Game Design with ILIAS - Level

Level in Games and in Teaching

In games there are different types of levels. For example, the game itself is often structured into levels that you move through. These can be characterized by an increasing level of difficulty. In addition, there are also the levels of the person playing, which are usually linked to the increase in experience (XP=experience points).

Mission-based game levels serve several purposes. First, the game environment remains clear, which is very important for both the person playing and the development. By dividing the game into different levels, goal transparency is created and important feedback is provided. Furthermore, the skills to be acquired can be related to each other and structured in a way that is comprehensible for the person playing (e.g.: first basic control, then complex skill sets).
The difficulty level can be used to regulate the fun factor. A game that is too difficult is no fun, just as little as a game in which players do not feel challenged.
By developing player levels, an increased level of motivation can be achieved. Character development is an important feedback channel and increases the commitment with which game players dedicate their time to the game.

(freely translated and paraphrased from Karl Kapp, 38-41)

In this chapter you will be introduced to three main tools that you can use to implement the different level types in your ILIAS courses. The main tools are working with preconditions, the course view "learning objectivces driven course" and the page design with the page editor. The page editor takes on a central role because it opens up a great deal of design freedom, which can also be combined with the preconditions or the learning objectives-driven course view. Learn on the next pages how these tools can be used in the implementation of the different level types.

Chapter overview

difficulty

missions

player level

simple tasks must be solved before the difficult tasks

Simulation of general conditions

certain skills can be acquired only after other skills

learning objecitves-driven course

individual learning objectives for different
levels of difficulty

Individual learning objectives for individual missions

Use of learning goal barometers as a map of skills (competencies)

graphic course design

Visual underpainting of the difficulty levels (e.g. by a picture of a mountain or
the color highlighting of contents)

Dependency representation

Areas on maps through interactive images

Naming of folder or session structures

List of different items in inventory

Tracking success using player stats

Details on levels

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