4.7. WHAT DOES ENGAGE?
So, what does engage most people? As I mentioned earlier, the best game designers have figured this out far better than any of our instructional designers, as many observers, from Seymour Papert to James Paul Gee have been telling us for years. What can we learn from the best-designed games'games that not only produce tons of learning, but also cause people to pay and fight for the privilege of using them? (How much does that happen with training? If workers had to pay for training out of their own pockets, how many would do it?)
Here are some principles of good instruction that I've gathered from the best games. They make no claim to be scientific, but are purely practical based on what works (that is, the games that ...
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