![]() ![]() If you want to examine how strategy can be used in your own game, join us for our online class. Strategy is one of the topics Sharon Boller and I are going to be guiding in our new online workshop through the eLearning Guild. Reward learners for developing a solution that was not previously considered as a winning outcome.Provide knowledge or information that can help the learner manage complexity relationships among variables.Reveal information a little at a time to influence and shape a player’s strategic decision making.Reward learners for correctly determining an opponent’s next move or decision.Establish situations where the learner has to predict outcomes.Include tradeoffs and force the learner to make decisions based on those tradeoffs.The test is the decision, let the crew of the ship die or risk intergalactic war.Īs you are implementing gamification within your learning environment, consider the following when creating a strategy gamification event. The test involves a situation where a space ship, the Kobayashi Maru has traveled into a forbidden zone, the Klingon Neutral Zone and any starship attempting a rescue would be in violation of a peace treaty and be attached but if the starship captain does nothing, all the people on the Kobayashi Maru will die. The strategy comes into play because you won’t know whether you can take a piece till you attempt to take it. Pieces of a higher rank can take lower pieces. The Kobayashi Maru is a test to see how starship captains react to difficult situations. Each moveable piece in Stratego carries a numbered rank. Ill be playing this game with full players count soon so Id like to double confirm on the availability of stratego tokens to make sure Ive been learning right. You can even engineer something like the no-win situation from the original Star Trek Series called the Kobayashi Maru. For example, a situation may be engineered where the learner needs to make a series of difficult decisions based on an economic strategy, a marketing strategy or a combination of strategies and through the learning process, decides what tradeoffs are acceptable and what tradeoff are not acceptable. In a gamification learning example, a learner may need to strategize to successfully complete the gamification experience. The idea is to strategize a method of conquering the world and creating a civilization that will stand the test of time. Box is not included, picture is for reference only. The game offers multiple paths to victory including diplomacy, culture, economic, winning the space race and, of course, the military victory. Issued only for 6 months before MB switched to plastic, these 1st Edition wooden tokens are getting difficult to find. ![]()
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