🧭 Level 2 Quest Log: Exploring the Existing Landscape

 

Quest Context / Intro

One of the first steps in any game design process is understanding what already exists within a given topic space. Before proposing new mechanics or experiences, it is critical to examine prior work—what has been successful, what gaps remain, and where opportunities for innovation may exist.

As part of this exploration phase, I reviewed and (when possible) played a selection of games and simulations aligned with potential client topic areas. This post documents what I found, what I did not find, and the insights gained from surveying the current design landscape.


🧩 Part 0: Topic Option(s) Explored

At this stage of the design process and the time of writing this blog post, our team has not yet finalized a single client topic. So, this blog post may be updated in the future once this has been ironed out. In order to support early market research and identify potential design opportunities, I explored several topic options that align with common learning needs and are well-suited to game-based or simulation-based approaches.

Topic Option 1: Systems Thinking & Cause-and-Effect

  • Focus on understanding how interconnected systems behave over time

  • Common in domains such as infrastructure, organizational processes, environmental systems, and technical workflows

  • Well-suited for simulation and strategy-based game mechanics

Topic Option 2: Safety, Risk, & Procedural Decision-Making

  • Emphasizes learning how to identify hazards, follow procedures, and make safe choices

  • Often addressed through simulations, branching scenarios, or role-play

  • Relevant to workplace training, technical education, and compliance contexts

Topic Option 3: Problem-Solving & Troubleshooting

  • Centers on diagnosing issues, testing solutions, and iterating based on feedback

  • Frequently appears in puzzle-based games and simulation games

  • Applies broadly to technical, mechanical, and systems-based learning environments

Topic Option 4 (Exploratory): Collaboration & Communication

  • Focuses on teamwork, role clarity, and shared decision-making

  • Commonly implemented through role-playing games, board/card games, or multiplayer digital experiences

  • Particularly relevant for organizational or professional learning contexts

These topic areas were selected to allow flexibility during early exploration while still providing enough structure to guide meaningful game and simulation research across multiple platforms.  Updates from the team will be considered as they come up.


🔍 Part 1: What Did I Find?

Using the topic options outlined above, I explored a range of digital and browser-based games and simulations across multiple platforms, including online educational game repositories and commercial game storefronts. The following experiences stood out as either directly relevant or useful points of comparison.  While some of the games discussed here were also analyzed in a previous Level 1 reflection, they are revisited in this post from a different lens—as reference points for market research and topic exploration rather than gameplay analysis.

🎮 Game / Simulation 1: Crack the Circuit

📍 Where found:

Online (browser-based educational game)

🧠 What is the game about?

Crack the Circuit is a puzzle-based game designed to teach foundational electrical concepts such as series circuits, parallel circuits, and short circuits. Players are presented with circuit challenges and must use components like batteries, bulbs, and switches to complete functional circuits. The experience is intentionally simplified to foreground learning through experimentation rather than technical realism.

  • Core dynamic: Puzzle-solving and logical reasoning

  • Narrative: Minimal to none; the focus is on problem completion

  • Purpose: Educational

👥 Intended players:
This game appears to be designed for beginners or learners with little prior experience in electrical systems, likely targeting middle school through early high school learners or introductory technical training contexts.

📝 Relevance to topic areas:

This game aligns strongly with problem-solving and troubleshooting as well as systems thinking, as players must understand how components interact to produce desired outcomes.





🎮 Game / Simulation 2: Wired

📍 Where found:
Online (browser-based game)

🧠 What is the game about?
Wired is an atmospheric puzzle-platform game where players progress by constructing working electrical circuits within a physical environment. Unlike more abstract puzzle games, Wired emphasizes a realistic model of electricity, requiring players to understand how current flows and how circuits behave under different configurations.

  • Core dynamic: Exploration and experimentation

  • Narrative: Environmental and implied rather than explicit

  • Purpose: Hybrid — educational through interaction, framed as a game

👥 Intended players:
This experience appears best suited for older learners or players with some existing familiarity with electrical concepts, such as high school students, technical learners, or curious adult players.

📝 Relevance to topic areas:
Wired connects closely to systems thinking and procedural decision-making, as players must test hypotheses and learn from failure within a simulated environment.



🎮 Game / Simulation 3: Keep Talking and Nobody Explodes

📍 Where found:
Steam (commercial entertainment game)

🧠 What is the game about?
Keep Talking and Nobody Explodes is a cooperative multiplayer game in which one player defuses a bomb while others consult a manual to provide instructions. Success depends on clear communication, shared understanding of systems, and rapid decision-making under pressure.

  • Core dynamic: Collaboration and communication

  • Narrative: Situational rather than story-driven

  • Purpose: Entertainment, with strong transferable learning mechanics

👥 Intended players:
Designed for groups of players, this game targets a general audience but is especially relevant for teams practicing communication, coordination, and procedural reasoning.

📝 Relevance to topic areas:
Although not explicitly educational, this game offers valuable insight into collaboration, role clarity, and procedural execution, making it a useful reference for learning-focused design despite its entertainment framing.



🧠 Related Games

While not all games explored were directly aligned with the client topic areas, several entertainment-focused games still provided useful reference points. These experiences demonstrated effective mechanics for communication, decision-making, and system comprehension that could be adapted for educational or training contexts.


📘 Part 2: What Did I Learn About Games in These Topic Areas?

Exploring existing games and simulations across multiple platforms revealed several important patterns about how learning-focused experiences approach topics such as systems thinking, problem-solving, safety, and collaboration. While each game differed in presentation and purpose, common design trends emerged that help clarify both opportunities and limitations within this space.


Commonalities Across Games and Simulations

One of the most consistent patterns observed was an emphasis on learning through interaction rather than direct instruction. Games such as Crack the Circuit and Wired rely heavily on trial-and-error, experimentation, and visual feedback to help players understand cause-and-effect relationships within systems. This approach aligns strongly with systems thinking and problem-solving topic areas, where understanding emerges from observing how components interact rather than memorizing rules.

Another commonality was the use of clear constraints and goals. Even in experiences without strong narrative framing, players are guided by explicit objectives—complete the circuit, power the system, or progress through a level. These constraints help focus player attention and reduce cognitive overload, especially when dealing with abstract or technical concepts.


Key Differences in Design Approaches

Despite these similarities, the games differed significantly in how they balanced realism, accessibility, and engagement. For example, Crack the Circuit simplifies electrical behavior to support accessibility and quick comprehension, making it suitable for novice learners. In contrast, Wired leans more heavily toward realism, encouraging deeper exploration but requiring greater persistence and tolerance for ambiguity.

Entertainment-focused games like Keep Talking and Nobody Explodes introduced a different design lens altogether. Rather than teaching explicit content, this game emphasizes collaboration, communication, and procedural execution. While not designed as an educational product, its mechanics reveal how social dynamics and role differentiation can be powerful drivers of engagement and learning—particularly in group-based or professional learning contexts.


Learning Domains and Genre Trends

Across the games reviewed, learning most frequently targeted:

  • Conceptual understanding (how systems work)

  • Procedural reasoning (what steps to take and when)

  • Decision-making under constraints

Puzzle and simulation-game hybrids were especially common, suggesting that this genre is well-suited for teaching complex systems without overwhelming players. Fully realistic simulations appeared less common, likely due to higher development costs and steeper learning curves.


Implications for Future Design Work

This exploration highlighted several opportunities for future design:

  • Many games focus on individual mastery, leaving room for experiences that emphasize collaboration and shared problem-solving.

  • There is a noticeable gap between highly abstract educational games and high-fidelity simulations, suggesting space for hybrid designs that balance realism with approachability.

  • Entertainment games continue to offer valuable inspiration for learning design, particularly in how they motivate players through tension, feedback, and social interaction.

Understanding these patterns will help inform future design decisions as our team refines a client topic and begins concept development. Rather than designing in isolation, this research reinforces the value of learning from existing successes—and learning where meaningful gaps remain.


Closing Line

"Mapping the landscape reveals not only what exists—but where new paths can be forged."


🎯 Closing Reflection

This exploration reinforced the importance of conducting early market research before committing to a specific design direction. Even when few direct examples exist, related games and simulations provide valuable insight into mechanics, player expectations, and design constraints. These observations will inform future design decisions as our team refines its topic focus and begins concept development.

🎮 Level 1 Quest Log: Circuits & Electricity (ISLT 9486)





Quest Context / Intro 

As part of Level 1 of Advanced Designing Games for Learning, I explored a curated group of games and simulations focused on circuits and electricity. This post serves as a reflective analysis of three selected experiences from this level and documents my observations, design notes, and classification decisions.

These notes will later inform my Level 1 Project, so the focus here is on understanding how each experience approaches learning through play, simulation, or a hybrid of both.


🔌 Game Group: Circuits & Electricity



📸 Screenshot: Group 3 – Circuits and Electricity



🕹️ Wired


What is the game/simulation about?

Wired is an atmospheric puzzle-platform game that tasks players with constructing functional electrical circuits to progress through levels. The game is built around a realistic physical model of electricity, requiring players to connect components such as power sources, wires, and switches to activate doors or mechanisms. Rather than abstracting electricity into symbolic mechanics, Wired emphasizes authentic behavior of electrical systems.

Structure (Dynamics, Mechanics, Goal)

  • Core Dynamic: Problem-solving through experimentation and iteration

  • Main Mechanics: Wiring components, completing circuits, activating environmental elements

  • Game Goal: Successfully construct working circuits to advance through the environment

Enjoyment & Motivation

I enjoyed the way Wired encouraged curiosity and experimentation. The puzzles felt approachable while still requiring logical reasoning, which aligns with motivational concepts such as competence and curiosity. At times, the lack of explicit guidance could feel slightly frustrating, but this also reinforced learning through trial and error.   I did find it very....odd running around in a hospital gown trying to fix circuits.  

Classification: Game, Simulation Game, or Simulation?

I would classify Wired as a simulation game. While it has clear game goals and progression, the mechanics are grounded in a realistic electrical model. The player is learning through interaction with a simulation, but within a structured, goal-oriented game framework.



Circuit Warz


What is the game/simulation about?

Circuit Warz is a serious game designed to teach advanced electronic and electrical circuit theory. The game presents players with challenges that require applying real-world circuit knowledge rather than discovering rules through play. Its design prioritizes accuracy and pedagogy over entertainment-focused mechanics.

Structure (Dynamics, Mechanics, Goal)

  • Core Dynamic: Knowledge application and analytical reasoning

  • Main Mechanics: Interpreting circuit diagrams, solving theory-driven problems

  • Game Goal: Correctly solve circuit challenges to progress

Enjoyment & Motivation

While Circuit Warz is clearly educational, it felt more demanding and less playful than the other experiences. Motivation came primarily from mastery rather than enjoyment. The experience assumes a higher level of prior knowledge, which may be effective for targeted learning but could be intimidating for novices.  Reading some of the reviews for the game, a few people criticized the game for the first-person shooter vibe, claiming that this game probably should have been either a 2D game, or a top-down game instead (Circuit Warz on Steam)

Classification: Game, Simulation Game, or Simulation?

I would classify Circuit Warz as a simulation rather than a game. Although it includes progression and challenges, its primary function is to model and assess understanding of circuit theory rather than provide game-like engagement.



🔋 Crack the Circuit


What is the game/simulation about?

Crack the Circuit is a browser-based puzzle game that introduces players to basic electrical concepts such as series circuits, parallel circuits, and short circuits. Players use components like batteries, bulbs, and switches to solve progressively complex circuit challenges.

Structure (Dynamics, Mechanics, Goal)

  • Core Dynamic: Puzzle-solving through logical arrangement

  • Main Mechanics: Drag-and-drop circuit components, testing outcomes

  • Game Goal: Successfully complete each circuit puzzle

Enjoyment & Motivation

This was the most immediately accessible and enjoyable experience of the three. The clear goals and visual feedback supported satisfaction and competence, making it engaging without being overwhelming. The gradual difficulty curve reinforced learning while maintaining motivation.

Classification: Game, Simulation Game, or Simulation?

I would classify Crack the Circuit as a game. While it represents electrical concepts, it simplifies and abstracts them for the sake of puzzle-solving and engagement rather than strict realism.



🎯 Closing Reflection 

Collectively, these three experiences demonstrate different approaches to learning through interactive systems—from playful abstraction to rigorous simulation. Comparing them highlights how design intent, realism, and player agency influence whether an experience feels like a game, a simulation, or something in between.

Reflecting on these three experiences also prompted me to reconsider my own design work from the previous course, particularly my game Circuit Breaker. Like Crack the Circuit, my goal with Circuit Breaker was to balance accessibility with meaningful engagement by simplifying electrical concepts into clear, puzzle-driven challenges.

In contrast, experiences like Circuit Warz highlight what Circuit Breaker intentionally avoids: heavy reliance on prior technical knowledge and minimal abstraction. Instead, my earlier design choices align more closely with the simulation game space demonstrated by Wired, where learning emerges through interaction, experimentation, and player-driven problem solving rather than direct instruction.

Viewing these Level 1 games through the lens of my previous project reinforces the importance of intentional classification. Decisions about realism, abstraction, and player guidance directly shape whether an experience functions best as a game, a simulation, or a hybrid. These insights will directly inform my approach to future projects in this course, particularly as I move toward more advanced, client-centered game design work.  


🎮 New Quest Unlocked: Advanced Designing Games for Learning


Saved games carry over 

Welcome to a new chapter of The Quest Log: Gaming for Learning & Fun.

This section documents my journey through ISLT 9486: Advanced Designing Games for Learning during the Spring 2026 semester, taught by Dr. Danielle Oprean. While this quest builds upon my previous work in Designing Games for Learning, it represents a new challenge level—one that moves beyond theory into client-based design, iteration, and real-world application.

In this advanced questline, the focus shifts from learning the rules of the game to designing meaningful play experiences for others. Throughout the course, this log will serve as my journal for tracking progress, reflecting on design decisions, and earning badges tied to serious game design competencies.

Along the way, I will document:

This post serves as my Level 0 entry for ISLT 9486 and marks the start of a new quest—one focused on applying game design principles to authentic learning problems and real-world contexts.

This advanced quest builds upon my earlier journey in Designing Games for Learning, where I explored foundational concepts in serious game design, game-based learning theory, and reflective play analysis. That original questline laid the groundwork for the skills, perspectives, and design approaches now being expanded and applied in this advanced course.

View the original questline here: The Quest Log: Gaming for Learning & Fun (September through December)

Quest status: Accepted.
Player ready.

🎮 Final Reflection: Closing the Questline


 Quest Log Entry — Prototyper’s End-of-Semester Reflection

What a semester this has been.

If I flip back through the pages of my Quest Log, it feels like I’ve been on a long campaign—one full of puzzles, branching paths, boss battles disguised as design challenges, and more than a few unexpected level-ups. When this course began, I wasn’t entirely sure what it meant to design a game for learning. I knew games could teach. I knew they could motivate. But understanding how they are crafted to do so? That was a different kind of journey.

Throughout these 16 weeks, I not only designed, redesigned, and prototyped—I also documented my process, reflected on my choices, and learned to see games through the eyes of both a designer and an educator. Looking back now, I can see just how many skills, concepts, and frameworks I picked up along the way.


🧠 What I Learned This Semester

This course taught me that meaningful games don’t happen by accident—they’re constructed through intentional mechanics, feedback loops, identity roles, and embedded learning opportunities. Some of my biggest takeaways:

  • Mechanics matter more than I realized. The MDA framework helped me understand how small mechanical changes ripple through dynamics and shape the entire learning experience.

  • Scaffolding is essential. Plass et al. showed me that cognitive support, progressive difficulty, and clear feedback are not optional—they’re core to learning.

  • Player identity transforms learning. Designing experiences where the learner becomes an investigator, survivor, policymaker, or explorer changes how they interpret the material.

  • And perhaps most importantly:
    Games teach best when they let players do, not just read or watch.

This course flipped my perspective. Game design isn’t about creating something “fun” and then adding learning on top—it’s about building learning into the mechanics themselves.


🏆 Project I’m Most Proud Of

Circuit Breaker is still the project where everything came together for me.

From:

  • defining the core loop

  • building out rule-based interactions

  • testing prototypes

  • refining hazards and states

  • and finally translating the idea into a gamified lesson plan

…it became the project where I felt the greatest ownership and growth.

But my Roots of Change redesign is a close second. That assignment made me feel like a true instructional game designer—identifying weaknesses, proposing strategic solutions, and grounding them in theory.


🚀 The Project I’d Take Into Early Development

I would absolutely take Circuit Breaker (my Construct 3 project from earlier in the semester) into a deeper development cycle.

Why?

Because it’s the project where I saw the clearest potential for:

  • rapid iteration

  • visual feedback

  • teachable failure states

  • and an engaging core loop

Even with its early rough edges, it had a spark—something that felt like it could genuinely grow into a full serious game with enough refinement. If I were to keep designing beyond this course, that’s the prototype I’d pick back up first.


📘 Where I Still Want to Improve

Even though I learned a lot, I can see several areas where I still need growth:

  • Balancing complexity and clarity. I sometimes over-design or try to fix too many things at once.

  • Rapid prototyping. I’d like to get faster at building throwaway prototypes instead of conceptualizing everything on paper first.

  • Playtesting literacy. The ability to observe, interpret, and iterate based on player feedback is a skill I want to strengthen.

Game design is iterative, messy, and deeply human—I'm still learning to embrace that process fully.


💬 Three Pieces of Advice for My Future Self

If I could send three messages to a future version of me starting another game design journey, they would be:

1. Build small, test early, fail forward.

Don’t wait for perfection before letting someone interact with your design. Learning comes from the iteration, not the theory.

2. Anchor every mechanic to a learning goal.

If a feature doesn’t support the objective, it’s fluff. Be intentional.

3. Remember the player’s experience is the curriculum.

Immersion, agency, and identity shape learning more than any wall of text ever will.


🗺️ Journey Index — The Path I Traveled

Here are all the quests, reflections, comparisons, critiques, and builds that shaped my learning this semester:

Early Explorations

Mid-Semester Growth

Deep Dive Into Prototyping

Final Arc

Every entry is its own step in the evolution of my design skills—each one building toward this final reflection.


🎉 Quest Complete — For Now

Reaching the end of this semester feels like finishing the final quest in a long campaign. I’ve gained new skills, new perspectives, and a deeper appreciation for what games can do as tools for learning.

This class didn’t just teach me about games.
It taught me how to design learning through systems, stories, and play.

And that is a skill I’ll carry forward—into future projects, future classrooms, and future worlds I create.

Level Up: Semester Complete.
On to the next adventure.

Final Assignment: The Roots of Change Mission

 


Quest Log Entry — Prototyper’s Field Notes

Well, this is it — the final mission of the semester.
Arch McGee has vanished once again (classic McGee), Truman Tiger is counting on me, and the realm of Mizzou Learning Technologies is in dire need of game design intervention. With several course subjects begging for a meaningful-learning makeover, it fell to me, the Prototyper, to step in and restore balance.

Three challenges were laid out before me, but one called louder than the rest…


🌿 Why I Chose “Roots of Change”

Roots of Change immediately stood out because it combines everything I’ve been learning over the past 14 weeks:
✔ narrative framing
✔ systems thinking
✔ ethical reasoning
✔ investigative decision-making

It’s a web-based serious game where players act as environmental journalists uncovering corruption, failed policies, and deforestation in Malaysia. The game has incredible potential — but, as Truman warned, something wasn’t quite right beneath the canopy.

My task?
Identify three design errors and reforge them into mechanics worthy of meaningful learning.


🕵️‍♂️ Error #1 — The Missing Verification Mechanic

As I dove into Chapter 1 of Roots of Change, something became clear:
Players gather interviews, satellite images, and documents… but never verify any of it.

In a game about journalistic ethics, that’s like giving a knight a sword with no sharpening stone.

My Fix:

I added a Evidence Verification System that allows players to:

  • Cross-check interviews

  • Identify bias

  • Mark sources as Verified, Disputed, or Unreliable

This transforms clue-gathering from passive collection into active reasoning — exactly what environmental journalism requires.


📊 Error #2 — A Reputation Meter Without Meaning

Public Trust. Government Pressure. Environmental Impact.
These are the game’s core metrics, yet nothing explains why they rise or fall.

It’s feedback without clarity — like exploring a dungeon without a torch.

My Fix:

I reforged the system into:

Impact Summary Cards

After every significant decision, the player now receives:

  • What changed

  • Why it changed

  • Optional tooltips explaining the deeper system

  • A short narrative reflection (“Officials react to your exposé…”)

Feedback becomes visible, traceable, and meaningful — reinforcing Gee’s idea that learning emerges from understanding consequences within systems.


🗺️ Error #3 — A Heatmap with No Guidance

The heatmap of Malaysian Borneo is gorgeous… and silent.
It shows deforestation patterns but never teaches players how to read them.

My Fix:

I introduced:

  • Guided overlays revealing political, economic, or environmental drivers

  • Timeline scrubbing with satellite before/after imagery

  • Contextual pop-ups explaining why certain zones are high-risk

Suddenly, the heatmap transforms from a static visual into an investigative tool for systems thinking.


🔧 The Redesigned Roots of Change

With all three fixes integrated, Roots of Change becomes a richer, more authentic investigative experience:

  • Players evaluate evidence, not just collect it

  • Feedback supports reflection and ethical decision-making

  • Heatmaps reveal systemic patterns instead of pixelated mysteries

These revisions ground the game in meaningful learning principles and align its mechanics with its most important objective:
teaching players how to think like investigative journalists.


🧩 Reflection: Growth of a Prototyper

This final mission reminded me how far I’ve traveled this semester.

When I began, I saw game design as a mix of mechanics and fun.
Now, I see it as a landscape of:

  • feedback loops

  • embodied problem spaces

  • cognitive scaffolds

  • player identities

  • ethical decision-making environments

Every redesign choice I made in Roots of Change was influenced by the readings and projects that shaped my understanding of meaningful learning.

Arch McGee would be proud.
(Wherever he is now… probably stuck in a side quest.)


🏆 Quest Complete

With this final redesign, I officially complete my Designing Games for Learning adventure. The Prototyper’s journey continues, but this mission — this semester — has reached its Front-Page ending.

On to the next quest.

Gamifying “Circuit Breaker”: A Lesson Plan That Turns Safety Into a Challenge

 


This post builds on the gamification framework I outlined earlier, which you can read here: The Quest Log: Gaming for Learning & Fun: Why Circuit Breaker Is the Best Candidate for Gamification: An Opinion Piece

The following lesson plan gamifies the procedural troubleshooting skills taught in Circuit Breaker. Instead of playing a full digital game, learners complete a structured, game-inspired lesson designed to improve engagement, confidence, and retention.


Lesson Title & Context

Circuit Breaker: Safe Troubleshooting for Media Lab Equipment
Instructional setting: Intro-level Digital Media or Technology Literacy course.
Format: 45–60 minute class session with optional homework extension.


Target Audience

  • High school seniors, undergraduate freshmen, or new student workers in a media lab

  • Mixed gaming backgrounds

  • Reading level: 10th grade

  • Common needs: increased confidence, step-by-step clarity, risk-free practice


Learning Objective (Mager Format)

Given a set of malfunctioning equipment scenarios (C),
students will identify and apply the correct electrical troubleshooting steps (B)
to restore power safely (A)
with 90% procedural accuracy on the final checklist (D).

This is a procedural, higher-order objective (apply, analyze).


Problem Definition

Many learners entering media labs lack confidence in diagnosing basic equipment issues. They often skip safety steps, over-generalize solutions, or avoid troubleshooting altogether. This lesson teaches safe and correct procedures while maintaining motivation and reducing fear of “breaking something.”


Gamified Elements Selected

Points / XP: Earned for completing steps correctly
Badges: “Safety Scout,” “Power Pro,” “Master Troubleshooter”
Progress Bar: Represents successful completion of each diagnostic step
Quests: Each malfunction scenario is framed as a mini-mission
Unlockables: Access to advanced scenarios after completing basics
Narrative framing: “The lab is offline. Restore power before the big presentation.”

These elements increase autonomy, competence, and purposeful engagement—core drivers in self-determination theory (Ede, 2021).


Instructional Flow

1. Intro (Engage)

  • Instructor presents a short narrative prompt:
    “The media lab has lost power in several stations. Your mission: safely restore functionality before students arrive.”

  • Students pick an avatar badge for role-play (Technician, Assistant, Analyst).

2. Main Activity (Quest Structure)

Students rotate through three equipment failure stations, each treated like a quest:

Quest Example: “The Flickering Monitor”

  • Step 1: Inspect power strip

  • Step 2: Check cable integrity

  • Step 3: Verify breaker / outlet

  • Step 4: Reset or replace safely

Gamification Components

  • XP for each correct step

  • Visual progress bar moves forward

  • Small “loot drops” = tool cards (e.g., multimeter, zip ties)

  • Badge awarded after completing all 3 stations

3. Closure

Instructor leads a reflection circle:

  • What step was most surprising?

  • What mistake helped you learn?

  • How confident do you feel now?


Materials & Resources

  • Printed quest cards

  • Tool cards

  • Badge templates

  • Equipment or mock stations

  • XP tracking sheet or Google Form system


Assessment / Evidence of Learning

  • Final troubleshooting checklist (90% accuracy requirement)

  • Observed procedural correctness during each quest

  • Ability to explain “why” each step matters

  • Optional mini-quiz or debrief reflection


Motivation & Engagement Strategy

Gamification elements serve specific needs:

Learner NeedGamification ElementPurpose
ClarityProgress barReduces uncertainty
ConfidenceXP + badgesReinforces competence
AutonomyTool unlocksAllows choice in approach
EngagementNarrative questsGives purpose and stakes

Accessibility & Inclusivity Notes

  • No time pressure mechanics

  • Badges available for effort as well as accuracy

  • Narratives are descriptive, not sensory-overwhelming

  • Text alternatives for visuals

  • Pair work allowed for students with mobility needs


Reflection / Debrief Plan

Students complete a short learning log:

  • What steps did you master today?

  • What will you apply in a real lab setting?

  • Which quest felt most rewarding and why?

The instructor then closes with a discussion connecting the gamified lesson to future responsibilities in media production environments.


Gamification vs. Game-Based Learning Reflection

This design process felt very different from creating my game prototype. Circuit Breaker the game focuses on immersive problem-solving in a simulated environment. The gamified lesson, by contrast, does not attempt to replicate gameplay—it adds structure, motivation, and progress markers to an existing instructional task. Instead of designing mechanics, I designed reinforcement systems, which was a surprisingly meaningful shift. Gamification turned a procedural lesson into something more narrative, motivational, and measurable without becoming a full game.

Why Circuit Breaker Is the Best Candidate for Gamification: An Opinion Piece

 


Throughout this course, I developed several instructional game ideas, but Circuit Breaker—a learning game about troubleshooting electrical and equipment issues in a media lab—stands out as the strongest candidate for gamification. Unlike a full games-based learning experience, gamification adapts game elements to motivate learners within an existing lesson structure (Isaacs, 2015). When I compared my earlier ideas using the Gamification Design Toolkit, Circuit Breaker aligned most directly with the kind of engagement, structure, and scaffolding that gamification supports.

Nature of the Problem

The core problem addressed in Circuit Breaker is procedural: learners must follow the correct sequence of actions when diagnosing power issues in a lab environment. Many students struggle with troubleshooting not because the steps are difficult, but because the process feels tedious or intimidating. Gamification can reinforce procedural consistency using XP, progress bars, and quests, making routine steps feel meaningful rather than mechanical.

Learner Needs

This topic fits the needs of students new to media production environments, such as freshmen in Digital Media or Mass Communications programs. In the Digital Media & Innovation Lab where I work, new student workers often hesitate to troubleshoot equipment because they are afraid they will “break something.” Gamification allows me to reduce this anxiety by externalizing progress through feedback, badges, and leveling—all of which support competence and confidence (Ede, 2021).

Context Fit

This content benefits from individual progression more than competition, meaning XP, quests, and unlockables work better than leaderboards. The lesson also naturally breaks into mini-tasks, such as identifying hazards, selecting proper tools, and shutting off power safely. These map directly onto gamified structures like:

  • Micro-quests

  • Tiered challenges

  • “Safe Technician” badges

  • Energy bars / hazard meters

Accessibility and Inclusivity

Because the topic is procedural and safety-based, I can avoid problematic gamification elements such as time pressure or competitive ranking—which could disadvantage neurodivergent learners or students with anxiety. Instead, badges, tool unlocks, and narrative feedback maintain accessibility across learner profiles.

Transferability

The original game design transfers extremely well to gamification because the decisions, tools, and sequences from the game can be reframed as quests and checkpoints in a lesson. The learning goal stays intact, but the method becomes scaffolded and motivational rather than simulation-based.

Overall, Circuit Breaker best meets the requirements for a meaningful gamification redesign. Its procedural nature, clear learner needs, and strong fit for game elements make it the ideal foundation for a gamified lesson plan.


To see how these gamified lesson elements translated into actual gameplay logic and instructional mechanics inside Construct 3, you can read my follow-up post here: The Quest Log: Gaming for Learning & Fun: Gamifying “Circuit Breaker”: A Lesson Plan That Turns Safety Into a Challenge

🧭 Level 2 Quest Log: Exploring the Existing Landscape

  Quest Context / Intro One of the first steps in any game design process is understanding what already exists within a given topic space....