Amy Jo Kim’s Game Thinking got me thinking…
The video series that Amy Jo Kim has available for free (I hope you read this before it stops being available, limited time offer!), is especially thought for innovative entrepreneurs who are developing products the world hasn’t seen before. As usual, my mind started wondering what this could be like for an educational setting. What if the innovative product is my class? How can I apply this?
In this article, I will discuss ideas I’ve realized I was using from this framework of Amy Jo Kim, as well as new ideas I will potentially use in the future. The first video of this video series explains what she’s found are three habits that successful innovators share. The habits are:
- Find & leverage your super-fans – then expand from that base
- Tinker, prototype & assume your first idea might not be right
- Build & test your core product experience from the inside out
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Ep 027 Amy Jo Kim shows the importance of finding the fun as a game designer – Professor Game
April 30, 2018 @ 7:09 am
[…] Amy’s process of Game Thinking can be found in gamethinking.io. It has three pivotal ideas, the first is finding and leveraging superfans (high value and high need customers). It is not just potential customers, it is finding a small high need group of customers who can give you articulate feedback, those can help you shape the product for the rest of your market really effectively. The second idea is to drive sustained engagement with a path to mastery, people want to get better at something we care about. This is also a core of what games are built upon, what’s the story the customer tells himself of what is their path to mastery, to, once again, something you care about. It is important to remember that there’s many things to learn from games, but the ones that do it right, because there’s a huge amount of games that are no good! The other thing that those games do great, and its related to her third pivotal idea is that they start by creating the simple “learning loop”, as step one, what game designers call “finding the fun.” The iteration happens especially here, and you treat it scientifically so you test to see what works and what doesn’t. This process makes a lot of sense, I wrote a post related to this and how I believe it is applicable to education, “Amy Jo Kim’s Game Thinking got me thinking…” […]