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Creating an Illusion of freedom on a budget
Given that the illusion of freedom (agency) is an expensive business to create, (for the record, entertainment games get 'considerably' more development budgets than learning games - not whingeing, just stating) how could learning designers create a similar illusion of freedom (or a personalised learning experience) on a more modest budget?

I'll take a edugame ('edugames' are what we call games designed to work in the classroom or in formal education settings) we made called Science Supremo as possible way forward.

In the game (about what scientists do, in this case running clinical trials in drug development) teachers can choose to present information about the content of the game (the clinical trial process) and direct learners in what to do and how to play. Alternatively, they can broadly introduce the game/simulation (FYI the game is based on the management sim genre) and let learners decide on a strategy they think will work.

Basically this model means that the gameplay strategy, intervention and rules setting is done by the teacher, rather than by the game. The game wouldn't work outside the classroom as a player directed experience - it's not designed to; but, set in a classroom, with a teacher setting the scene, providing (differentiated) resources and information as well as setting competitive strategies for learners (in groups) to play the game, the game creates a sense of agency and control as learners play out their chosen strategy, seeing its effects on the candidates in a clinical trial. The more the teacher gives choices to learners, the more agency they will experience.

Clearly this is not a universal model for teaching all - nothing is, or ever will be - but it is a powerful learning model, based on the complex gaming models that digital games like management sims exhibit. I guess that learners may remember the learning experience as much as the issue they faced - but I don’t think this is a problem. Surely education is as much about creating meaningful and memorable experiences as it is about achieving statistically valid results? IMHO, these are not mutually exclusive.

I would argue that passive consumption generally means you slow your brain down - you don't 'need' to think, so you don't, you let things wash over you, then when you do need to come back, you're lost! Giving learners a choice of strategy, resources and time (as well as the acceptance to fail) will create a deeper learning experience. In games, agency means you are alert and alive to the circumstances at hand, thinking on your feet. Be great to see this translates to the learning process.

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