One of the main advantages of
games for learning compared to classic training is that you can evaluate your learners by different ways.
Not exact matches
My personal take on the subject is that mobile
games provide an amazing opportunity
for effective and engaging
learning, free from space and time restrictions, and pose great potential
for adult learners as they allow flexible integration into everyday life, thus reducing barriers to entry
compared to traditional classroom settings.
Gillispie: The successes we've had in this project garnered a lot of positive press
for our district because [
game - based
learning] is still fairly cutting edge
compared to the status quo; also it has opened up a lot of doors
for other
game - based curriculum initiatives — like the district - wide Minecraft project.
The Moneytopia
Game and its associated tutorials,
for instance, are an interactive way to
learn about many financial topics, including maintaining a healthy budget while investing, avoiding investing scams, and
comparing retirement plans.
- the 18 returning classes were chosen by seeing which popular classes would fit with the
game - they also wanted to include classes to cover roles that the roster was lacked - the Pugilist class was added because the first group of classes selected did not include any with bashing and binding attacks - War Magus was added because the Medic was the only healer class in the roster at that point - they couldn't simply include all popular classes as that would have skewed the balance of the
game - as
for the Hero class, they with balanced offensive and defensive capabilities, but this made things to similar to other classes - this was rectified by adding after - images and other skills with good synergy - when an after - image appears, it does the same skills as the Hero, except on the following turn - it becomes possible
for skills that usually can not be used multiple times in a row to be activated multiple turns in a row - it also means skills that only have an effect
for one turn can be extended to two - after - images use not only the Hero's own class skills, but also their subclass skills - if the subclass is an Imperial, the Drive skill can be used multiple times in a row - when using Hero as a subclass to Nightseeker, the character can cover the Nightseeker's weaknesses of having low defense - after - images can also help increase the chances of inflicting status ailments - subclasses can be used to make up
for weakness - Swordsman, a class that can
learn speed and accuracy boosting skills, would be a good subclass
for the Gunner - Reaper as a subclass
for War Magus would allow that character to use the scythe's skills to inflict status ailments - the skill tree is slowly unlocked as a character grows - there are more skills that make jobs» individual styles stand out more, or expand the player's choices - the skill tree is also made so that there are less requirements to
learn specific skills as
compared to 5 - this makes it easier
for players to get the skill they want without spending large numbers of skill points on lower skills - it's now easier to put points into skills, which makes re-specing easier - the team faced difficulty in balancing classes that were never meant to be alongside each other - they are doing their best to ensure that they keep the individual classes» identities intact
The pace is certainly relentless, but the
learning curve is beyond
compare and
for a
game this overblown, you somehow never feel intimidated by it; lulls and gaps in the chaos are as thoughtfully placed and downright welcome as they've ever been in a project of this kind.
Overall, the
game is fairly difficult (the first boss forces you to overcome the
learning curve pretty quick) but the last battle,
for me anyways, is ridiculously hard
compared to everything else.