Week 7 - Higher-Order Learning
Higher-Order Learning in Type:Rider
I would argue that Type:Rider includes characteristics of a majority of both John W. Rice's Video Game Cognitive Viability Index and Kapp's Gamification of Problem Solving. For the sake of length, this entry will focus on three of Rice's elements that are clearly represented in the game.
The first element of Rice's index Type:Rider integrates is "Immediate Immersion". Immediately upon entering the game, the player is thrown into an environment in which not much information is provided, just enough to get them through basic navigation and game-play. The player is given time to familiarize themselves with these basic controls and mechanics before they reach the first few challenges. There is still some guidance and scaffolding provided at this stage but it is only enough to have the player cognizant that they need to be aware of their surroundings. Once the most important game mechanics have been subtlety introduced, gameplay progresses without this assistance.
![]() |
| Type:Rider's first challenge |
This brings us to the next element Type:Rider embraces, which is "Challenging the Learner". This game is built upon this concept; as mentioned above, the first challenge comes within minutes of the player beginning the game. From there, the game progresses quickly from one challenge to the next, becoming increasingly more difficult with each new obstacle. Through these challenges, the player stays engaged, on their toes, and must retain and then apply necessary information to successfully complete future challenges.
![]() |
| More challenge examples |
The final element Type:Rider utilizes is "Manipulating Variables". Through these challenges, the player must figure out, through higher-order thinking skills such as synthesis of knowledge, the physics of manipulating the balls by interacting with their surroundings. The must test out and determine the right timing of movements, jumps, and speed to get through the challenges successfully. The game introductory tutorial establishes that this concept is a necessity from the very onset of gameplay.
![]() |
| An extremely frustrating obstacle I could have avoided with more thoughtful planning |
![]() |
| Attempting to manipulate this air blower to get the white sphere to it's spot |
Comparing Type:Rider's Higher-Order Learning with The Pack and Spent
The Pack and Spent have these three elements to a certain extent. Similar to Type:Rider, the player is immediately immersed within The Pack and Spent. Like Type:Rider, The Pack immediately begins with a quick tutorial, providing scaffolded assistance for the player to learn necessary game mechanics to function successfully in the game. Within the first few minutes, the player is presented with a problem they must solve, with the help of the tutorial. From there, the scaffolding decreases until there is no further assistance and the player has to rely on Bloom's higher-order skills, such as analysis and synthesis.
In Spent, the player is also immediately immersed, given a scenario in which they must survive 30 days on extremely low income. Spent is different from Type:Rider and The Pack in that the player's immersion doesn't include the support of a tutorial. This forces the player to evaluate the information they are presented with in a timely manner, make rational decisions, appraising those details, then deal with the consequences of their choices.
| Spent's opening problem |












Comments
Post a Comment