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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.