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Playful Learning
How to turn any IP into a successful
educational app or game
Workshop structure 1-5pm
● Part 1: Choosing the right IP
● Part 2: Making it educational
● Part 3: Designing your game
● 3pm Coffee break
● Part 4: Your strategy for success
● Pitch your game idea
Your hosts for the afternoon…
Mahesh Josh Phil Chris
Martha Kirsten
Mahesh Ramachandra, Hopster
Josh Davidson, Nightzookeeper
Phil Stuart, Preloaded
Chris O’Shea, Cowly Owl
Part 1: Choosing the right IP
Can anything be made into a game?
Should everything be made into a game?
Choosing the right IP: considerations
Things to look for:
• Reach
• Cost vs likely return
• Ease of partnership/acquisition
• Spin off possibilities
• Creative possibilities (e.g. Disney will
demand a lot from partners)
The audience
• Who is your target audience?
• What do they like?
• What games do they play?
• What sites do they/parents visit?
• What do they need to know (literacy, maths, GCSE
psychology?)
• Who makes the purchasing decision (kid, parent,
teacher, school, local authority?)
Who’s playing what – tablet apps
Stats compiled by Dubit Ltd
Activity 1: Choose your own IP
In your groups…
• Pick an audience segment
• Pick some IP you’d like to work with
You have 5 minutes!
Octonauts Young Sherlock Holmes Romeo and Juliet
Education, Education, Education
• Designing with the end in
mind – setting objectives
• Objectives and game
design – a natural fit
• Should you design to fit a
pre-existing curriculum?
• Working with educational
specialists/partners
From syllabus to screen
Activity 2: Set your learning objectives
• Decide what subject area/s your game will focus on
• Pick a small aspect of the subject to create a demo
around (e.g. the 3 times table, the life-cycle of the
honeybee)
• Write out 3-5 learning objectives from the learner’s
perspective. E.g.:
• By the end of this game I’ll be able to draw an
elephant
• By the end of this level I’ll be able to spell 3 words
Part 3: Game design -
considerations
• Balancing fun and learning
• Phil’s framework – jeopardy, scoring,
narrative, cause and effect, measuring
achievement, second to second
• Prototyping and iterative development
• Examples: High Tea/Little Digits
Game design: visuals and UX
• How and when to use a graphic
designer/games artist
• Making sure your game is
challenging to win, not to understand
(or the importance of good UX)
• Game design: test, test & test
again
• Why?
• How?
Activity 3: Design a part of your game
Create the narrative for part of a level (what will happen as
the student plays)
● Decide which game mechanics you will use (strategy
game, tower defence, racing game, platform game, end
of level boss? collecting points? avoiding bad guys?)
● Use the flipchart to illustrate your level
Part 4: Your strategy for success
Designing your game is just the start…
Now we move on to consider how you
make it a bestseller…
Distribution
• Which platform?
• How to market to schools -
• How to market to families - app store, other?
• Price - freemium/paid for/free
• Partnerships
Schedules and budgets
• How long does it
take?
• How much does it
cost?
• What are you
paying for?
Measuring success
• Building in
evaluation - qual
and quant
• Using analytics
• Setting goals - what
are the
benchmarks?
Post launch
• It doesn’t end
when you launch -
legacy and
maintenance
• Iteration
• Promotion
Activity 4: Pitch your game
● In your group decide on a distribution strategy (who will
you sell to and how)
● Agree your benchmarks and how you will measure the
success of your game
● Set your budget (Hollywood or Holly Oaks?)
● Present your game to the judges - you have 3 minutes
to present and 3 minutes for Q&A
● Win great* prizes!
* not necessarily that great
Thanks and happy games making!
@marthasadie
@campbellhowes
@philstuart
@chrisoshea
@hopsterTV
@nightzookeeper

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Playful Learning : how to turn any IP into a successful educational app or game

  • 1. Playful Learning How to turn any IP into a successful educational app or game
  • 2. Workshop structure 1-5pm ● Part 1: Choosing the right IP ● Part 2: Making it educational ● Part 3: Designing your game ● 3pm Coffee break ● Part 4: Your strategy for success ● Pitch your game idea
  • 3. Your hosts for the afternoon… Mahesh Josh Phil Chris Martha Kirsten
  • 8. Part 1: Choosing the right IP Can anything be made into a game? Should everything be made into a game?
  • 9. Choosing the right IP: considerations Things to look for: • Reach • Cost vs likely return • Ease of partnership/acquisition • Spin off possibilities • Creative possibilities (e.g. Disney will demand a lot from partners)
  • 10. The audience • Who is your target audience? • What do they like? • What games do they play? • What sites do they/parents visit? • What do they need to know (literacy, maths, GCSE psychology?) • Who makes the purchasing decision (kid, parent, teacher, school, local authority?)
  • 11. Who’s playing what – tablet apps Stats compiled by Dubit Ltd
  • 12. Activity 1: Choose your own IP In your groups… • Pick an audience segment • Pick some IP you’d like to work with You have 5 minutes! Octonauts Young Sherlock Holmes Romeo and Juliet
  • 13. Education, Education, Education • Designing with the end in mind – setting objectives • Objectives and game design – a natural fit • Should you design to fit a pre-existing curriculum? • Working with educational specialists/partners
  • 15. Activity 2: Set your learning objectives • Decide what subject area/s your game will focus on • Pick a small aspect of the subject to create a demo around (e.g. the 3 times table, the life-cycle of the honeybee) • Write out 3-5 learning objectives from the learner’s perspective. E.g.: • By the end of this game I’ll be able to draw an elephant • By the end of this level I’ll be able to spell 3 words
  • 16. Part 3: Game design - considerations • Balancing fun and learning • Phil’s framework – jeopardy, scoring, narrative, cause and effect, measuring achievement, second to second • Prototyping and iterative development • Examples: High Tea/Little Digits
  • 17. Game design: visuals and UX • How and when to use a graphic designer/games artist • Making sure your game is challenging to win, not to understand (or the importance of good UX)
  • 18. • Game design: test, test & test again • Why? • How?
  • 19. Activity 3: Design a part of your game Create the narrative for part of a level (what will happen as the student plays) ● Decide which game mechanics you will use (strategy game, tower defence, racing game, platform game, end of level boss? collecting points? avoiding bad guys?) ● Use the flipchart to illustrate your level
  • 20. Part 4: Your strategy for success Designing your game is just the start… Now we move on to consider how you make it a bestseller…
  • 21. Distribution • Which platform? • How to market to schools - • How to market to families - app store, other? • Price - freemium/paid for/free • Partnerships
  • 22. Schedules and budgets • How long does it take? • How much does it cost? • What are you paying for?
  • 23. Measuring success • Building in evaluation - qual and quant • Using analytics • Setting goals - what are the benchmarks?
  • 24. Post launch • It doesn’t end when you launch - legacy and maintenance • Iteration • Promotion
  • 25. Activity 4: Pitch your game ● In your group decide on a distribution strategy (who will you sell to and how) ● Agree your benchmarks and how you will measure the success of your game ● Set your budget (Hollywood or Holly Oaks?) ● Present your game to the judges - you have 3 minutes to present and 3 minutes for Q&A ● Win great* prizes! * not necessarily that great
  • 26. Thanks and happy games making! @marthasadie @campbellhowes @philstuart @chrisoshea @hopsterTV @nightzookeeper

Editor's Notes

  • #4: Each person briefly introduces themselves and their main relevant experience Stress that this workshop is interactive - participants should feel free to interrupt and ask questions throughout - we won’t run a Q&A session at the end unless there is time left over.
  • #9: mahesh to talk about the Hopster story Kirsten to talk briefly about experience converting Poptropica into Our Discovery Island - advantages of working for big co like Pearson who can afford to buy up appealing IP or partner with IP providers like Disney. M to talk about other ways to utilise IP - works in the public domain like Shakespeare; using existing games/game mechanics as partners or inspiration (ask Eiman about using Top Trumps with Elemons); choosing popular current IP (e.g. Moshi Monsters, Peppa Pig) and going for partnership deals (can Phil or Mahesh talk a little about this)?
  • #10: Phil - what are the reasons you might use pre-existing IP - taps into a pre-existing audience. Put this out to the panel. Consider not using pre-existing IP.
  • #11: Knowing/choosing your audience should go hand in hand with choosing your IP. Understanding your audience and appealing to the purchaser is key to creating the right content.
  • #12: Look at the pre-primary, primary and young teen markets for some inspiration (a couple of minutes on this). Stress importance of conducting market research.
  • #13: 5-min brainstorm followed by quick feedback. Facilitators to help out and try to nudge groups into choosing a variety of different IP types. Thought starters: Octonauts, Young Sherlock Holmes, Shakespeare, Sean the Sheep
  • #14: Kirsten to talk about objective-driven design/working with a syllabus. Why starting from objectives is useful: gives your product educational robustness; makes it easier to structure your game; a good syllabus lends itself to good gameplay (levels, challenges, scaffolded content etc) Ben/Phil to talk about challenges of designing a game to fit with curriculum - UK and common core
  • #16: 5-10 minute discussion, facilitators assisting; followed by short feedback Marrying your IP with your learning objectives. Brainstorm learning that arises from IP. Encourage them to choose something very specific.
  • #17: Phil to talk about this/Panel approach Framework for games design: jeopardy, scoring, narrative, cause and effect, measuring achievement, second to second (mechanic) Show some examples:
  • #18: Chris to talk about this? Dinosaur app - did illustration too early
  • #19: Martha to talk about this Chris anecdotes on this. Has videos to show.
  • #20: 15-20 minutes to plan and design; facilitators helping. No feedback at this stage - groups will present their game at the end of the session martha - inspiration cards with different game types We use Phil’s framework to describe pre-existing games like Angry Birds Phil’s suggestion for framing response: - The setting (the theme, the world, the narrative) - The imperative (jeapody) - The doing bit (the mechanics) - measure of achievement (the score)
  • #22: mahesh can talk about marketing to families. Constructing a story for the app store. Share handout on marketing to schools Chris o’Shea - marketing as a one-man band. Can’t rely on the App Store. Trad media tends to have more impact. Phil - monetization tricky Bundling, e.g. with textbooks
  • #23: What is the money going on? ie how much does development cost?
  • #24: mahesh: analytics What is success? downloads/finance
  • #25: When to stop?
  • #26: Round up the event with 10 minutes to prepare final pitches - facilitators helping Then each team presents. We may bring in outside judges to add a little more pressure Every team gets a dumb prize.