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Can effective teaching inspire narrative design?

I love to teach. Every time I am allowed to do it, I do it. It can be videogames, it can be Computer Science, or math. I love to put that seed inside of people. And I honestly think I am pretty good at that.

I was reading an article on effective teaching that appeared on The Guardian some while ago. I am doing it because I am taking a language course in Catalan and I believe that the teacher is really good. And I am asking why is that good to me. So I need also to make my mental model, as always. Designer professional deformation, I guess.

I am also taking a 3 week intensive course on narrative design with Kim McAskill these weeks. It’s very interesting, so my mind makes analogies and connections of course.

Telling stories

Although narrative design is different from storytelling, the purpose is always the same. It is actually the same as game design. Telling something, telling a story. If you want, we always want that. We always want to tell a story, our job and profession is one way of doing it.

And teaching is also telling a story, but you need your students to learn. In games you need your players to have fun. And having fun means, at the end of the day, to learn. That’s the spark of my idea on how to import things from teaching to improve narrative design.

Ideas for a better narrative design

I will grab the points describe in the article linked above and adapt them to narrative design. That is a branch of game design that puts in relationship the systems with the stories, creating settings, worlds, people, characters and the way of deliver them (dialogues, cutscenes, set pieces, and so on).

Narrative design is game design, and game design always creates narratives.

Let’s go:

  • Know your subject -> Have clear how Players can reach their goals: the most important quality of a teacher is, of course, to know what he’s teaching. The most important quality of a good narrative design is to know what the players need to reach their goals.
  • Praise can do more harm than good -> Giving too many rewards early make the Players skip some important step for learning. Players may feel frustrated later and quit, as well as students that may suppose that the teacher will be good with them.
  • Instruction matters -> Stories matter: the quality of teaching has impact on the students. The same is valid for a story. Games do not need a story, but games with a story may literally change lives.
  • Teacher beliefs count -> Designer beliefs count: there is something personal and unique in every teacher and designer. Our way of seeing how to teach or how to create fun influences the outcome. There is no best practice or rulebook, there are beliefs. It’s personal, it’s unique,
  • Think about student-teacher relationships -> Think about player – designer relationships: the interaction of the teacher with the students have a tremendous impact on the climate of the classroom. In a similar manner, designers especially in small realities have the opportunities to create relationships with students.
  • Manage behavior -> Manage behavior! Study the characteristics of your students and the data of your players to be more effective.
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