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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.