Knock ‘em down — ‘video game design’ pt1

‘Knock ‘em down’ is a team bowling game, based on the bowling relay drill.

Teams have multiple sets of stumps to aim at, and progress to higher (harder) levels as they win a round — targets get smaller as stumps are removed as the team progresses up the levels.

This is my first game that incorporates the video game “levls” concept – more a gamified bowling drill, but it does seem to engage players more than simply bowling for 5 minutes and counting hits. Continue reading Knock ‘em down — ‘video game design’ pt1

Lock ‘em up — ‘video game design’ pt 2

In ‘lock ‘em up’, the batting team earn ‘upgrades’ (more open spaces to hit the ball into) by ‘locking’ fielders into disadvantageous fielding positions by successfully hitting the ball into designated target areas.

It is, in many respects, a gamified version of the old ‘Lord’s game’.  I have played it only with a front foot drive, but I can see no reason not to adapt it to for other attacking strokes.

This game has developed from an idea shared by @imsporticus , modified to include concepts from @davidhinchliffe and @ianren21 — thanks to all of my fellow coaches for the inspiration, and also to @AmyPrice_10 et al. for the theoretical underpinnings of sports coaching informed by digital game design.

Continue reading Lock ‘em up — ‘video game design’ pt 2

Moving up to the next level – adapting video games design to games-based learning

 

For me, the two most immediate are

…games should be easy to learn but hard to master

And

Learning achievement is rewarded Continue reading Moving up to the next level – adapting video games design to games-based learning