Playful Learning : how to turn any IP into a successful educational app or game
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Transcript of Playful Learning : how to turn any IP into a successful educational app or game
Playful LearningHow to turn any IP into a successful educational app or game
Workshop structure 1-5pm
● Part 1: Choosing the right IP● Part 2: Making it educational● Part 3: Designing your game● 3pm Coffee break● Part 4: Your strategy for success● Pitch your game idea
Your hosts for the afternoon…
Mahesh Josh Phil Chris
Martha Kirsten
Mahesh Ramachandra, Hopster
Josh Davidson, Nightzookeeper
Phil Stuart, Preloaded
Chris O’Shea, Cowly Owl
Part 1: Choosing the right IP
Can anything be made into a game?Should everything be made into a game?
Choosing the right IP: considerations
Things to look for:• Reach• Cost vs likely return• Ease of partnership/acquisition• Spin off possibilities• Creative possibilities (e.g. Disney will
demand a lot from partners)
The audience
• Who is your target audience?• What do they like? • What games do they play?• What sites do they/parents visit?• What do they need to know (literacy, maths,
GCSE psychology?) • Who makes the purchasing decision (kid, parent,
teacher, school, local authority?)
Who’s playing what – tablet apps
Stats compiled by Dubit Ltd
Activity 1: Choose your own IP
In your groups…• Pick an audience segment• Pick some IP you’d like to work withYou have 5 minutes!
Octonauts Young Sherlock Holmes Romeo and Juliet
Education, Education, Education
• Designing with the end in mind – setting objectives
• Objectives and game design – a natural fit
• Should you design to fit a pre-existing curriculum?
• Working with educational specialists/partners
From syllabus to screen
Activity 2: Set your learning objectives
• Decide what subject area/s your game will focus on
• Pick a small aspect of the subject to create a demo around (e.g. the 3 times table, the life-cycle of the honeybee)
• Write out 3-5 learning objectives from the learner’s perspective. E.g.:• By the end of this game I’ll be able to draw an
elephant• By the end of this level I’ll be able to spell 3
words
Part 3: Game design - considerations
• Balancing fun and learning• Phil’s framework – jeopardy, scoring,
narrative, cause and effect, measuring achievement, second to second
• Prototyping and iterative development• Examples: High Tea/Little Digits
Game design: visuals and UX
• How and when to use a graphic designer/games artist
• Making sure your game is challenging to win, not to understand (or the importance of good UX)
• Game design: test, test & test again
• Why?• How?
Activity 3: Design a part of your game
Create the narrative for part of a level (what will happen as the student plays)● Decide which game mechanics you will use
(strategy game, tower defence, racing game, platform game, end of level boss? collecting points? avoiding bad guys?)
● Use the flipchart to illustrate your level
Part 4: Your strategy for success
Designing your game is just the start… Now we move on to consider how you make it a bestseller…
Distribution
• Which platform?• How to market to schools -• How to market to families - app store,
other? • Price - freemium/paid for/free• Partnerships
Schedules and budgets
• How long does it take?
• How much does it cost?
• What are you paying for?
Measuring success
• Building in evaluation - qual and quant
• Using analytics• Setting goals - what
are the benchmarks?
Post launch
• It doesn’t end when you launch - legacy and maintenance
• Iteration• Promotion
Activity 4: Pitch your game
● In your group decide on a distribution strategy (who will you sell to and how)
● Agree your benchmarks and how you will measure the success of your game
● Set your budget (Hollywood or Holly Oaks?)● Present your game to the judges - you have 3
minutes to present and 3 minutes for Q&A● Win great* prizes!
* not necessarily that great
Thanks and happy games making!
@marthasadie@campbellhowes@philstuart@chrisoshea@hopsterTV@nightzookeeper