How did I design an educational game in a hurry? How could I design a reusable constructivist game engine? How could performance-oriented design build into the game? These were the issues that led me to the design of the educational game as shown in the following screen shots.
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| FIGURE 1: The start screen with a mission. |
I did not wish to compromise the instructional design and I wanted the learners learn deep into the subject matter.
So how?
I first decided on the topic: e-Learning Definition, which teaches a concept. I then looked for an existing Macromedia Director's crossword puzzle game, which was credited to Gary Rosenzweig from his book entitled Advance Lingo for Games. Of course, I had to modify the entire programming codes to suit my own conceptual design and re-write it in an object-oriented format.
I went through a rapid instructional design process to understand the potential problems and issues of the learners, and the job performance of an e-learning designer.
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| FIGURE 2: The puzzle screen. |
Instructional Conversation method was applied to let learners see things from multiple angles and make sense of the subject matter. That is, instead of teaching the learners to memorise the definition of e-learning, the learners would have to observe and ponder about the "conversation" that took place between the characters for each crossword puzzle clues. The learners would then need to take down notes, and make sense of the conversation.
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| FIGURE 3: The instructional conversation. |
When the learners solved the puzzle, the game engine would bring them to a page where they were required to read the viewpoint summary of all the characters, before writing and submitting their reflection.
Upon submission of their self-reflection, the tutors' suggestions would be presented and the learners were again asked to self-reflect, compare and contrast their earlier reflection against tutors' suggestions on a scale of 0-100.
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| FIGURE 4: Each character presents his/her view. |
The game engine provided two types of monitoring mechanisms: one for the learner and the other for the tutor.
The knowledge dashboard was meant to inform the learners' understanding of the subject matter.
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| FIGURE 5: Learners will be making sense of the viewpoints. |
Lastly, I used the zoom lens approach from the Elaboration Theory of C. Reigeluth to design the instructional elements. As a result, the overall design of the game engine consisted of both learning and instructional theories.
Two students were involved in this project: Mr. Goh Nai Sheng and Mr. Cheng Shu Yau, both were Year 3 Students of the Diploma in Multimedia Computing course at the time. They had done an exceptional job in 3D modelling and interface design.





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