For this project I want to look at how approaches in teaching can help inform and improve the development of tutorials in games. These approaches being pedagogical practices that are used during the teaching/learning process. [https://www.tes.com/news/what-is-pedagogy-definition]. A video game tutorial being the tool that teaches the player the rules and controls of the game. [https://gamedevelopment.tutsplus.com/tutorials/the-many-ways-to-show-the-player-how-its-done-with-in-game-tutorials–gamedev-400]
Research question
The current proposed research question I have decided to investigate is:
What can be used from pedagogical/andragogical approaches to develop tutorial levels in games.
This was inspired by my background in education, I’ve had experience in delivering educaitonal content and developing it, as well as aiding in lessons. I believe the skills I had acquired in that setting can be applied to game design. For this project I will specifically focus on tutorial levels in game design. I will identify what practices are useful in education and see how they can be applied to tutorial design in games.
Definitions
Pedagogy/Andragogy – These are defined as the method and study of teaching. Andragogy has a focus on adult learning.
Within the pedagogy there are pedagogical approaches, these being the way a teacher delivers the content of the curriculum to the class. [Different approaches] The following approaches are used:
- Behaviourism-Focuses on observing the actions of students and assesses if they are learning effectively. This relies on continuous assessment like homework and tests. [Source]
- Constructivism-A student-centred approach and considers the students needs. This focuses on facilitating the students learning with projects and activities. They are given the content and try to form their own understanding. [Source]
- Social Constructivism-This approach takes principles from the above but with the added element of social communication. Students understanding of a subject is resulted in communication between others, they would discuss their ideas and come to conclusions that are tested for viability. [Source]
- Liberationism-Heavily focuses on the student, this approach allows the student to choose what they wish to learn. This directly rejects other approaches as it democratises the classroom, the teacher faciltiates their learning, encouraging critical thinking on the subject and discussion. Students would ask more questions about the subject. There is also a focus on fulfilling differnet learning styles [Source]

There are many others too and for this project only few would be examined.
Tutorial-Is the interactive learning experience that teaches the player the mechanics of the game. This can take many forms like the first level of a game, an optional playable section, or a series of text/video. In Video game design: principles and practices from the ground up by Michael salmond writes “Level 1 establishes game tone, story arc, play mechanic, and the environment. Everything else evolves from that first level and gets the player on-board with the game.” I should look ot other sources for different definitions of tutorials, just to get a range of definitions to draw from.
Games for a case study
Some consideration needs to be taken for what tutorials I will look at for a case study. I would want to identify the different approaches and components of these tutorials and how they are used in different games. I would want to consider how these games teach their mechanics to the player, what mediums are used and how the tutorial is structured.
I am considering using a variety of games’ tutorials, a variety meaning they will vary in their approach and what kind of mechanics they teach. The current selection for this list is:
- Portal-The tutorial is also the first level of the game. This tutorial makes of use pop-up text boxes explaining controls, a narrator explaining the context and other mechanics. As well as in-game demonstrations of mechanics.
- XCOM: Enemy unknown-Similar to the above the tutorial is the first level of the game, a narrator is present and directs the player to perform actions. Doing so teaches the player fundamental mechanics of the like shooting and moving.
- Super Mario Bros.-There is no definite tutorial level, again the approach is that the tutorial is the first level of the game. In Level 1-1, the player is allowed space and time to get used to the controls and understand how to interact with the game. Every moment for each mechanic is given enough time to practice it and let the player understand what they can do with it. For example the game begins with the player character on the far left side, in front is dead space letting the player understand that they must go forward towards the right.
However, there is the danger that this may spiral out of scope. I could use a series of games and focus on how their tutorials change over each game in that series and compare those changes.
Mortal Kombat X(2015), Mortal Kombat 11(2019) and Injustice 2(2017)-While the core mechanics of these game are similar and do not change greatly, their approach to tutorials differ greatly. In Injustice 2, the structure of the tutorials are seperate sections of the game that sepcifcally teach and test specific mechanics and controls. These taught in a linear order. In Mortal Kombat 11, the tutorial is flexible and allows the player to choose between different mechanics to learn.
The next step for this project is to decide what games to examine for the case study. Doing so would also change what teaching approaches I can use, this meaning that if I would look at a variety of games then I would examine a varierty of teaching approaches. If I focus on a game series, then I would examine a small amount of teaching approaches that seem appropriate for the series.