Good time to read, dear participant habrahabr.ru.
Often there are publications that computer games interfere with schooling. I propose to evaluate the idea of a game that simulates testing in lessons, and allows you to prepare in accordance with the curriculum.
The form reminds "Who wants to be a millionaire," but is designed to prepare pupils / students for tests in the form of a game. Questions and answers are taken from the school practice, EGE, GIA. The question may be offered from 3 to 9 answers, depending on the evaluation previously requested by the player when preparing the question.
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It is possible to receive the hint “remove 2 incorrect answers”, “view the training lesson”.
The “right to mistake” hint is always available, but each such hint diminishes the resulting points.
Ways to increase playability are proposed below under the article "Secrets of game development: 47 game mechanics from the company SCVNGR":
Achievements / Achievement
- calculation of the total amount
- the ability to add a question when answering 5
Appointment Dynamic Mechanics
- annual degradation of results
Avoidance / Avoidance
- penalties for using tips
- decrease in an assessment
- punishment for the wrong answer
Behavioral Contrast
- increase the cost of tips with increasing level
Behavioral Momentum / Behavioral Momentum
- increase school performance
Force Award / Blissful Productivity
- counting winning series without errors
Theory of the gradual presentation of information / Cascading Information Theory
- division into classrooms and quarters
Chain Events / Chain Schedules
- identifying the availability of basic knowledge for asking more complex questions
Joint research / Communal Discovery
- brainstorming puzzles
Cross Platform Games / Companion Gaming
- implementations for platforms
Random Event / Contingency
- tasks of increased complexity
Countdown
- encouragement for response within 1 minute
National ranking of winners / Cross Situational Leader-boards
- single point counting
Constraints / Disincentives
- simplification of payment for services
- tasks for ingenuity
- degradation of points by 1% per year
Endless Games / Endless Games
- expansion of specializations
Envy / Envy
- communities by groups
Epic Meaning / Epic Meaning
- participation in the expansion of the range of issues
- correlation between answers to questions
Not awarding / Extinction
- restriction on the term of participation in the selected classes
Fixed Interval Reward Schedules Rewards
- encouragement for correct answers to all questions
Rewards for a specific chain of actions / Fixed Ratio Reward Schedules
- the location of questions in the tree of knowledge
Free lunch
- payment tips at the same time for themselves and other players
Once fun - always fun / Fun Once, Fun Always
- exam tickets from a set of questions
Schedule Awards / Interval Reward Schedules
- bonus tips after a certain amount or questions
Lottery / Lottery
- selection of questions
Loyalty / Loyalty
- avatars
- rewards for long service
- Hall of Fame
Meta Game / Meta Game
- Olympics on holidays
Micro Competition / Micro Leader-boards
- speed Olympiad
Modifiers
- benefits for paying tips for all
The risk of loss of motivation during the gameplay / Moral Hazard of Game Play
- performance in real school
Private property / Ownership
- diploma consultant
Pride
- the maximum rating for all time
Personal life / privacy
- public number of questions and answers added
User Progress / Progression Dynamic
- graph of changes in estimates over time
Action Rewards / Ratio Reward Schedules
- publication of the actual year of study
- congratulations happy birthday, anniversary
Awarding the player "here and now" or after a lapse of time / Real-time v. Delayed mechanics
- place for a quarter and a year
Gain / Reinforcer
- titles in the game
Event / Response Response
- the fastest response in a day
Reward Schedules Remuneration Scenario
- the image of the diploma
Real Prize Distribution / Rolling Physical Goods
- getting a prize at school
Illusion Game / Shell Game
- choice to prompt two wrong answers
Social component of games / Social Fabric of Games
- tasks for the group with the distribution of roles
Status / Status
- natural separation by age groups, educational institutions
Irrepressible Optimism / Urgent Optimism
- fight for the title of champion of the school year
Rewards without a clearly defined term / Variable Interval Reward Schedules
- the ability to improve your status throughout life in various subjects
Rewards for the implicit chain of actions / Variable Ratio Reward Schedule
- a chain of tasks for the formation of a single skill
Viral Game Mechanics
- the base of the game is increased by the players themselves
Virtual goods / Virtual Goods
- the possibility of independent coming to the discoveries, inventions
I ask the participants to suggest ways to make this game more interesting.