A Digital Learning Game that moves too fast? Too slow?

How Do You Determine If Your Learning Game’s Pacing Is Appropriate?

One of the most significant challenges I’ve encountered while designing my digital learning game, which teaches players about the XY coordinate plane, is determining whether the pacing is too fast or too slow. Who gets to decide what’s appropriate? This question has been central to my design process, and I’d like to share how I arrived at it and my approach to addressing it.

Understanding the Vocabulary and Framing the Question:

The intersection of human-computer interaction in teaching game mechanics is both a science and an art. While there are various approaches that work, none provide a definitive “one-size-fits-all” solution for determining when a player has mastered a complex mechanic. This is especially true when considering the age and audience of the players.

In digital learning games, game mechanics and academic lessons are deeply intertwined. Mastering a game mechanic directly correlates with understanding the academic concept—this interplay I’ll refer to as “knowledge acquisition” (KA). That’s not all there is to learning a game mechanic, as retention of this knowledge (“knowledge retention,” or KR) is equally important. Just like in traditional gaming, where challenges like puzzles or bosses are reused to reinforce skills, digital learning games must balance KA and KR to ensure long-term understanding and engagement.

The Role of Pacing:

I argue that pacing in games is fundamentally driven by how well players acquire and retain knowledge. So, if the learning game progresses too quickly, students may become overwhelmed, making post-evluation difficult to identify where they began struggling. Conversely, if the pacing is too slow, students may disengage as the game becomes repetitive and lacks challenge.

I’ve outlined three potential pacing approaches for digital learning games:

  1. Crawling Pace (Standard Pedagogy):
    The level’s length only ends when it is ensured that KA has been mastered. Then the next lesson arrives that builds on the previous one for KR. This method simplifies post-evaluation, as it’s easier to identify where students struggle. But transforms the game into a series of drill sheets. KA can be acquired early by skilled students/players, but they are locked into the level until all the KA checks have cleared, driving down their motivation as the challenge dissipate for minutes at a time.

  2. Traditional Pace (1990s Game Design):
    The level’s length ends once it determines the KA is sufficient, then progresses to the next level for additional KA and KR. Post-evaluation becomes more complex, often requiring interviews to uncover struggles.

  3. Rapid Pace (Modern Game Design):
    Introduce 2–3 lessons simultaneously or within the same level, blending KA and KR. For example, a level is divided into 3 acts. The first act introduces the first lesson in isolation. The second act introduces the second lesson in isolation. The third act blends both the first lesson and second lesson together for a entirely new experience just before the ending. Once it is determined that the KA and KR is succicient, then the level terminates. Levels after this allow time for further KR. This complex rapid pacing requires mandatory post-evaluation interviews, as no built-in system can easily identify why students could struggle.

My Choice of Pacing Approach:

After careful consideration, I believe the third approach—introducing multiple lessons simultaneously—is the most effective for creating an engaging learning game. This method allows players to learn at their own pace by retrying levels if needed. While this pacing may seem fast, it empowers students to control their progress and gives them the ability to fully understand each concept before moving forward. Some students may “floor it” to the next level even though they just barely have the KA the previous level. But, this is critical to their engagement with the material. As further levels (or bosses) can always verify that KA and KR has been completely mastered before the game congratulates them for their ultimate success.

That said, I recognize potential challenges with implementing this approach, such as tracking student progress without extensive post-evaluation or integrating a robust learning management system (LMS). These hurdles must be addressed to ensure the game remains both effective and user-friendly.

I’m interested in hearing your thoughts or approaches to this problem.

Here are some questions that came to mind as I read through this:

  1. What are some examples of games or educational experiences that utilize each of these approaches?
  2. Is the main distinction between Crawling Pace and Traditional Pace about when the level ends?
    • Crawling Pace: level ends when Knowledge Acquisition is “mastered”
    • Traditional Pace: level ends when Knowledge Acquisition is “sufficient”
  3. What’s the difference between “mastered” and “sufficient”?
  4. Would you say the key distinction between the three paces is how much control the player has over when to advance in the game (Crawling giving the player the least control and Rapid giving them the most)? And the more control the player has, the less the game knows about the player’s mastery of the knowledge?
  5. Are there any resources you’ve found to be the most helpful on this pacing topic?

In general, the details of the three pacing strategies and their trade-offs are a bit fuzzy in my head. If it’d be helpful to you, I’d be happy to have a call to chat about this topic and/or to brainstorm about specific decisions within your game.

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These are awesome questions.

  1. So for the 3 difference pacing types, I think of homework worksheets, then NES-N64 Platformers, then Wii-Todays platformers. For the crawling pace, homework worksheets usually have 5–20 questions on just one lesson/mechanic. Like, for XY coordinate graphs, list or plot the locations of 20 different points. For Traditional Pace, I’m looking at NES-N64 platformers, many levels like Kirby’s Adventure or Kirby’s 64 will introduce only one or two Kirby Powers in a very straight forward obstacle course. The Kirby powers given are typically extremely straightforward and easy to control (compared to later in the game, where you get some bizarre and complex combos). For modern day pacing, I would look at games like Donkey Kong Country Returns or Tropical Freeze. Their levels will introduce at least 2 obstacles or mechanics in isolation, springs, falling boulders, timed platforms, enemy type, climb-able wall, etc. Then before the end of the level, the isolated mechanics are then fused together to create a unique challenge, forcing the player to be skilled at both to proceed. I believe there are a couple of YouTube videos talking about the level design to Donkey Kong Country Returns.
    There are various games that can play exceptions to my guidelines, though I think it’ll be easy to argue how they are exceptional at the time. Not necessarily the norm.
  2. Yes, that can be a distinction. Another distinction can be the overall difficulty of the level. Crawling Pace will refuse to move on if you haven’t mastered the challenging questions. So, the level could be longer, or be harder, or both.
  3. That is entirely subjective. Personally, I’ll look at grading of a worksheet. If every question on a worksheet is answered correctly or 90% correct, then it can be safe to say that it is mastered. If only around 60% of the questions were answered correctly, maybe that can be considered “sufficient”.
    4a. Not exactly. Although players have some influence over the pacing of the game, the game itself determines how fast its content can be. A simple example is the speed a person can finish a multiple choice quiz vs the speed a person can progress through a turn-based RPG battle. Yes, the person may choose a particular move that instantly KOes the enemies, but the animations, menu transitions, winning animations, status effects will all still slow down the fastest players. Even if the student has completely mastered the game, the game will still force the players through the battles, and that could be seconds at a time.
    4b. The question on the relationship of player control and player’s mastery of the knowledge is infinitely complicated and is something I don’t think modern game design have “solved” consistently. This is a topic that alone could be talked about for weeks using different games as case studies. Sometimes the game removes guardrails to give players more control of the challenge and in turn, provides proof of the players mastery. Sometimes, the opposite can happen where the player gets too much control and uses that to “abuse” the game systems in place and win using the same “method/understanding” every time.
  4. I’ve picked up bits and pieces of level design in reviewing different platforming games to each other. And doing a homebrew heuristic study of watching how non–gamers play brand new games they never tried before. I’m sure this topic is discussed more in game design as part of a “level design” subtopic. I found this youtube video very informative on it. https://www.youtube.com/watch?v=JqHcE6B4OP4

Sure, we can chat about this topic whenever. I’ll love new or different insight on this topic.

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