THE UNIVERSITY OF ALABAMA®
All sessions
Part 1 · Foundations / Session 01 · Week 1

Framing: what is, and is not, an educational game.

Before you pick a mechanic, before you open an engine, you need a working definition of the thing you are building. This session establishes the difference between a game that is about a topic and a game that teaches one — and sets the engagement–transfer problem you will fight every week from here on.

Contact time 180 min 60 read · 75 activity · 45 debrief
Deliverable None yet Exit ticket only
Outcomes 4 Diagnostic, not graded
Materials Three games Bring one you have played
01 · Learning outcomes

By the end of this session, you can…

  1. LO 1.1 Distinguish a learning game from three adjacent things — a game with educational content, a gamified worksheet, and a simulation — using the engagement–transfer test.
  2. LO 1.2 Name the three failure modes of gamification — reward substitution, competition flattening, and narrative capture — and identify which is operating in a given artifact.
  3. LO 1.3 State, in one sentence, the engagement–transfer problem your own project must solve.
  4. LO 1.4 Commit to one of three stance questions as a framing for your capstone project.
02 · Core concept

The engagement–transfer problem

A game can be deeply engaging and teach nothing. A worksheet can teach a great deal and engage no one. Educational game design is the discipline of refusing both failure modes simultaneously.

Most projects that fail do not fail because they were boring, and do not fail because the content was wrong. They fail because the mechanic that drove engagement did not carry the learning. The learner mastered the scoring system, not the domain. This is the engagement–transfer problem, and it is the central puzzle of everything that follows.

i
Working definition — for the rest of the course

A learning game is an interactive artifact in which the moment-to-moment decisions the player makes to succeed in the game are the same decisions a competent practitioner makes in the target domain. If those two sets of decisions diverge, you are building something else.

The three failure modes

Failure mode 01

Reward substitution

Players optimize the reward shell (points, streaks, stars) instead of the underlying domain behavior. Stripping rewards returns performance to baseline.

Failure mode 02

Competition flattening

Leaderboards and timers push every learner toward the same dominant strategy — usually the one with lowest cognitive load. Variety of reasoning collapses.

Failure mode 03

Narrative capture

Beautifully-themed wrapper, mechanically thin inside. Players remember the world, not the decisions. Transfer to the real domain is near zero.

03 · Discrimination exercise

Four things that look alike

Not everything interactive-and-educational is a learning game. Being precise about the category you are working in saves months of misdirected effort. Read the table, then argue about the edge cases.

Category Loop driver What is actually being practiced Typical failure mode
Game with
educational content
Traditional game loop; facts appear as theme. The game's own skills — shooting, platforming, matching. Narrative capture.
Gamified worksheet Extrinsic reward loop (points, badges, timers). Completion behavior; same task as the worksheet. Reward substitution.
Simulation Causal model of a real system; no explicit win state. Mental model of system dynamics — often without feedback on correctness. Open-ended; learner builds the wrong model unseen.
Learning game Goal + constraint + feedback; decisions are domain decisions. The target competency itself. — (the one we are trying to build)

The row you sit in determines everything downstream: which objectives are legitimate, which mechanics are available, what counts as evidence of learning. A project that doesn't know its row produces confused artifacts.

04 · Worked example

The same topic, three artifacts

"Interpreting a pediatric vital-signs trend" — how the same content yields three very different artifacts depending on which category you pick.

Version A · Game with content

Trauma Rescue! (arcade shooter with medical theme)

Loop
Shoot incoming pathogens. Between waves, a vitals chart scrolls past.
Player learns
How to aim and dodge. Vitals are visual noise.
Verdict
Engagement: high. Transfer: ~zero. Classic narrative capture.
Version B · Gamified worksheet

VitalsQuiz (multiple choice + points + streak)

Loop
Read a scenario, pick an answer, earn points. Streak for consecutive correct.
Player learns
Which answer looks right. Pattern-matches on surface features of the question stem.
Verdict
Transfer limited to recognition, not judgment. Reward substitution: players chase streaks.
Version C · Learning game

The On-Call (branching decision game, hidden variables)

Loop
You are the resident on night shift. You can order one test, call one consultant, or wait and observe. Time advances; the patient's state — not just the numbers — shifts.
Player learns
To prioritize which information is worth the cost of getting; to tolerate uncertainty; to recognize patterns across cases.
Verdict
Decisions in the game are decisions in the domain. Transfer designed in, not hoped for.
05 · Minigame — 5 min

"Teach" or "is about"? Call it.

Eight real learning-game pitches. For each, decide whether the verb the designer chose puts them inside the trap or outside it. No partial credit; no "it depends." Commit, read the feedback, move on.

Minigame

Framing check · teach vs. is-about

~3 min · click to answer

Each pitch is a real-world sentence a designer might write in a grant application. Pick the frame that most accurately describes what the sentence is actually committing to. Answers lock on first click.

06 · Animated primer

What the engagement–trap looks like in practice

A thirty-second walk-through of a prototype that tested beautifully on engagement metrics and transferred nothing. Watch for the three failure modes appearing in order.

Video · 00:30 · Engagement Trap Open full →
07 · Activity — 45 min

Triangulate a game you have played

Pairs. Pick a game (digital or analog) that someone called "educational." Classify it against the four-row table above. Defend your placement; a neighbor pair will challenge it.

TimeWhat happensFacilitator cue
00:00–05:00Solo: pick game; jot loop + what it teaches."One game. Five minutes. Written, not spoken."
05:00–15:00Pair: classify against table; write your category choice on a sticky.Roam; ask "Which row?" not "Is it good?"
15:00–30:00Adjacent pairs swap; challenge each other's category.Listen for the word "but" — the real disagreement.
30:00–45:00Whole group: three pairs present. Map the disagreements.Capture disagreements on a board; do not resolve them.
!
What not to do

Do not rank the games "good / bad." Do not declare a winning category. The point is to make the category choice visible and defensible. Projects that skip this step invariably build Version A while believing they are building Version C.

Companion reading

A handout that pairs with this week

Open this when you want concrete examples alongside the framing we've built. The casebook gives you six annotated educational-game concepts to argue about — exactly the kind of material that makes the "teach vs. is-about" distinction stop being abstract.

02
Facilitator handout · Worked examples

Worked Examples Casebook

Six educational-game concepts (fractions market, ancient-city council, watershed sim, inclusive-classroom sim, customer-service navigator, lab-safety triage) annotated with loop, facilitation, risks, and revisions. Use it to stress-test the vocabulary from today.

Why this week The cases make concrete what "teach" vs. "is-about" means in practice. Bring a challenge to Session 02: pick one case and argue whether its frame holds up.

Read Download MD · ~20 min
08 · Preparation for Session 02

Arrive next week with these in hand

Check each item as you complete it — your progress is saved locally. Session 02 is the first deliverable (the Design Problem Statement) so the groundwork matters.

08b · Pre-program skill self-assessment

Where you start.

Rate yourself honestly against the eight skill areas this microcredential develops. Use the full scale — a zero here is not a problem, it is a starting point. You will rate the same eight areas again in Session 12 so the cohort can see the shape of growth, not individual scores. Saved to this browser and emitted as xAPI so analytics.html can render the cohort growth chart.

Learning Experience Design
Designing learning experiences grounded in learner analysis, measurable objectives, iteration.
Assessment Design
Designing formative and summative assessments aligned to stated outcomes.
Rapid Prototyping
Producing low-fidelity prototypes for rapid user testing and iteration.
Learner Research
Observing, interviewing, and recruiting learners; separating observation from interpretation.
Specification Writing
Writing hand-off-ready technical specs a non-author could implement.
Accessibility Design
Designing against UDL multiple means; naming excluded populations.
Iterative Improvement
Responding to feedback, logging revisions, declining scope with reasons.
Learning Analytics
Interpreting learner data — not chasing vanity metrics — to drive revision.

Scale · 0 never done this · 1 tried once · 2 can do with guidance · 3 can do independently · 4 can teach it

09 · Exit ticket

The one-sentence commitment

Pick one of the three stance questions. Answer it in a single sentence — no hedges, no "might." This is a commitment, not a hypothesis; you will revise it formally in Session 03, but you need a stake in the ground now. Saved automatically to this browser.

Choose one:
a) My game will help whom do what, differently than they do today?
b) What decision does a competent practitioner make that my learner cannot yet make?
c) Where is my learner currently failing, and what kind of practice would move them?

Your answer is saved to this browser's local storage. It will not leave this device.