I'm not sure how well this discussion transfers to learning environment design, but it was interesting to think about it for a few moments. The idea was to look at navigation systems (for example, inside your car) from the perspective of game design principles. There's a pretty standard set of views that have evolved over the years, including especially the view from above and behind the player, looking forward. I recognize this view from my own gaming. Contrast that with the awful design of in-car navigation (and the even more awful design of in-course navigation). Anyhow, there's enough detail in the discussion to make it worth a read, and it is worth reflecting on.
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