Gamifying a course?
Design with the experience and learning/performance objectives in mind! Two tips:
- Do not start from adding game mechanics without having a vision how the user experience should flow. Yes, you do M(echanics)->D(ynamics)->A(esthetics) but the user will only care about (and probably see) A. You’re not selling the cogs and wheels. You’re selling the experience of “flying.”
- Find the MVP (minimal viable product) that includes the core experience that makes the learning engaging. That core experience MUST work well. Create a prototype and test it. Test it often and tweak. Often times, you don’t need to built a full-scale professional bicycle to create the excitement of “flying”.