
Behavior Modification Game Design
Inquiry Framework
Question Framework
Driving Question
The overarching question that guides the entire project.How can we design a fun and engaging game using the principles of behavior modification to help players change a specific habit, and what makes this game effective in achieving lasting behavioral change?Essential Questions
Supporting questions that break down major concepts.- How do games motivate people?
- What are the basic principles of behavior modification?
- How can we use rewards and consequences to change behavior in a game?
- How do you design a game that is both fun and effective for learning?
Standards & Learning Goals
Learning Goals
By the end of this project, students will be able to:- Understand the principles of behavior modification, including positive and negative reinforcement, punishment, and extinction.
- Apply behavior modification techniques to design a game that changes a specific habit.
- Create a game with engaging mechanics that utilizes rewards and consequences effectively.
- Evaluate the effectiveness of the game in promoting lasting behavioral change.
Entry Events
Events that will be used to introduce the project to students'Habit Hackers' TV Show Clip
Show a short, engaging clip from a fictional TV show where characters use quirky gadgets and strategies to break bad habits and form new ones. The clip ends on a cliffhanger, prompting students to brainstorm solutions and predict what happens next.Mystery Box Challenge
A locked box is presented containing intriguing items related to habits (e.g., a worn-out running shoe, an empty snack wrapper). Students must formulate initial hypotheses about the box's contents and their connection to behavior modification.Escape Room Challenge: The Habit Lab
Students enter a simulated 'Habit Lab' escape room where they must solve puzzles and complete challenges related to behavior modification principles to 'escape' and unlock the secrets of habit change.'Design Disasters' Brainstorm
Present examples of poorly designed products or systems that unintentionally encourage undesirable behaviors. Challenge students to redesign these examples using behavior modification techniques to promote better habits.'Before & After' Personal Stories
Invite students (or share pre-recorded interviews) to anonymously share 'before & after' stories of personal habit changes. Facilitate a class discussion identifying the strategies used and the challenges faced, linking these experiences to behavior modification principles.Portfolio Activities
Portfolio Activities
These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.Habit Detective: Uncovering the Basics
Students will begin by researching and understanding the core principles of behavior modification. This activity lays the groundwork for applying these principles in their game design.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA detailed report defining behavior modification and explaining each key element with real-world examples. This report should demonstrate a clear understanding of each principle.Alignment
How this activity aligns with the learning objectives & standardsAddresses the learning goal: Understand the principles of behavior modification, including positive and negative reinforcement, punishment, and extinction.Target Habit: Mission Selection
Students will select a specific habit they want their game to address. This involves understanding the habit, its triggers, and potential consequences. This activity helps focus the game's design and mechanics.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA comprehensive profile of the chosen habit, including its triggers, consequences, and existing modification strategies. This will serve as the foundation for designing game mechanics.Alignment
How this activity aligns with the learning objectives & standardsPrepares students to apply behavior modification techniques by focusing on a specific habit.Mechanic Mania: Game Design Blueprint
Students will design the core mechanics of their game, incorporating the behavior modification principles they learned and the target habit they profiled. This involves creating rules, rewards, consequences, and challenges that promote behavioral change.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA detailed game design document outlining the game's mechanics, rules, rewards, consequences, and challenges. This blueprint should clearly demonstrate how behavior modification principles are integrated into the game.Alignment
How this activity aligns with the learning objectives & standardsAddresses the learning goal: Apply behavior modification techniques to design a game that changes a specific habit and Create a game with engaging mechanics that utilizes rewards and consequences effectively.Playtest Paradise: Feedback Frenzy
Students will playtest their game with peers and gather feedback on its effectiveness and engagement. This feedback will be used to refine the game design and improve its ability to promote behavioral change.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA revised game design document incorporating feedback from playtesting sessions. This document should explain how the feedback was used to improve the game's mechanics, rules, and engagement.Alignment
How this activity aligns with the learning objectives & standardsAddresses the learning goal: Evaluate the effectiveness of the game in promoting lasting behavioral change.Rubric & Reflection
Portfolio Rubric
Grading criteria for assessing the overall project portfolioBehavior Modification Game Design Rubric
Understanding of Behavior Modification Principles
This category assesses the student's understanding of the core principles of behavior modification, including positive and negative reinforcement, punishment, and extinction.Definition and Explanation
Clarity and accuracy of defining behavior modification and explaining its key elements.
Exemplary
4 PointsProvides a clear, accurate, and comprehensive definition of behavior modification. Explains each element (positive/negative reinforcement/punishment, extinction) with insightful detail and nuance.
Proficient
3 PointsProvides a clear and accurate definition of behavior modification. Explains each element (positive/negative reinforcement/punishment, extinction) with sufficient detail.
Developing
2 PointsProvides a basic definition of behavior modification, but may lack clarity or accuracy. Explains some of the elements, but understanding may be incomplete.
Beginning
1 PointsStruggles to define behavior modification. Shows limited understanding of the key elements.
Real-World Examples
Quality and relevance of real-world examples provided for each element of behavior modification.
Exemplary
4 PointsProvides insightful and relevant real-world examples for each element, demonstrating a deep understanding of their application. Examples are well-explained and clearly linked to the principles.
Proficient
3 PointsProvides relevant real-world examples for each element, demonstrating a good understanding of their application. Examples are explained and linked to the principles.
Developing
2 PointsProvides some real-world examples, but they may not be relevant or well-explained. The link to the principles may be unclear.
Beginning
1 PointsProvides few or no relevant real-world examples. Struggles to connect examples to the principles of behavior modification.
Target Habit Profile
This category assesses the student's ability to select and analyze a target habit for their game, including its triggers, consequences, and existing modification strategies.Habit Selection & Description
Appropriateness and clarity in selecting and describing the target habit.
Exemplary
4 PointsSelects a highly appropriate and well-defined target habit. Provides a comprehensive and insightful description of the habit.
Proficient
3 PointsSelects an appropriate target habit. Provides a clear description of the habit.
Developing
2 PointsSelects a target habit, but its appropriateness may be questionable. Description lacks detail or clarity.
Beginning
1 PointsStruggles to select an appropriate target habit. Description is vague or incomplete.
Analysis of Triggers & Consequences
Depth and accuracy of analyzing the habit's triggers, short-term consequences and long-term consequences.
Exemplary
4 PointsProvides a thorough and insightful analysis of the habit's triggers, short-term and long-term consequences, demonstrating a deep understanding of the habit's dynamics.
Proficient
3 PointsProvides a clear and accurate analysis of the habit's triggers, short-term and long-term consequences.
Developing
2 PointsIdentifies some triggers and consequences, but the analysis lacks depth or accuracy.
Beginning
1 PointsStruggles to identify the habit's triggers and consequences. Analysis is minimal or inaccurate.
Existing Strategies
Research and documentation of existing habit modifications strategies.
Exemplary
4 PointsIdentifies and comprehensively describes multiple existing strategies for habit modification, demonstrating thorough research.
Proficient
3 PointsIdentifies and clearly describes existing strategies for habit modification.
Developing
2 PointsIdentifies a limited number of existing strategies for habit modification, description lacks detail.
Beginning
1 PointsFails to identify or describe existing strategies for habit modification.
Game Design & Mechanics
This category assesses the student's ability to design engaging game mechanics that effectively incorporate behavior modification principles to promote habit change.Integration of Principles
Effectiveness of integrating behavior modification principles (reinforcement, punishment, extinction) into the game mechanics.
Exemplary
4 PointsMasterfully integrates behavior modification principles into the game mechanics, creating a seamless and highly effective system for promoting habit change. Demonstrates innovative application of principles.
Proficient
3 PointsEffectively integrates behavior modification principles into the game mechanics, creating a functional system for promoting habit change.
Developing
2 PointsAttempts to integrate behavior modification principles into the game mechanics, but the integration is inconsistent or not fully effective.
Beginning
1 PointsStruggles to integrate behavior modification principles into the game mechanics. The link between principles and mechanics is unclear.
Game Engagement & Motivation
Likelihood and effectiveness of the game to motivate players to change their habit.
Exemplary
4 PointsGame mechanics are exceptionally engaging and highly likely to motivate players to change their habit. Demonstrates a deep understanding of game design principles.
Proficient
3 PointsGame mechanics are engaging and likely to motivate players to change their habit.
Developing
2 PointsGame mechanics are somewhat engaging, but their ability to motivate players to change their habit is questionable.
Beginning
1 PointsGame mechanics are not engaging and unlikely to motivate players to change their habit.
Clarity of Rules & Objectives
Game rules are easy to understand and well defined.
Exemplary
4 PointsThe game rules are exceptionally easy to understand, clearly defined and comprehensive. The objectives of the game are also extremely clear.
Proficient
3 PointsThe game rules are easy to understand, clearly defined and comprehensive. The objectives of the game are also clear.
Developing
2 PointsThe game rules are somewhat difficult to understand and/or not well defined. The objectives of the game are unclear.
Beginning
1 PointsThe game rules are difficult to understand and not well defined. The objectives of the game are also unclear.
Playtesting & Feedback Incorporation
This category assesses the student's ability to conduct playtesting, gather feedback, and incorporate that feedback into their game design.Feedback Collection
Effectiveness of methods for gathering player feedback (surveys, interviews, observations).
Exemplary
4 PointsEmploys a diverse and highly effective range of methods for gathering player feedback, resulting in a rich and comprehensive understanding of the game's strengths and weaknesses.
Proficient
3 PointsEmploys effective methods for gathering player feedback, providing a good understanding of the game's strengths and weaknesses.
Developing
2 PointsEmploys limited or ineffective methods for gathering player feedback, resulting in an incomplete understanding of the game's strengths and weaknesses.
Beginning
1 PointsFails to gather adequate player feedback, resulting in a limited understanding of the game's strengths and weaknesses.
Feedback Analysis
Quality of analyzing the feedback and identifying areas for improvement.
Exemplary
4 PointsProvides a insightful and comprehensive analysis of the feedback, identifying key areas for improvement and demonstrating a deep understanding of player needs and preferences.
Proficient
3 PointsProvides a clear and accurate analysis of the feedback, identifying key areas for improvement.
Developing
2 PointsProvides a superficial analysis of the feedback, identifying some areas for improvement, but lacking depth or detail.
Beginning
1 PointsFails to adequately analyze the feedback or identify key areas for improvement.
Incorporation of Feedback
Effectiveness of incorporating feedback into the revised game design.
Exemplary
4 PointsMasterfully incorporates feedback into the revised game design, resulting in significant improvements to the game's mechanics, engagement, and effectiveness.
Proficient
3 PointsEffectively incorporates feedback into the revised game design, resulting in improvements to the game's mechanics, engagement, and effectiveness.
Developing
2 PointsAttempts to incorporate feedback into the revised game design, but the improvements are limited or not fully effective.
Beginning
1 PointsFails to adequately incorporate feedback into the revised game design. The game remains largely unchanged.