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Creating E-Learning Games with Unity

You're reading from  Creating E-Learning Games with Unity

Product type Book
Published in Mar 2014
Publisher
ISBN-13 9781849693424
Pages 246 pages
Edition 1st Edition
Languages
Author (1):
David Horachek David Horachek
Profile icon David Horachek

Table of Contents (17) Chapters

Creating E-Learning Games with Unity
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Introduction to E-Learning and the Three Cs of 3D Games 2. Interactive Objects and MissionMgr 3. Mission One – Find the Facts 4. Mission One – Future Proofing the Code 5. User Interfaces in Unity 6. NPCs and Associated Technology 7. Mission Two – Testing a Player's Learning 8. Adding Animations 9. Synthesis of Knowledge 10. An Extensible Game Framework Pattern in Unity Index

Applying learning theory to mission three


The choice of a tourism-themed race against the clock was made to fill a number of e-learning game design requirements shown in the following diagram:

Effective learning requires manipulation of the subject matter at various levels of cognitive complexity. Hence, one powerful way to design mission content for our e-learning game is to deliver content that requires the player to interact with the subject matter in a variety of ways. Bloom's Taxonomy (aptly named after American educational psychologist Benjamin Bloom) gives us a pyramid heuristic that illustrates this concept. Relevant to this text; this taxonomy is a set of descriptive words that may be used to classify the different levels of cognitive complexity at which learning can occur.

Having used remembering as the underlying instructional mode in mission one (find the flags) and applying as the underlying instructional mode in mission two (quiz race), we increase the level of interaction with...

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