This is a guest post by Amber Stevens of d2 Digital, a Manchester-based digital agency set up by two former teachers, which specialises in educational games.
Founded by former teachers; d2 has over the last 19 years worked extensively on developing online educational resources. Driven by the impact digital technology can have on the learning experience we’ve naturally moved into developing educational games for the museums and charities sectors.
A game’s a game
Whilst all games by their nature need to be both fun and engaging; games with a purpose (or in particular an educational purpose) take other factors into consideration. When we start developing a game for any sector one of the key aspects we keep in mind is that it is first and foremost a game! There is a basic requirement for ‘playability’ or, as one of our Lead Developers explains, “all good games run on a cause and effect basis; games such as Farmville understand that when the user actions something early on in the game they need some reward/acknowledgement later on in the game, otherwise it becomes pointless clicking”. Of course applying this to games that are fundamentally ‘educational’ in their aim can create some challenges: whilst we need to ensure the game conveys the key educational message required, we also need to ensure we keep the experience fun. How we marry the two of these often depends on several factors.
The challenges…
1 – Does the game have direct curriculum links? For example a charity may require a game that has an educational aim but with no direct links to the curriculum. However it is important that the game still conveys a learning message. Alternatively, another may link to KS1 Maths – here’s an example of each:
RNLI – Rescue Response – A game with an educational message (around water safety) that also teaches children about the different types of boats the RNLI use for a variety of situations.
AFM – Fun to Save – A fun and engaging game that presents the user with a series of simple maths problems to encourage better financial habits and understanding.
2 – Is the game supported by other ‘offline’ activity? –Does it include downloadable lesson plans and worksheet activities which both support and inform what happens within the game? This Ancient Egypt resource is supported by both pre and post activities to support school visits to the museum to encourage extended engagement.
In overcoming these challenges we often co-collaborate with clients over a series of workshops to identify the key educational messages the game needs to convey. When scoping the game we are then able to convey these messages whilst still employing all of the key ‘game factors’ mentioned above.
Now for the benefits…
So now we’ve overcome some of the challenges encountered when designing educational games for these sectors let’s look at some of the benefits and rewards of developing for these interesting sectors:
- Firstly the obvious – developing for the museums sector allows us to visit the physical museum space to aid creativity and inspiration – it’s great being able to see how the game you are developing will help enhance learning and bring the museums objects and assets to life in a meaningful way.
- Both museums and charities have a large number of stakeholders so we are able to pull on the expertise of individuals in all departments to establish the key factors in the game.
- Developing games that have a social value!
The key to success – deep knowledge
Ultimately, when developing educational games – in particular for the museums or charities sector (as opposed to a general game for a blue chip company for example) – we’ve found that having knowledge of those sectors (particularly education and governance) is extremely helpful. We liken it to the difference between a builder and an architect – a builder can build a house but an architect understands the foundations and structures to create something long-lasting and adaptable to changing environments.




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