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3. 10. N A R R R A T I V E
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7. F E E D B A C K 9. R E S T A R T

W L E T
A 8. S T A T U S Y
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DOWN:
1. It encourages players to unite to achieve a common goal and play against other
participants to reach that goal faster or better than themselves. This dynamic
keeps participants motivated as it challenges them to do better than their
opponents.

2. These are assets acquired in the game to advance in-game objectives. They
grant access to new areas, learn new skills, or have better resources. Inspires
competence and achievement.
3. This motivation is created by presenting problems and problem situations to be
solved to the player. It helps to understand the purpose of the activity and
guides the student's efforts.

4. Guide and assist students in organizing levels or categories to guide their


progress.
As the game progresses, the player can develop increasingly complex or
difficult skills.

5. It offers players different ways to explore and progress through the game, as
well as different ways to complete objectives.

CROSS:
6. It brings additional pressure that helps materialize the effort to complete the
task within the given time.

7. Guide the user's progress based on the user's behavior. It is usually momentary
and indicates whether the player is doing the right thing or how far they are
from their goal. May appear at the end of an episode to show statistics and
analysis on a student's performance.

8. All participants can track their own and others' progress, achievements, and
shortcomings and those of others. This helps build reputation, credibility, and
visibility.

9. Encourage players to take risks without fear or irreparable damage. Encourages


student confidence and participation.

10. Place participants in realistic situations practicing actions and tasks. Inspire
them by identifying with a character, situation, or object.

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