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	<title>Comments on: Individualized?! That’s what they all say!</title>
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	<link>http://www.dreambox.com/blog/individualized-that%e2%80%99s-what-they-all-say</link>
	<description>Math Learning, Fun &#38; Education Blog : Dreambox Learning</description>
	<lastBuildDate>Fri, 23 Oct 2009 16:58:17 -0700</lastBuildDate>
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		<title>By: axcho</title>
		<link>http://www.dreambox.com/blog/individualized-that%e2%80%99s-what-they-all-say/comment-page-1#comment-434</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Fri, 13 Feb 2009 20:46:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.dreambox.com/blog/?p=1205#comment-434</guid>
		<description>&quot;Our expert educators have created a deep, standards-based math curriculum with hundreds of interactive lessons. Our designers have wrapped those lessons in fun game-based adventures.&quot;

It looks like you&#039;ve already revealed a few hints, on your Vision page. ;) So, you started with the curriculum, the lesson plan, and then created games around those? Makes sense. Though I&#039;d imagine there would probably be some back-and-forth between the games and the curriculum rather than a simple one-way flow.</description>
		<content:encoded><![CDATA[<p>&#8220;Our expert educators have created a deep, standards-based math curriculum with hundreds of interactive lessons. Our designers have wrapped those lessons in fun game-based adventures.&#8221;</p>
<p>It looks like you&#8217;ve already revealed a few hints, on your Vision page. <img src='http://www.dreambox.com/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  So, you started with the curriculum, the lesson plan, and then created games around those? Makes sense. Though I&#8217;d imagine there would probably be some back-and-forth between the games and the curriculum rather than a simple one-way flow.</p>
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		<title>By: Lou Gray</title>
		<link>http://www.dreambox.com/blog/individualized-that%e2%80%99s-what-they-all-say/comment-page-1#comment-411</link>
		<dc:creator>Lou Gray</dc:creator>
		<pubDate>Tue, 10 Feb 2009 00:07:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.dreambox.com/blog/?p=1205#comment-411</guid>
		<description>Axcho,

Again, thank you for your post and questions.

As you might imagine, the details of &quot;how&quot; we handle our adaptions are proprietary. So I apologize for the lack of advice.


Best,

Lou</description>
		<content:encoded><![CDATA[<p>Axcho,</p>
<p>Again, thank you for your post and questions.</p>
<p>As you might imagine, the details of &#8220;how&#8221; we handle our adaptions are proprietary. So I apologize for the lack of advice.</p>
<p>Best,</p>
<p>Lou</p>
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		<title>By: axcho</title>
		<link>http://www.dreambox.com/blog/individualized-that%e2%80%99s-what-they-all-say/comment-page-1#comment-396</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Thu, 05 Feb 2009 20:30:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.dreambox.com/blog/?p=1205#comment-396</guid>
		<description>Interesting. Given that you have so many lessons, how did you determine how they all are organized and how they flow into each other? I&#039;m curious whether you came up with a bunch of lessons/games and then organized them, or whether you had a list of skills and criteria and figured out how they&#039;d need to build on each other and then designed the games to fill in that framework.

For games dealing with domains that are not predefined, like a typical physics-based game, &lt;a href=&quot;http://video.google.com/videoplay?docid=-211904372977336908&quot; rel=&quot;nofollow&quot;&gt;it has been suggested&lt;/a&gt; that the developer should just come up with a ton of different levels, and only arrange them afterward in order of difficulty (the example refers to linear level progression, but I imagine it could work fairly well for a nonlinear structure as well). This is simply because it is almost impossible to predict the difficulty of a challenge in an unknown domain until you test it out.

But for a game where you are trying to teach a certain set of skills and concepts, it seems like it might make more sense to come up with a skill chain progression and then design the games or levels around that. Are you familiar with Daniel Cook&#039;s &lt;a href=&quot;http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php&quot; rel=&quot;nofollow&quot;&gt;skill chain&lt;/a&gt; model of game design? He has some good advice on &lt;a href=&quot;http://lostgarden.com/2008/06/what-actitivies-that-can-be-turned-into.html&quot; rel=&quot;nofollow&quot;&gt;systematically turning non-game activities into games&lt;/a&gt;. His advice is not so much about game design process so much as guidelines and criteria, so I&#039;m curious how you actually approached the process, how you balanced between games-first versus skills-first.

This is something I am directly struggling with in my own work on &lt;a href=&quot;http://fold.it/&quot; rel=&quot;nofollow&quot;&gt;Foldit&lt;/a&gt;, the protein-folding game. I&#039;ve been trying to revamp the intro puzzles to more adequately equip players with the skills and knowledge necessary to fold proteins effectively and accurately. At the same time I have to make it more fun, so players will want to keep playing. Fortunately, those two goals coincide more often than not. :)

At this point I have come up with what I think may be a more appropriate skill chain progression, but have not yet been able to begin redesigning the levels to match it. There are still a number of infrastructure changes to make to support a more expressive puzzle presentation and feedback. Any suggestions for me?</description>
		<content:encoded><![CDATA[<p>Interesting. Given that you have so many lessons, how did you determine how they all are organized and how they flow into each other? I&#8217;m curious whether you came up with a bunch of lessons/games and then organized them, or whether you had a list of skills and criteria and figured out how they&#8217;d need to build on each other and then designed the games to fill in that framework.</p>
<p>For games dealing with domains that are not predefined, like a typical physics-based game, <a href="http://video.google.com/videoplay?docid=-211904372977336908" rel="nofollow">it has been suggested</a> that the developer should just come up with a ton of different levels, and only arrange them afterward in order of difficulty (the example refers to linear level progression, but I imagine it could work fairly well for a nonlinear structure as well). This is simply because it is almost impossible to predict the difficulty of a challenge in an unknown domain until you test it out.</p>
<p>But for a game where you are trying to teach a certain set of skills and concepts, it seems like it might make more sense to come up with a skill chain progression and then design the games or levels around that. Are you familiar with Daniel Cook&#8217;s <a href="http://www.gamasutra.com/view/feature/1524/the_chemistry_of_game_design.php" rel="nofollow">skill chain</a> model of game design? He has some good advice on <a href="http://lostgarden.com/2008/06/what-actitivies-that-can-be-turned-into.html" rel="nofollow">systematically turning non-game activities into games</a>. His advice is not so much about game design process so much as guidelines and criteria, so I&#8217;m curious how you actually approached the process, how you balanced between games-first versus skills-first.</p>
<p>This is something I am directly struggling with in my own work on <a href="http://fold.it/" rel="nofollow">Foldit</a>, the protein-folding game. I&#8217;ve been trying to revamp the intro puzzles to more adequately equip players with the skills and knowledge necessary to fold proteins effectively and accurately. At the same time I have to make it more fun, so players will want to keep playing. Fortunately, those two goals coincide more often than not. <img src='http://www.dreambox.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>At this point I have come up with what I think may be a more appropriate skill chain progression, but have not yet been able to begin redesigning the levels to match it. There are still a number of infrastructure changes to make to support a more expressive puzzle presentation and feedback. Any suggestions for me?</p>
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