players a game accommodates before we begin. But what kind of impact does the player count have in games? How many players should a game include?
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/73
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Distributed Practice in Games-Based Learning
On today’s episode we’ll examine Distributed Practice in Games-Based Learning. You are probably familiar with “cramming” and studying as much as possible in the time leading up to a test. The opposite of this is “distributed practice.” Distributed practice is where students study in small increments leading up to a test or quiz. Distributed practice is often recommended by teachers and instructors. But sometimes, students lack the foresight or discipline needed to prepare in small increments in the time leading up to the big test day.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/72
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What is Grokking?
On today’s episode we’ll answer the question: “What is Grokking?” You may have heard the word “Grok” before but may not have known what it meant. Grokking is used by different people and in different contexts. Usually, people use the term to convey thoroughly understanding and interaction with a game or system. But, the origins of the word; how it’s used; and its application to games and games-based learning is diverse and fascinating
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/71
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What is Constructivism?
On today’s episode we’ll answer the question: “What is Constructivism?” Learning is the transformation of experience into knowledge. That means that learning is the construction of knowledge through the learner. We are learning when we are playing games. When we play games we are actively constructing the framework for how we play, understand, and interact within the game world.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/70
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What is Self-Determination Theory?
On today’s episode we’ll answer the question: “What is Self-Determination Theory?” Making sure that your players have autonomy in your game is important. They need to know that they have the agency and the ability to do something. It’s also important that they feel competent. Players need to know that they have a reasonable chance of success when taking actions in the game. Likewise, players need to also feel that their actions are related to other effects in the game. This includes the environment, characters, and other players.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/69
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What is a Knowledge Check?
On today’s episode we’ll answer the question: “What is a Knowledge Check?”Making sure that learners are learning what they need to learn is important. That’s especially important when teaching something critical, applicable, or related to something that is time sensitive. That’s when knowledge checks come into play. Knowledge checks are a way for us to determine whether our learners are learning what we want them to learn when we want them to learn it.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/68
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Making games visually accessible
On today’s episode we’ll cover how to make games more visually accessibleMost people think games are just for play and entertainment. But you can also use games for teaching and learning through games-based learning, gamification, serious games, and simulations. But one of the most important things to consider when using something for teaching and learning is accessibility. Specifically, how can we make games more inclusive for the people that we are trying to reach?
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Game Mechanics for Learning
On today’s episode we’ll cover how to use game mechanics for learning.Game mechanics are the rules and procedures that guide players through the game. These mechanics also provide the structure for how the game reacts to players’ actions. This definition is great for game designers and developers, but what about for educators, instructors, professors, and teachers? How do they use game mechanics for teaching and learning? How can students benefit from game mechanics through games-based learning?
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What are Megagames?
On today’s episode we’ll answer the question: “What are Megagames?”Most people have played games at some point in their lives. They can be table top games, card games, board games, playground games, video games, console games, or computer games. Most people have likely played hard games, easy games, social games, or abstract games. Mostly we’ve played fun games. But we’ve probably also played lousy games.
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What makes a good rule book?
On today’s episode we’ll answer the question: “What makes a good rule book?” Rulebooks are one of the first things that players turn to after they’ve decided to play your game. Players turn to this as the guide; the rules; and the structure that will shape their experience. Often designers think about rulebooks at the very end of their design process. However, the ability to write clear, concise, and actionable rules is more challenging that you may think.
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What is Intrinsic Motivation?
On today’s episode we’ll answer the question: “What is a Intrinsic Motivation?”
We don’t need to be reminded to play games. We play games because we want to. We’re motivated to play because we’re attracted to them. We want to play games for the experience, the escape, and for the fun.
So what is that drive that makes us play games? What is that motivation? The best games are driven by intrinsic motivation. This means that we play games for the fun of it. We don’t play games to earn money. We play games because deep down we’re internally motivated to do so.
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What is a Simulation?
On today’s episode we’ll answer the question: “What is a Simulation?”
Simulations and games are mediums that players, designers, academics, and professionals often talk about. Some simulations are games like The Sims and Sim City. Whereas other simulations are more serious. Simulations find their way into our daily lives in several ways. But, we can also use them for teaching, training, learning, and development. But what is a simulation and how are they similar to games? How can we create, use, and adapt simulations from gaming? How can we use simulations for teaching and learning?
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What is Player Agency?
On today’s episode we’ll answer the question: “What is Player Agency?”
Player agency is about giving our players the time, space, and resources needed in order to make decisions in games. But is that is the only thing that agency provides to players? Is agency even a good thing? If so, then what amount of agency is the right amount to give to players? How should players navigate this agency? And how should they go about making decisions in the game?
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What is the Lusory Attitude?
On today’s episode we’ll answer the question: “What is the Lusory Attitude?”
We all play games for multiple reasons. No matter what the reason, we agree to a certain set of rules and expectations of play. Some of this involves us entering the “magic circle” of games. We have to suspend our disbelief in order to become fully enveloped in the game world.
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What is the “Magic Circle?”
On today’s episode we’ll answer the question: “What is the Magic Circle?”
We may play games for various reasons. One of the reasons why we play games is to escape. We escape to a faraway place that is different and distinct from the place that we call reality.
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What is player behavior?
On today’s episode we’ll answer the question: “What is player behavior?”
Trying to understand what players do and why players do it will perhaps be one of the biggest mysteries of gaming. Sure, it can be easy to find out why players play games. But what does it mean for the players themselves? What parts of that player experience make it engaging and fun for them?
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On today’s episode we’ll answer the question: “What are Interactive Experiences?” Interactions and experiences are things that usually go hand in hand with games. Designers look for ways to make their games more interesting. Instructors look for ways to engage their students in order to facilitate the learning process. Often games are called interactive simulations the same way that simulations could also be called games. But are all interactive experiences games? Are interactive experiences the same as simulations?
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What is Gamification?
On today’s episode we’ll answer the question: “What is Gamification?”
Gamification is a buzz word that has made it around the world several times. It’s one of those ideas, concepts, or strategies that everyone from business leaders, academics, and the general public have either applauded or denounced.
But what is gamification? What makes something “gamified?” How can gamification be used strategically? What are the pitfalls of gamification and how can we avoid them?
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/56
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What is a learning game?
On today’s episode we’ll answer the question: On today’s episode we’ll answer the question: “What is a Learning Game?”
Using games as a medium for learning is called games based learning. Often times these games are created from the ground up to be used for teaching and learning. These are usually simulations or serious games. However, games can also be adapted for educational purposes. These are called learning games.
Other than using a game for learning… what makes a learning game?
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What is Games-Based Learning?
On today’s episode we’ll answer the question: “What is Games-Based Learning?”Games are pretty ubiquitous. You can find them in most places. I tend to really love my table top game collection; but there are other gamers who are as easily attached to their mobile phones; tablets; PC’s or consoles.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/54
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Accessibility in Games
On today’s episode we’ll cover “Accessibility in Games.”Accessibility is a concept that is often talked about in game design. Specifically when it comes to making games more accessible to a wider audience. But what does accessibility mean and what does it entail when designing games for entertainment, learning, or personal development?
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Playtesting for Success
On today’s episode we’ll cover how to “Play Test for Success.”Play testing is one of those functions of game design that designers struggle with. It’s often as difficult a function as the design process itself. Particularly if you very close with your design and are sensitive to any changes.
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Applying Feedback
On today’s episode we’ll cover “Applying Feedback.” Applying feedback from play testing games, table top games, and educational games is incredibly important. It’s important for multiple reasons. Those reasons extend from shaping the player experience; to connecting learning outcomes; to making sure that the experience stays “fun.”
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Game Components
On today’s episode we’ll cover “Game Components.” Games are often broken down into smaller elements. This is done in order to help designers create them as well as help academics study them. Of course there is debate on what exactly constitutes a game “dynamic” or “mechanic.” I realize that there is much contention over what these terms mean.
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Engagement Curves
On today’s episode we’ll cover “Engagement Curves” in games. Creating engaging games are what designers are always trying to do. Making sure that the game is challenging - but not too difficult. Making sure that the game is fun - but not too easy. Making sure that the game is impactful - but not too serious.
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Game Mechanics
On today’s episode we’ll cover “Game Mechanics.” One of the first things that designers attempt to do with a new game is outline its mechanics. Specifically, they’re trying to determine what players will be doing throughout the game and how they’ll accomplish it.
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What is Sandbagging?
On today’s episode we’ll answer the question “What is Sandbagging?” Competition can be a great concept in a game. We all start out with the same setup or resources, and then, through the structure of the game; its mechanics; and dynamics we discover a victor who has rightfully defeated us all.
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What is an Idiogame?
On today’s episode we’ll answer the question “What is an Idiogame?” Most of the games that we know and play include a slew of interesting and meaningful decisions. Oftentimes those decisions lead to us winning the game and triumphing over our opponents.
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What is an Orthogame?
On today’s episode we’ll answer the question “What is an Orthogame?” Different people play different games for different reasons. Some of us play games to enjoy ourselves. I like to play games to socialize with others. Some people play games to win. Yet, some other people play games to learn and cooperate.
That is often why games are not always included when discussing applications for adult learning and development.
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Socailizing in Games
On today’s episode we’ll cover socializing games. Games are powerful tools that can be used to help students achieve their learning outcomes. That is the focus of games-based learning. Many educators have relied on games, in whole or in part, to help their students grow.
That is often why games are not always included when discussing applications for adult learning and development.
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Building Soft Skills with Games
On today’s episode we’ll cover building soft skills with games. Games are capable of helping students learn any number of different skills. Likewise, simulations can be used to help students learn something more intuitively than they would from traditional classroom instruction.
That is often why games are not always included when discussing applications for adult learning and development.
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Games for Adult Learning
On today’s episode we’ll cover games for adult learning. Adult learning represents a substantial field of higher education. Though, in media and pop culture, they don’t often represent the quintessential college student.
That is often why games are not always included when discussing applications for adult learning and development.
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Decision Space
On today’s episode we’ll cover the decision space in games. One can say that decisions are the heart of many games. It’s why we play: to see the impact of our actions. As game designers; we want to empower players to live their fantasies through our games.
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Core Loops
On today’s episode we’ll cover core loops in games. The core loop is what most players engage with and remember when they are playing your game. The core loop is the most engaging and active element of your design. The core loop matters whether creating the next great video game; table top game; or serious game.
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Abstraction in Games
On today’s episode we’ll cover abstraction in games. Abstraction is not something that we often think about deeply when we play games. Most of us play games for fun. That’s what most games are for. But abstraction is the heart of what makes games… games.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/39
Artist / Guest
Dave Eng, EdD
Summary
On today’s episode we’ll cover abstraction in games. Abstraction is not something that we often think about deeply when we play games. Most of us play games for fun. That’s what most games are for. But abstraction is the heart of what makes games… games.
Custom Episode Webpage
https://www.universityxp.com/podcast/39
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Achievements
On today’s episode we’ll cover achievements in games. Achievements in life are a way to commodify what we’ve accomplished. Some can say that achievements are the way that we commemorate a major life moment or event. But achievements in games are different. While we might recognize most of them occurring in video games; there are other ways to award achievements to players in games.
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Score Points
On today’s episode we’ll cover point scoring in games. Scoring points is something that most people are familiar with in games. Scoring can be as easy as earning money in Monopoly or scoring the longest road in Settlers of Catan. But scoring points overall is just one method of giving feedback to players based on their actions. Points can be used for so much more when they are integrated with learning outcomes and a games-based learning approach to design.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/37
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The User Experience
On today’s episode we’ll cover the User Experience. This episode is based on Celia Hodent’s post: Understanding the Success of Fortnite: A UX & Psychology Perspective. See the show notes or description for a link to the original article.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/36
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Gaming with Motivation
On today’s episode we’ll cover Gaming with Motivation. Intrinsic motivation is one of the most powerful motivating factors for people. Intrinsic motivation is what keeps players playing. They play for the love of the game instead of for a particular reward. But what is intrinsic motivation? What is motivation in general? This episode will address intrinsic vs. extrinsic motivation and how you can use both in games-based learning.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/35
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Weaknesses of Games Based Learning
On today’s episode we’ll cover Weaknesses of Games Based Learning. Games-based learning is a serious method for us to meet the needs of our students in way that is both engaging and impactful. However, there are still some limitations to games-based learning that need to be considered before educators can use it in practice.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/34
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Make More Mistakes
On today’s episode we’ll cover how we learn through games by making more mistakes.
Mistakes happen to be just one part of life. They are something is common to anyone anywhere. We’ve all made mistakes at some point in our lives. Games are no different. In fact, games are hot beds for mistakes.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/33
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Flow State
On today’s episode we’ll cover the “flow state” we experience when playing games. Engaging in a state of “flow” is one of the most mesmerizing things that your players can do. They are engaged with your game. They are performing at the top of their ability. They are so engrossed that they begin to lose track of time.
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/32
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Game Dynamics
On today’s episode we’ll cover game dynamics. Dynamics and loops are some of the most important elements of your game design. When thinking about your game dynamics it’s important to consider the following two questions: 1) What actions can players take? 2) How do those actions help them achieve the game objectives?
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Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/31
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Game Theme
On today’s episode we’ll cover game themes. Table top game designers often think of the question: what comes first, mechanics or theme? The same can be said about educators when it comes to developing curriculum: content or learning outcomes?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/30
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Player Interaction
On today’s episode we’ll cover Player Interaction. Player interaction is an important characteristic to consider when designing games. The designer has to answer the questions “How is the player going to interact with the game? How will the player interact with other players? What kind of decisions can the player make?” All of these questions should be answered when designing for player interaction.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/29
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The Player Experience
On today’s episode we’ll cover The Player Experience. The player experience is something that we all shoot for in game design. That’s because the player experience is what the player goes through when they play the game. That experience can be as simple as gamified mechanics in gamification; a games-based learning class; a simulation; or a serious game. The player experience dictates how our creation, our game, is received by our users.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/28
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Game-Based Learning vs Gamification
On today’s episode we’ll cover Game-Based Learning vs Gamification. Both gamification and games-based learning have entered popular culture. That means there’s been debate and misunderstanding about what they are; what they’re used for; and what differentiates them. Some people want to use games-based learning when they mean gamification. Others want to use gamification when they should use games-based learning. Just what is the difference between games-based learning and gamification?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/27
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Roguelike Learning
On today’s episode we’ll cover “Rougelike Learning.” There’s a special appeal to playing really hard games. Games were you have to grind it out over time to get anywhere. A type of those really hard games are called roguelikes. But what makes them hard? What makes them appealing? Most importantly: how can we use the difficulty of roguelike games for games-based learning?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/26
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Play is Work
On today’s episode we’ll cover the relationship between play and work. Games are a type of work if you think about it. We invest our time in games. We give games our attention. We give games our mental capacity. But why do we do that?
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Game on!
Get the full transcript and references for this episode here:
https://www.universityxp.com/podcast/25
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Motivation in the New Year
On today’s episode I connect with my colleague Tim Collings from 4i Leadership on finding and capitalizing on motivation in the new year.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/24
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Narratives, Toys, Puzzles, Games
On today’s episode we’ll cover the differences and similarities between Narratives, Toys, Puzzles, and Games. Narratives, toys, puzzles, and games all share some similar characteristics. But what makes them different and how do games tie them all together?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/23
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Meaningful Choices
On today’s episode we’ll cover Meaningful Choices. A more serious definition of games is that they are a collection of meaningful choices. But these choices are often difficult to create. Choices can extend from many different things such as where a player should travel to; how they should spend their resources; and how a character is created and customized.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/22
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Fun Factors
On today’s episode we’ll cover fun factors in games. It’s no surprise when someone tells you that games are fun. Fun is one of the reasons that we play games. But what makes games fun and how can incorporate that into our designs?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/21
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Fired Up Fiero
On today’s episode we’ll cover that feeling of triumph called “Fiero” we get when playing games.
Have you experienced that feeling of triumph before? The one you get from completing a really difficult level or beating an experienced opponent? You know, when you throw your hands up over your head in triumph? That feeling is called fiero.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/20
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On today’s episode we’ll cover the gamer grind.
One of the most characteristic things about today’s crop digital games is the grind. The grind, grindyness, or grinding aspect of some games is an aspect that most gamers have experienced at one time or another. But what does that mean? How do players experience it? How can designers and educators of games-based learning address the grind in our designs?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/19
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Achieve Explore Socialize Kill
On today’s episode we’ll cover…. different player types: achievers, explorers, socializers, and killers.
Games and students have many things in common. One of the biggest commonalities are the type’s people they cater to. There will be the first year introductory courses that enroll mostly college freshmen. There are expansive games like Fortnite that appeal to competitive gamers. In between there are a plethora of different options available for many different types of students and gamers alike.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/18
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Real Fake Rules of Games
On today’s episode we’ll cover simulations vs games.
On today’s episode we’ll cover the Real Fake Rules of Games. Black Mirror’s season five premiere Striking Vipers has an oddly coincidental connection to games and the “lusory agreement” the players follow when playing them. If you haven’t see the episode yet, please note there are spoilers ahead (as well as sexually explicit content from the episode).
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/17
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Simulations vs Games
On today’s episode we’ll cover simulations vs games.
Games and simulations are two things that seem talked about in the same circles. Sometimes they even get misinterpreted for one another. They do share some of the same characteristics. But, games and simulations are different from one another. Before we jump into what those differences are, let’s first define what we mean by games.
What are games? Games are activities that have an explicit goal. There is a clear structure that guides players ‘choices and experiences. Games allow players to interact with the environment, other players, or both.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/16
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Feedback Loops
On today’s episode we’ll cover feedback loops in games.
Feedback is an important part of the learning process. Feedback is also really important for games to be engaging and fun. Feedback in education is based on providing the student with tangible information. Students can then use that information to improve their learning, knowledge grasp, or retention. Feedback in a game is provided to the player in order to viscerally show them the impact of their actions. The two can be combined in order to both meet learners’ outcomes as well as provide some interesting and engaging feedback in a games-based learning environment.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/15
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Fearful Fun
On today’s episode we’ll cover some unethical uses of gamification.
Gamification is supposed to be fun. That’s why businesses, organizations and individuals use it on a daily basis. Why else would someone play games? But what are the ethics of gamification? What stops one business or organization from doing something nefarious? Is there a limit to gamification? Who should govern gamification? Should it be up to academics, the government, or individuals to police how gamification is used?
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/14
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Formal Game Structures
On today’s episode we’ll cover formal game structures.
Formal game structures are the cornerstone on which game designers build their experiences.
These structures shape what the designer intends to convey. These structures also help define what the player hopes to takeaway. Recognizing these formal structures helps your players define their experience.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/13
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Structure Gamified Learning
On today’s episode we’ll cover structuring your gamified learning.
Structuring learning is one of the hardest things for an instructor to do. Sometimes that means reusing a syllabus. Other times you have to fit 16 weeks’ worth of content into 10 weeks. In either case, making sure that your students meet all course learning outcomes in your course’s time frame can be difficult. That’s when structuring your class can be gamified. Many instructors rely on a schedule in order to break up their content. You can use that schedule to gamify your course structure.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/12
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On Using Games for Learning
On today’s episode we’ll cover Using Games for Learning.
Some of the most common applications are gamification, serious games, and games-based learning. But, that is not what many people see in practice. There are some really popular interpretations of learning games. Those focus on a few areas like the following: Scoreboards keeping track of players’ progress. Playful feedback in activities, and Tracking of students’ goals and achievements. On their face, these all contribute to the field of games-based learning. But there are definitely some other things you should consider when using games for learning. Motivation is one of the most critical areas for games-based learning. Specifically, we aim to use intrinsic motivation.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/10
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Moral Choices in Games
On today’s episode we’ll cover Moral Choices in Games.
There are many types of games available for people to play and enjoy. One of the most familiar and heartwarming ones are narrative driven games. These are games where the player often plays the protagonist. Here, you play as a single avatar. You explore the world and different paths in the story. If you’ve ever read the “Choose your own adventure” type of books then you know what I’m talking about. As the character, you interact with and make decisions as you move through the world. When reading the book your turn to page –whatever- in order to see what happens. If you liked this episode please consider commenting, sharing, and subscribing.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/10
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Lessons Learned Simulations and Training with Matthew Stevens
In this episode I connected with Matthew Stevens of Lessons Learned Simulations and Training. In this interview we discussed the meaning and purpose of humanitarian work; Matt’s career working n the field; as well as how he uses serious games and simulations for teaching and training others.
Matthew Stevens
Matthew Stevens is Director of Lessons Learned Simulations and Training, an Ottawa-based professional development training firm for humanitarian and development workers and a pioneer in bringing simulations and serious games to the humanitarian and development sphere. Matthew has worked with refugees and migrants globally since 2008, from downtown Cairo to the Peruvian Amazon. Before returning to Canada, he served as Country Director for an INGO in Amman, Jordan, delivering online higher education to displaced youth. Matthew holds a Masters degree from the Centre of Refugee Studies at York University.
https://www.facebook.com/LessonsLearnedST
@LLST_media
mstevens@llst.ca
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I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.
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Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/9
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Ludic Language Pedagogy with James York of Tokyo Denki University
In this episode I connected with James York a lecturer at Tokyo Denki University. In this interview we discussed James’ path towards Toko Denki University; his work with the Ludic Language Pedagogy Journal; his approach to using games for teaching and learning; and the special challenges of teaching language through game play.
James York
James is a lecturer at Tokyo Denki University where he researches the application of games in language teaching contexts. James co-edits the journal “Ludic Language Pedagogy,” which is a space for teachers and researchers to publish work relating to teaching with games. LLP also encourages open conversations about games and play in language teaching and learning on their slack server.
Social links
Twitter: https://twitter.com/cheapshot
Discord: Cheapshot#4786
Research links
Lecturer at Tokyo Denki University https://radata.dendai.ac.jp/tduhp/KgApp?kyoinId=ymbsgsyoggy
Co-editor of Ludic Language Pedagogy https://www.llpjournal.org/
Google Scholar https://scholar.google.co.jp/citations?user=Wqi7k0wAAAAJ&hl=en
Research Gate https://www.researchgate.net/profile/James_York3
Academia.edu https://dendai.academia.edu/JamesYork
LinkedIn https://www.linkedin.com/in/yorksensei
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I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.
Also make sure to visit University XP online at http://www.universityxp.com
University XP is also on Twitter https://twitter.com/university_xp and on https://www.facebook.com/universityxp/
Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/8
Support the show (http://www.universityxp.com)
War Games with James Sterett, U.S. Army University/Command & General Staff College
I connected with my colleague James Sterrett the US Army Deputy Chief, CGSC Simulations & Exercises Division. In this interview we discussed Dr. Sterett’s work with simulations, war games, and his philosophy on incorporating gaming into teaching and learning.
James SterrettUS Army
Deputy Chief, CGSC Simulations & Exercises Division
https://www.linkedin.com/in/james-sterrett-32a7195/
James Sterrett is the Chief of the Simulation Education Division in the Directorate of Simulation Education of U.S. Army University/Command & General Staff College. Since 2004, he has taught the use and design of simulations and games, and supported their use in education. He also earned a PhD in War Studies from King's College London, and has participated in beta test and design teams for many games, notably including Steel Beasts and Attack Vector: Tactical.
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I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.
Also make sure to visit University XP online at http://www.universityxp.com
University XP is also on Twitter https://twitter.com/university_xp and on https://www.facebook.com/universityxp/
Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/7
Support the show (http://www.universityxp.com)
Serious Games
On today’s episode we’ll cover Serious Games.
Many people already know what games are and how to define them. But do you know anything about “serious” games? Serious games are games. But they’ve been designed with an educational purpose. Serious games were not created to be played for amusement or entertainment. For other educators like myself, serious games offer a distinct advantage compared to using commercially available off-the-shelf games. When using those commercial games I have to work to adapt them to what I want my students to learn. Serious games on the other hand are available for teaching and learning right out of the “box.” Serious games have allowed us to improve our teaching practices by using game structures, constructs, and scaffolding directly for learning.
If you liked this episode please consider commenting, sharing, and subscribing.
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I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.
Also make sure to visit University XP online at http://www.universityxp.com
University XP is also on Twitter https://twitter.com/university_xp and on https://www.facebook.com/universityxp/
Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/6
Support the show (http://www.universityxp.com)
Remote Adventure with Board Gaming with Education
In this episode of Experience Points I connected with my friend and colleague Dustin Staats from Board Gaming with Education on his program Remote Adventure. In this episode we cover Games-Based Learning versus Gamification. There are some similarities and some differences. We also covered some tools that we like to use for integrating games into our teaching, training, learning, and education.
I hope you found this episode useful.
If you’d like to learn more, then a great place to start is with my free course on gamification. You can sign up for it at www.universityxp.com/gamification
You can also get a full transcript of this episode including links to references in the description or show notes. Thanks for joining me!
Again, I’m your host Dave Eng from games-based learning by University XP. On Experience Points we explore different ways we can learn from games.
If you liked this episode please consider commenting, sharing, and subscribing. Subscribing is absolutely free and ensures that you’ll get the next episode of Experience Points delivered directly to you.
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I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.
Also make sure to visit University XP online at www.universityxp.com University XP is also on Twitter @University_XP and on Facebook as University XP Also, feel free to email me anytime at dave@universityxp.com
Get the full transcript and references for this episode here:
https://www.universityxp.com/podcast/5
Support the show (http://www.universityxp.com)
Gamified Learning Outcomes
On today’s episode we’ll cover Gamified Learning Outcomes
Games have goals. Classes have outcomes. Learning outcomes are a way for faculty, educators, and instructional designers to form and shape how a class will be structured. Game designers also form and shape the player’s experience through structures, loops, and other activities. Some may think that these two areas are completely separate. But when taking advantage of games-based learning, they become one and the same. First, let’s talk about creating quality learning outcomes.
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I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.
Also make sure to visit University XP online at http://www.universityxp.com
University XP is also on Twitter https://twitter.com/university_xp and on https://www.facebook.com/universityxp/
Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here:
https://www.universityxp.com/podcast/2020/4/16/episode-4-gamified-learning-outcomes
Support the show (http://www.universityxp.com)
Student Gamer Centric
On today’s episode we’ll cover the Student Gamer Centric Approach to Learning.
One of the biggest changes to education has been the creation of a learner-centric model for teaching. I find this kind funny as I believed that teaching had always been learner centric. Aren’t students the main benefactor of learning? Isn’t that why we are all here? I can only come to that conclusion because I think about learning from a games-based mindset. Games are created for others to interact with, play, and enjoy. They aren’t for the designers. Is an un-played game still a game? If a class isn’t designed for students, then is it still a class?
If you liked this episode please consider commenting, sharing, and subscribing.
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I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.
Also make sure to visit University XP online at http://www.universityxp.com
University XP is also on Twitter https://twitter.com/university_xp and on https://www.facebook.com/universityxp/
Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/3
Support the show (http://www.universityxp.com)
The Nature of Games
On this episode we cover “The Nature of Games.”
What is a game? What makes a game? Games have been part of human history for many ears. But do we even know what we are playing? What makes them fun, interesting, unique, and engaging? A game is a participatory activity where people play for pleasure and without a specific purpose. But can you really say that? Do people really play games without a specific outcome? I know that I play games to have fun, but does that mean that they aren’t serious? Does that mean that my hobby isn’t something as worthwhile as someone else’s?
If you liked this episode please consider commenting, sharing, and subscribing.
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I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.
Also make sure to visit University XP online at http://www.universityxp.com
University XP is also on Twitter https://twitter.com/university_xp and on https://www.facebook.com/universityxp/
Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/2
Support the show (http://www.universityxp.com)
Why Games
On this episode we break down “Games.”
Here’s a question that never comes up in my presentations: “What makes games so appealing?” Usually people already know the answer. So, they don’t ask the question. Lots of people have different reasons why they play games: because they like the characters or the story. Because they want to escape from their everyday lives – even if it’s just for a few minutes. Some like the challenge that games provide while other people like socializing around games. But another reason that makes so appealing? It’s because they are constantly changing.
If you liked this episode please consider commenting, sharing, and subscribing.
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I live to lift others with learning. So, if you found this episode useful, consider sharing it with someone who could benefit.
Also make sure to visit University XP online at http://www.universityxp.com
University XP is also on Twitter https://twitter.com/university_xp and on https://www.facebook.com/universityxp/
Also, feel free to email me anytime at dave@universityxp.com
Game on!
Get the full transcript and references for this episode here: https://www.universityxp.com/podcast/1
Support the show (http://www.universityxp.com)