instituteofplay.org

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Definitions (31)

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embedded assessment


A strategy for evaluating student performance using outputs that: naturally occur in the course of day-to-day learning; create frequent opportunities for feedback and revision; and expose students to data that can inform their decision-making.
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behavior


Rules that describe the action of a game component and the qualities defining that action. A game character might be able to run or jump, for example―two different kinds of behaviors. Or a door might be assigned an “invisible” behavior, which means it will not appear on screen. Behaviors have certain qualities as well, like randomness or motion pat [..]
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challenge


An important way to shape the experience of play. If the challenge of a game is too high for a player’s skills, he or she might become frustrated. If there is not enough challenge, boredom results. Ideally, games provide a perfectly calibrated degree of challenge.
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challenge-based learning


See Game-based Learning.
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conflict


An essential attribute of games that arises naturally from the interaction of game components and players pursuing goals in the face of obstacles. Game conflict comes in many forms: individual, team-based, cooperative, non-cooperative, direct or indirect.
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connected learning


A theory of learning that strives to connect and leverage all the various experiences, interests, communities and contexts in which learners participate―in and out of school―as potential learning opportunities.
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core mechanic


The moment-to-moment activity of a player, repeated over and over throughout a game, such as trading, talking, shooting, guessing or conquering terrain. Compelling core mechanics are a must in effective game design.
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design thinking


A set of skills, competencies or dispositions relating to the highly iterative collaborative process designers employ when conceiving, planning and producing an object or system.
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formative assessment


A strategy used by teachers and students during the learning process that provides feedback to inform decision-making and modify teaching and learning activities in which they are currently engaged. Often contrasted with summative assessment, which is used to assess achievement of learning outcomes.
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game


A designed system in which players engage in artificial conflict, defined by rules and resulting in a quantifiable outcome. There are many different kinds of games, including card games, board games, computer games, video games, mobile games, dice games, online games, social games, role-playing games and physical games.
Source: instituteofplay.org (offline)


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