Advocating for game design aside, good games are not made purely through playing games. Yes, there is a lot you can learn from play, but it does not explain the hows or whys behind that knowledge. In other words, a lot of the theoretical elements (and thus the vast majority of 21st century skills) are lost if the focus is just on how the game works. Good games, the kind people remember fondly years after they are lost or shoved on the back of a closet shelf, are not a collection of rules; they are contextual and rely on knowledge of the world. Other than game designers, few people reminisce about their favorite game mechanic. That is a really nerdy thing to do, even for designers.
Like anything, however, games can be overused. Game play and design work best when used to supplement a class or as a library program. They are not a catch-all or a cure for the learning blues. The STEAM model is an explanation for how game design can help, not a road map. This matters since you get diminishing returns using the same tools or playing the same game repeatedly in regards to skill improvement. So, why include the STEAM model if it is not a justification for Learning by Design?
There are too many ways a game can be arranged. No matter how much research and discussion are done on game design, the modules for the types of board games cannot account for everything. Games that use a track have endless variety. It does not matter how quickly players might get bored of roll-and-move mechanics when there are more themes, designs, and art that can decorate a game board. Players might not like the game, but younger players still enjoying random dice rolls will. But what keeps people coming back to a game is the dressing as much as the mechanics. For instance, Monopoly is loathed and still remains popular. One of the reasons is the building mechanic. It is one of the few simple games (compared to wargames) that has this option.
Keeping this idea in mind, designers can make “boring” games fun simply by changing the theme and/or a rule. That cannot be done if the designer does not know the audience and their world. Game designers have to make use of everything they can to build memorable games. The modules can guide you in learning how to make those games, but it cannot turn rules into experiences. That comes from the dressing as much as it does how you describe the game’s rules. Suggestions and examples will be plentiful in the sections detailing the modules, but they barely scratch the surface.
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Learning by Design – The STEAM Module, Part 7
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