Gamifying an academic course into a playful, collaborative card game

Gamifying an academic course into a playful, collaborative card game

Gamifying an academic course into a playful, collaborative card game

Gamifying core departmental cirriculum, creating a fun and engaging environment to improve students’ learning experiences.

Gamifying core departmental cirriculum, creating a fun and engaging environment to improve students’ learning experiences.

The Design Team:

The Design Team:

UW HCDE Directed Research Group (10 Members)

UW HCDE Directed Research Group (10 Members)

Project Timeline:

Project Timeline:

Jan - May 2024

Jan - May 2024

Context

Context

In a UW HCDE course, my team created an interactive game to help students build teamwork skills, blending education and game design for academic and workforce growth.

Problem

Problem

The HCDE team aimed to replace traditional lectures with an interactive activity to improve engagement and discussion.

Goal

Goal

The goal was to design an interactive game that creates a fun, engaging learning environment for students and instructors in the HCDE course.

FOUNDATIONAL CONCEPTS

FOUNDATIONAL CONCEPTS

FOUNDATIONAL CONCEPTS

Centering teamwork into the core gameplay

Centering teamwork into the core gameplay

Centering teamwork into the core gameplay

Game Ideation: Understanding the class concepts

Game Ideation: Understanding the class concepts

My team and I began our process by reviewing the course material and reviewing academic literature on educational game design.

The course focuses on teamwork principles, with a key theme for the game being “sitting with yourself” and “drawing from your personal well.”

Sitting with yourself

AKA: Your personal Bucket

This idea implies self-reflection:

  • What is in your well? What and how much can you put in it?

  • What makes your well unique?

There are so many different aspects and traits related to teamwork! There really isn’t a correct answer (ever).

Sitting with your team

AKA: Bringing your bucket to the team

This idea implies external reflection:

  • What and how do you add to your team?

  • What traits are unique to you that can create a supportive environment?

Everybody in a team can offer different skills to ensure collective success!

If you’re interested in seeing a comprehensive overview of the course content, click on the following link:

Core Game Design

Core Game Design

While there are many exisiting game-design frameworks, my team and I focused primarily on 3 main aspects: mechanics, narrative, and aesthetics.

The 4 Main Pillars

The 4 Main Pillars

Building off the course material and game frameworks, my team and I crafted the 4 main pillars to act as the guiding foundation for the card game.

Success in this game isn’t about individual placement; it’s earned as a team.

Teams face challenges based on Tuckman’s stages of group development and must collaborate to devise unique solutions.

Players create "teamwork principles," mechanics based on the course’s key concepts, to overcome challenges.

To emphasize teamwork, each player contributes to the crafting process, promoting collective strategy.

ROUGH IDEATIONS

ROUGH IDEATIONS

ROUGH IDEATIONS

Creating the first couple of low-fidelity versions

Creating the first couple of low-fidelity versions

Creating the first couple of low-fidelity versions

Early-Stage Prototyping

Early-Stage Prototyping

Using our ideation map, my team refined the gameplay to balance learning objectives with fun. This involved multiple iterations, discussions, and quick internal tests to adjust the structure.

My team and I created paper prototypes, refining mechanics and finalizing features to keep or omit.

The prototype below shows a more structured setup that evolved into the final game iteration.

First-Draft Card Designs

First-Draft Card Designs

I created the visual designs for all card iterations, focusing on bright colors and maintaining consistent hierarchy and motifs across card types.

These designs were the first main iterations that would be later used when testing the game.

TESTING & RESEARCH

TESTING & RESEARCH

TESTING & RESEARCH

Play testing the game with the class and other students

Play testing the game with the class and other students

Play testing the game with the class and other students

Beta Testing

Beta Testing

Rounds of Beta testing were conducted towards the end of the academic quarter using low fidelity, paper cards and pieces.

A video recording of one of the tables is available if you’d like to get a preview of the game in action for the first time.

Once the full game was completed in the class, my team and I sent out a survey to the students in order to get comprehensive feedback for futher iterations. Below are some of the questions and results that were recorded after the Beta test.

Delta Testing

Delta Testing

Following the Beta Test, a smaller test was conducted with just one team and 4 players so that my team and I can get much closer to the action and understand players’ thoughts while playing.

Testing Analysis

Testing Analysis

In summary, students found the game fairly enjoyable, with an average rating of 3.9 out of 5. The difficulty received a middling 2.6, likely influenced by the clarity of the rules, which averaged 2.9, indicating some confusion. Relevance to class content was rated 3.9, reflecting a strong connection to the course material.

Participants also provided answers to open-ended questions, which highlighted areas of our game that were positive or could use additional improvements:

CARD & COMPONENT DESIGN

CARD & COMPONENT DESIGN

CARD & COMPONENT DESIGN

Creating the cards and other parts

Creating the cards and other parts

Creating the cards and other parts

Card Design & Annotations

Card Design & Annotations

While during testing, the cards went through a variety of iterations and designs, I lead my team through the visual development process to come up with the final designs that would go into physical development.

TYPOGRAPHY

TYPOGRAPHY

PRIMARY COLORS

PRIMARY COLORS

Resource Blue I

#68BBFF

Resource Blue II

#D2EBFF

Challenge Red I

#FF6565

Challenge Red II

#FFD1D1

Principle Green I

#86C844

Principle Green II

#DBEFC7

Shenanigans Yellow

#CA933C

CARD ANATOMY

CARD ANATOMY

MORE ELEMENTS

MORE ELEMENTS

Energy Tokens

These determine how often a player can make a move. Without any energy, as shown by the depleted battery, players are unable to help their team

Cardholder Token

Whoever holds this token is the “week’s” designated player in charge of revealing the Challenge and Shenanigans card. This token will rotate amongst everyone in a team.

Progress Tracker

Teams will keep track of their total points on this sheet, which will help them with final calculations to determine the winning team.

FINAL GAMEPLAY

FINAL GAMEPLAY

FINAL GAMEPLAY

Outlining the rules and finalizing the gameplay

Outlining the rules and finalizing the gameplay

Outlining the rules and finalizing the gameplay

Rules of the Game: Eesk's Expedition

Rules of the Game: Eesk's Expedition

Built off the testing and research results, a finalized rulebook and gameplay guide was created to guide future players through the game.

In a later testing iteration, each set of cards per team would be given a physical, printed copy of the rulebook, which can also be viewed digitally:

Full Game Walkthrough

Full Game Walkthrough

A video recording of the structure, rules, and general gameplay of the card game is available below.

REFLECTION

REFLECTION

REFLECTION

Player feedback and what I learned

Player feedback and what I learned

Player feedback and what I learned

Wrapping up the Game

Wrapping up the Game

Concluding the quarter and the game’s development, my team and I conducted one more round of play testing with a different class of students.

For this round, the players were given newly updated cards, guided through an interactive walkthrough, and also were asked to complete another survey for more insights. Below are some of their final comments and thoughts:

Personal Takeaways

Personal Takeaways

As with any good game, the work is never finished and improvements can always be made. Looking forward, and if given the opportunity, I would love to see this game further developed on a digital platform to reach more students beyond the UW classroom.

And as this game seeks to be implemented into the course, I am excited to see how the game will be received by both students and instructors. And though I will no longer be directly involved with the design process past graduation, I am confident that the game's implementation will add a valuable, fun interactive element to the HCDE department.

Thank you for visiting

Let’s create some smiles together!

Thank you for visiting

Let’s create some smiles together!

Thank you for visiting

Let’s create some smiles together!