Well, maybe not, but some of the things game designers have figured out are things instructional designers have struggled with for much longer, and still haven’t solved. Over the next week or two, I’ll be posting some thoughts relating to our group’s strategic meetings and some of my thinking on where we should be headed in terms of Instructional Design and Technology here at IST.
Our ID&D course model, from as far back as October of 1999, has remained fairly constant. We rely heavily on faculty input for our content outline, and then various faculty members to author our topics (equivalent to a chapter in a book). Unfortunately, this has led to some terrible content, a lot of missed milestones, and overall, a lot of hedache. The old adage that “content is king” was probably one of the drivers of our model. I’d argue that a different “C” word is now king: Community.
In my mind, we should be spending our time designing pedagogically-sound tools our faculty can use to build and/or modify materials for their online learning experiences. Can you build good instructional design into a toolset? I think so. By putting tools in the hands of our faculty with built-in instructional soundness, we take ourselves out of the dreaded content loop, which is like pulling teeth around here.
Where does game design come in? Let’s look at Spore, Will Wright’s newest project. Game designers, similarly to IDs collaborating with SMEs, spend insane amounts of time on content generation and manipulation. Will Wright and his team have found an ingenous way to alleviate much of this burden. By giving the users powerful content creation tools, gamers who play spore are able to build their own:
- characters
- landscapes
- buildings
- vehicles
- planets
- galaxies
They do this through a watered-down implementation of Pixar’s 3D toolset. So the players are creating their own content. Nothing new here. But…what Spore does is connect to OTHER GAMERS machines, and based on what you’ve created, downloads content from other gamers onto your computer to populate the rest of you game world. Then a rating system kicks in, where you can rate this content, so now the game is going out and grabbing content similar to what you like. If this all works out as Will describes it, this will be one huge breakthrough for the game industry with regards to content creation.
There has to be a way to do something similar with content for elearning courses. We’re trying something similar with the utilization of Wikis. I’m not sure the Wiki is the answer, but there must be a better way…
UPDATE: A recent interview with Will Wright on Spore