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Courseware System Rewards and Incentives

November 21st, 2008 by Learning Systems

Courseware System Rewards and Incentives

An important game feature to include in your courseware system is the allowance for trial and error. If a student fails to successfully complete a level, he or she should be given another chance or multiple chances until it’s completed. If a student fails at the third level, allow him or her to start over at the third level. A student shouldn’t have to begin again at level one. 

Additionally, sure to include rewards, feedback, and motivation for your courseware system students. Most computer and video games have a system of points, lives, and boosters to provide the player with a sense of how they’re doing, as well as make them feel good if they’re performing well. Making it easy to score points or secure boosters or bonuses will encourage your courseware system learner to keep going, as well as make his or her learning experience more rewarding and fun.

An Increasingly Challenging Courseware System

November 21st, 2008 by Learning Systems

Increasing the Challenge in a Courseware SystemSome games give instructions in written text, while others provide a guided tutorial where you play the first level of the game, or an introductory level, with assistance. Just remember–the student’s likeliness of becoming instantly engaged, as well as the danger of becoming immediately discouraged, depends largely on the first few moments with your courseware system

Just as all video and computer games become gradually more challenging as they go, so should your courseware system. Begin the course with basic tasks, and work upward from there. This is another reason to keep the method with which your learners interact consistent throughout your courseware system–as levels become increasingly difficult, your learner won’t want to be hassled with learning new rules. 

Engaging Courseware System Narratives

November 21st, 2008 by Learning Systems

Engaging Courseware System Narratives A recent Writers Gateway article describes how creators can develop their courseware systems like a video or computer game. Sound crazy? It may be more feasible and simpler than you imagine. Every game follows a similar pattern that can be emulated in your courseware system. 

All games have a goal and steps to reach it. The player’s challenge is to solve a series of problems and complete the steps quickly and efficiently. 

Students who are asked to conquer levels and solve problems in a game-like format will be more engaged and interested in the course. But how does one actually go about creating a courseware system based on a game model? Start by telling a story.

Courseware Systems with Gamer Appeal

November 21st, 2008 by Learning Systems

Courseware Systems with Gamer AppealWhy not design your courseware system with an appeal to the ever-expanding gamer demographic? Interactive courseware systems have the power to attract a wide audience. According to a survey by Pew Internet & American Life Project, 97% of all teenagers age 12 to 17 play video games of some sort, whether it’s on a console, a computer, or a cell phone. And recent AOL Games and the Association Press poll data suggests that 38% of adults play computer or video games in some capacity. 

But unless gamers are heavily addicted, adult gaming shouldn’t be seen as a childish waste of time. The generation of men and women in their 30’s grew up in the video game boom, and since then the industry has evolved with them. Grown adults aren’t playing Pong anymore on their Ataris. 

Today’s games are much more sophisticated, involved, and require thought, strategy, and decision making. They’re more like interactive movies than just games. I think courseware system developers might stand to learn something from the gaming industry.