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Mad Scientist of Mass Periodic Table Destruction

"Mad Scientist of Mass Periodic Table Destruction" is a gamified learning experience concept designed for students enrolled in introductory level chemistry courses tasked with learning the periodic table of elements.

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Project Type

Gamified Experience Concept

Project Date

December 2022

Tools Used

PowerPoint, Storyboarding, Photoshop

Project Objectives

This gamified experience was conceptualized to create a new approach to teaching the basics of the periodic table of elements in a way that would be engaging, memorable, and effective. "Mad Scientist of Mass Periodic Table Destruction" is a model for which a fully designed and functional gamified experience can be developed from. Storyboarding and detailed gamification aspects including mechanics, dynamics, aesthetics, and technology are included as references to complete the experience design. Ultimately, a comprehensive experience would be designed and coded for use in introductory level chemistry classes as an alternative method for students to learn and practice the chemical elements. 

Identification of the issue and confirmation that gamification was an appropriate solution was the first step in the development of this gamified experience concept. A gamified experience of the chemistry concepts would promote engagement in the topic and in turn a deeper understanding of the content by including gamification concepts such as a developed storyline and feelings of heroism that would promote a more pleasant experience when engaging with menial but imperative material. 

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Storyboarding was utilized to design a layout for the flow of the experience and the gamification concepts of objectives, narrative, aesthetics, mechanics, dynamics, and technology were described in detail. Educational objectives and purpose were first determined and the gamified experience narrative was developed from that base. Mechanics expanded on the participant actions and learning activities that would be completed throughout the duration of the experience. The dynamics of the overall experience were related to the narrative, mechanics, and educational objectives to then build upon the aesthetics and technology that would form the physical experience. The feel of the overall experience and dominant tropes that would be present to the learners were developed from the predetermined mechanics and dynamics. Participants of the course will ultimately develop a deeper understanding of the materials through expression, heroics, and invention.

Project Process

Lessons Learned

Gamification concepts can be applied in various experiences and can be an effective method of designing engaging and exciting learning materials for various learners. Gamified experiences do not have to be long-term commitments that require participants to devote significant portions of their time in order to complete the tasks. This concept is designed to be a fun new approach for students to learn a single unit and the development of this concept into a module utilized in introductory chemistry classes would create a memorable learning experience for the students.

Instructional Design by Lauren

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