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EDUCATIONAL GAME#1

A game designed specifically to teach or reinforce learning objectives, often incorporating interactive elements.

GAME DESIGN#2

The process of creating the content and rules of a game, focusing on mechanics, story, and player experience.

PROTOTYPING#3

The act of creating a preliminary model of a game to test concepts and gather feedback before final production.

LEGO#4

A popular building toy consisting of interlocking plastic bricks, used for creative construction and play.

INTERACTIVE LEARNING#5

An educational approach that actively engages students in the learning process through hands-on activities.

FEEDBACK LOOP#6

A process where information about a system's output is used to adjust and improve the system's input.

PLAYTESTING#7

The practice of testing a game with real users to gather feedback on gameplay and mechanics.

CONSTRUCTIVISM#8

An educational theory emphasizing that learners construct knowledge through experiences and reflections.

EXPERIENTIAL LEARNING#9

Learning through direct experience, often involving hands-on activities and real-world applications.

GAME MECHANICS#10

The rules and systems that govern gameplay, determining how players interact with the game.

USER EXPERIENCE (UX)#11

The overall experience a player has when interacting with a game, encompassing usability and enjoyment.

LEARNING OBJECTIVES#12

Specific goals that define what learners should know or be able to do after completing a lesson or activity.

ITERATIVE DESIGN#13

A design methodology that involves repeated cycles of prototyping, testing, and refining a product.

EDUCATIONAL THEORIES#14

Frameworks that explain how people learn and inform the design of educational experiences.

NETWORKING#15

Building relationships with peers and professionals in the field to share knowledge and opportunities.

MARKETING STRATEGY#16

A plan for promoting and selling a product, including identifying target audiences and messaging.

DOCUMENTATION#17

The process of recording the design and development process, including challenges and solutions.

CHILD DEVELOPMENT#18

The study of how children grow and learn, impacting educational approaches and game design.

ENGAGEMENT STRATEGIES#19

Techniques used to capture and maintain players' interest and involvement in a game.

DESIGN ITERATIONS#20

Revisions made to a game based on feedback and testing, aiming to improve functionality and enjoyment.

USER MANUAL#21

A guide that explains how to use a game, providing instructions and tips for players.

PORTFOLIO PIECE#22

A selected work that showcases an individual's skills and capabilities, often used for professional opportunities.

FLOWCHART#23

A visual representation of a process, illustrating the sequence of actions or decisions in a game.

INITIAL SKETCHING#24

The early stage of design where concepts are visualized through drawings to explore ideas.

MARKETING MATERIALS#25

Promotional content created to support the launch and sale of a game, including brochures and ads.