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EDUCATIONAL GAME DESIGN#1
The process of creating games with the intent to educate, combining fun with learning objectives.
SCRATCH#2
A visual programming language that allows users to create interactive stories, games, and animations, ideal for beginners.
UNITY#3
A powerful game development platform used for creating 2D and 3D games, suitable for more advanced projects.
PLAYTESTING#4
The process of testing a game with real users to gather feedback on gameplay and educational effectiveness.
GAME MECHANICS#5
The rules and systems that govern gameplay, including how players interact with the game.
LEARNING STYLES#6
Different ways individuals prefer to learn, such as visual, auditory, or kinesthetic methods.
FEEDBACK INCORPORATION#7
The practice of integrating user feedback into game design to improve functionality and engagement.
PROTOTYPE#8
An early sample or model of a game used to test concepts and gather feedback before final production.
EDUCATIONAL PSYCHOLOGY#9
The study of how people learn and the psychological factors that influence learning.
USER PERSONAS#10
Fictional characters created to represent different user types and their needs in game design.
INCLUSIVITY#11
Designing games that cater to diverse learners, ensuring accessibility for all players.
GAME ASSETS#12
The visual and audio components used in a game, including graphics, sounds, and animations.
ITERATION#13
The process of refining a game design through repeated cycles of feedback and revision.
MECHANICS, DYNAMICS, AESTHETICS (MDA)#14
A framework for understanding games, focusing on their mechanics, player dynamics, and aesthetic experience.
ENGAGEMENT STRATEGIES#15
Techniques used to keep players interested and motivated during gameplay.
GAME DEVELOPMENT TOOLS#16
Software applications used to create and design video games, like Scratch and Unity.
PEER REVIEW#17
A process where students evaluate each other's work to provide constructive feedback.
EDUCATIONAL CONTENT#18
Material designed to teach specific concepts or skills within a game.
USER MANUAL#19
A document that provides instructions on how to play and navigate the game.
PROTOTYPE SEGMENT#20
A specific part of a game prototype that showcases key features or mechanics.
PLAYTESTING PLAN#21
A structured approach to testing a game, outlining objectives, methods, and participant roles.
SUMMARY REPORT#22
A document summarizing findings and recommendations based on playtesting feedback.
CREATIVE JOURNEY#23
The process of developing ideas and concepts into a tangible game design.
DESIGN ELEMENTS#24
Components of a game that contribute to its overall experience, including visuals, mechanics, and story.
MOTIVATION#25
The drive that encourages players to engage with a game and complete its challenges.
FUNCTIONAL PROTOTYPE#26
A working version of a game that demonstrates its core mechanics and educational goals.