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Game Analysis Skills

Technology • 60 • 6 students • Created with AI following Aligned with National Curriculum for England

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Technology
60
6 students
20 September 2025

Teaching Instructions

This is lesson 3 of 6 in the unit "Game Development Essentials". Lesson Title: Analyzing Existing Games Lesson Description: Students will select and analyze an existing computer game, focusing on its features, mechanics, and design elements. This lesson will help them understand what makes a game successful and the various elements that contribute to player experience.

Overview

This is the third lesson in the "Game Development Essentials" unit designed for Year 10 students. Over 60 minutes, students will critically analyse an existing computer game to identify and articulate its key features, game mechanics, and design elements. This will deepen their understanding of successful game design and player engagement, aligning with the National Curriculum for England's computing and design technology programmes of study.


National Curriculum Links

  • Computing - KS4 (Year 10):
    • Design, use and evaluate computational abstractions
    • Understand the principles of digital game development
    • Analyse and evaluate the effectiveness of algorithms and programs
  • Design and Technology - KS4:
    • Apply iterative design processes including analysing existing products
    • Understand how designers and developers consider user experience

Learning Objectives

By the end of this lesson, students will:

  1. Identify core game features (genre, platform, audience) of an existing game.
  2. Analyse game mechanics, dynamics, and aesthetics influencing player experience.
  3. Evaluate design elements such as interface, graphics, sound, and storytelling for effectiveness.
  4. Present a concise, structured analysis demonstrating understanding of why the game is successful or not.

Success Criteria

  • Can describe at least three key features/mechanics of the chosen game.
  • Provides clear explanations linking game design to player experience.
  • Uses appropriate terminology (e.g., mechanics, dynamics, aesthetics, UI, UX).
  • Communicates insights coherently in both written and verbal forms.

Resources Needed

  • Devices with internet access (if available) or pre-downloaded game trailers/gameplay videos.
  • Game analysis worksheet (structured with prompts).
  • Whiteboard or projector for presentation and note-taking.
  • Example game analysis excerpt (teacher-prepared).

Lesson Structure

1. Starter Activity (10 minutes)

  • Prompt: "What makes a game fun or engaging?"
  • Brainstorm ideas as a group, listing features/mechanics (e.g. challenges, rewards, story).
  • Introduce & briefly explain key terminology: Game mechanics, dynamics, aesthetics (MDA framework).
  • Show a short gameplay video (~2 minutes) of a popular game (age-appropriate) to illustrate these terms.

2. Main Activity Part 1: Game Selection & Research (10 minutes)

  • Each student selects a game they know well or enjoys playing (teacher approval).
  • Provide the game analysis worksheet to guide students in breaking down features, mechanics, interface, sound, and design.
  • Students use devices or pre-given materials to research or recall information about their chosen game.

3. Main Activity Part 2: Analysis & Note-taking (20 minutes)

  • Students complete the worksheet individually, focussing on:
    • Core gameplay mechanics (e.g., objectives, controls).
    • Visual and audio design elements.
    • How mechanics contribute to player engagement and user experience.
  • Teacher circulates, prompting deeper thinking with questions such as:
    • "How does this element keep the player interested?"
    • "What could be improved in this game's design?"

4. Group Sharing & Discussion (15 minutes)

  • Each student presents a 2-3 minute summary of their game analysis to peers.
  • Class discusses similarities and differences in design choices and effectiveness.
  • Facilitate reflection on what they've learned about what makes games successful.

5. Plenary / Assessment (5 minutes)

  • Quick round: each student shares one ‘design takeaway’ they will apply to their own future game projects.
  • Collect worksheets for formative assessment.
  • Feedback given in next lesson on clarity, use of terminology, and depth of analysis.

Assessment and Feedback

  • Formative assessment via completed worksheets and oral presentations.
  • Evidence of meeting learning objectives checked through accuracy and depth of analysis.
  • Verbal feedback to guide improvements for lessons 4-6, when students begin creating their own game concepts.

Differentiation and Inclusion

  • Provide structured sentence starters on the worksheet for students who need writing support.
  • Allow students to analyse games of different platforms (mobile, console, PC) to suit interests and accessibility.
  • Pair stronger analytical students with peers requiring assistance during group discussions to foster collaborative learning.

Extension Ideas

  • Challenge students to critique a poorly rated game and identify design flaws.
  • Invite a local indie game developer for a Q&A or virtual talk to connect real-world perspectives.
  • Use this analysis as a stepping stone towards designing a basic game prototype in later lessons.

Teacher Notes

  • Prior knowledge assumption: Students have completed lessons on basic game concepts and introductory programming/tools.
  • Emphasise critical thinking and justified opinion over simply describing game features.
  • Encourage use of precise vocabulary from the National Curriculum computing glossary — this is formative preparation for future GCSE computing or design technology pathways.

This detailed, curriculum-aligned plan ensures students not only understand what makes games successful but also build foundational skills in analysis, evaluation, and communication — all essential to game development and digital technology education in secondary school.

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