Episode 2: Gone Home Unlocking Games Episode 2: Gone Home Play Episode Pause Episode Mute/Unmute Episode Rewind 10 Seconds 1x Fast Forward 30 seconds 00:00 / Subscribe Share RSS Feed Share Link Embed This week we discuss the UX and Instructional Design potential of Gone Home, 2013’s 12th highest rated PC game on MetaCritic and the 2014 Games for Change Game of the Year. It’s also an excellent walking simulator. Gone Home is available on PC, PS4, and Xbox One. Show Notes & Links: An Application of Bloom’s Taxonomy to the Teaching of Business Ethics This American Life Episode 584: For Your Reconsideration Testing Theories of Attitude Change With Online Panel Field Experiments GDC 2014: Why is Gone Home a Game? The Design of Everyday Things, by Don Norman
Episode 1: Life Is Strange Unlocking Games Episode 1: Life Is Strange Play Episode Pause Episode Mute/Unmute Episode Rewind 10 Seconds 1x Fast Forward 30 seconds 00:00 / Subscribe Share RSS Feed Share Link Embed In our inaugural episode, we talk about elements of Instructional Design and User Experience that caught our attention in Life Is Strange. The first episode of Life Is Strange is free to play on PS3, PS4, Xbox 360, Xbox One, and Steam. Show Notes & Links: Cathy Moore’s Training Scenarios Building Expertise, by Ruth C. Clark Unconscious determinants of free decisions in the human brain Elizabeth Loftus’ work Don’t Make Me Think, by Steve Krug