ABSTRACT
For years, educational game designers have paid close attention to the development of entertaining experiences for students. Yet, as experts point out, an overwhelming number of projects do not have rigorous Pedagogical foundations. Additionally, many existent educational game design frameworks have a one-size-fits-all approach. That is, they were conceived with a single domain of knowledge in mind or do not consider the personal characteristics of those involved in the learning process. To address these issues, we reviewed multiple case studies and design frameworks, and studied guidelines from Pedagogy. As a result, using techniques from Grounded Theory, we identified key design patterns and features present in educational games that may serve to attain learning goals. With this information, we created a model to analyze existing games and design new educational games with Pedagogical foundations. In this work we present our model, and we discuss our findings, limitations, and future work.
- Vincent Aleven, Eben Myers, Matthew Easterday, and Amy Ogan. 2010. Toward a framework for the analysis and design of educational games. In Proceedings of the 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'10), 69--76. Google ScholarDigital Library
- Erik Andersen. 2012. Optimizing Adaptivity in Educational Games. In Proceedings of the 2012 International Conference on the Foundations of Digital Games (FDG'12), 279--281. Google ScholarDigital Library
- Panagiotis Apostolellis and Doug A. Bowman. 2014. Evaluating the Effects of Orchestrated, Game-Based Learning in Virtual Environments for Informal Education. In Proceedings of the 2014 SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE'14), Article no. 4. Google ScholarDigital Library
- Carmelo Ardito, Maria F. Costabile, Antonella de Angelli, and Rosa Lanzilotti. 2012. Enriching Archeological Parks with Contextual Sounds and Mobile Technology. ACM Transactions on Computer-Human Interaction 19, 4: pp. 30. Google ScholarDigital Library
- Rafael Ballagas, Glenda Revelle, Kyle Buza, Hiroshi Horii, Koichi Mori, Hayes Raffle, Mirjana Spasojevic, Janet Go, Kristin Cook, Emily Reardon, Yun-Ta Tsai, and Christopher Paretti. 2011. Electric Agents: Combining Television and Mobile Phones for an Educational Game. In Proceedings of the 10th International Conference on Interaction Design and Children (IDC'11), 227--230. Google ScholarDigital Library
- Katrin Becker. 2007. Instructional Ethology: Reverse Engineering for Serious Design of Educational Games. In Proceedings of the 2007 Conference on Future Play (FuturePlay'07), 121--128. Google ScholarDigital Library
- Francesco Belloti, Riccardo Berta, Alessandro De Gloria, Annamaria D'Ursi, and Valentina Fiore. 2012. A Serious Game Model for Cultural Heritage. ACM Journal on Computing and Cultural Heritage 5, 4: 17--27. Google ScholarDigital Library
- Quincy Brown, Frank Lee, and Suzanne Alejandre. 2009. Emphasizing Soft Skills and Team Development in an Educational Digital Game Design Course. In Proceedings of the 4th International Conference on the Foundations of Digital Games (FDG'09), 240--247. Google ScholarDigital Library
- Paul Cairns, and Anna L. Cox. 2008. Research methods for Human Computer Interaction. Cambridge University Press. Google ScholarDigital Library
- Kathy Charmaz. 2006. Constructing Grounded Theory - A Practical Guide Through Qualitative Analysis. SAGE Publications.Google Scholar
- Timothy Charoenying. 2008. Accountable game designs for classroom learning. In Proceedings of the 7th International Conference on Interactive Design and Children (IDC'08), Doctoral Consortium, 1--5. Google ScholarDigital Library
- Michael G. Christel, Scott M. Stevens, Bryan S. Maher, Matthew Champer, Samantha Collier, Ricardo Merchan Benavides, and Sean Brice. 2014. Lessons Learned from Testing a Children's Educational Game through Web Deployment. In Proceedings of the 2014 ACM International Workshop on Serious Games (SeriousGames'14), 45--50. Google ScholarDigital Library
- Guillaume Denis and Pierre Jouvelot. 2005. Motivation-Driven Educational Game Design: Applying Best Practices to Music Education. In Proceedings of the 2005 SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE'05), 462--465. Google ScholarDigital Library
- Michael John Eagle and Tiffany Barnes. 2012. A learning objective focused methodology for the design and evaluation of game-based tutors. In Proceedings of the SIGCSE Technical Symposium (SIGCSE'12), 99--104. Google ScholarDigital Library
- Christopher G. Fairburn. 2008. Cognitive Behavior Therapy and Eating Disorders. The Guilford Press.Google Scholar
- T. J. Fenwick. 2001. Experiential Learning: A Theoretical Critic from Five Perspectives. ERIC Clearinghouse on Adult, Career, and Vocational Education Center on Education and Training for Employment, Information Series no. 385.Google Scholar
- Mary Flanagan and Helen Nissenbaum. 2007. A Game Design Methodology to Incorporate Social Activist Themes. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'07), 181--190. Google ScholarDigital Library
- Stephen R. Foster, Sarah Esper, and William G. Griswold. 2013. From Competition to Metacognition: Designing Diverse, Sustainable Educational Games. In Proceedings of the 2013 SIGCHI Conference on Human Factors in Computing (CHI'13), 99--108. Google ScholarDigital Library
- Robert M. Gagne. 1985. The Conditions of Learning and the Theory of Instruction. 4th ed., Holt, Rineheart and Wilson, Inc.Google Scholar
- Afef Ghannem. 2014. Characterization of serious games guided by the educational objectives. In Proceedings of the 2nd International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'14), 227--233. Google ScholarDigital Library
- Joshua Hall, Peta Wyeth, and Daniel Johnson. 2014. Instructional Objectives to Core-Gameplay: A Serious Game Design Technique. In Proceedings of SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY'14), 121--130. Google ScholarDigital Library
- Erik Harpstead, Brad A. Myers, and Vincent Aleven. 2013. In Search of Learning: Facilitating Data Analysis in Educational Games. In Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing (CHI'13), 79--88. Google ScholarDigital Library
- Stephanie Heintz and Effie Lai-Chong Law. 2012. Evaluating Design Elements for Digital Educational Games on Programming: A Pilot Study. In Proceedings of the 2012 British Human Computer Interaction Conference (BCS HCI'12), 245--250. Google ScholarDigital Library
- Robin Hunicke, Marc LeBlanc, and Robert Zubek. 2004. MDA: A Formal Approach to Game Design and Game Research. In Proceedings of the Challenges in Games AI Workshop, Nineteenth National Conference of Artificial Intelligence (AAAI'04), pp. 5.Google Scholar
- Sheng-Jhe Hsu, Wen-Sheng Tseng, Fu-Chieh Hsu, and Yung-Ying Lo. 2013. iSpine: a motion-sensing edutainment system for improving children's spinal health. In Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing (CHI'12), Ext. Abstracts, 2635--2638. Google ScholarDigital Library
- Mladjan Jovanovic, Dusan Starcevic, Velimir Stavljanin, and Miroslav Minovic. 2008. Surviving the Design of Educational Games: Borrowing from Motivation and Multimodal Interaction. In Proceedings of the Conference on Human System Interactions (HSI'08), 194--198.Google ScholarCross Ref
- Mljadjan Jovanovic, Dusan Starcevic, Miroslav Minovic, and Velimiir Stavljanin. 2011. Motivation and Multimodal Interaction in Model-Driven Educational Game Design. IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans 4, 41: 817--824. Google ScholarDigital Library
- Jasper Juul. 2011. Half-real: video games between real rules and fictional worlds. Paperback edition, The MIT Press.Google Scholar
- Kornchulee Khanana and Effie Lai-Chong Law. 2013. Designing Children's Digital Games on Nutrition with Playability Heuristics. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'13), Ext. Abstracts, 1071--1076. Google ScholarDigital Library
- Hiroaki Kimura and Tatsuo Nakajima. 2010. EcoIsland: A Persuasive Application to Motivate Sustainable Behavior in Collectivist Cultures. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries (NordiCHI'10), 703--706. Google ScholarDigital Library
- Hiroaki Kimura and Tatsuo Nakajima. 201. Designing Persuasive Applications to Motivate Sustainable Behavior in Collectivist Cultures. PsychNology Journal 9, 1: 7--28.Google Scholar
- Anuj Kumar, Pooja Reddy, Anuj Tewari, Rajat Agrawal, and Matthew Kam. 2012. Improving Literacy in Developing Countries Using Speech Recognition-Supported Games on Mobile Devices. In Proceedings of the 2012 ACM SIGCHI Conference on Human Factors (CHI'12), 1149--1158. Google ScholarDigital Library
- Michael J. Lee, Andrew J. Ko, and Irwin Kwan. 2013. In-Game Assessments Increase Novice Programmers' Engagement and Level Completion Speed. In Proceedings of the 9th International ACM Conference on International Computing Education Research (ICER'13), 153--160. Google ScholarDigital Library
- Josiah Lebowitz and Chris Klug. 2011. Interactive Storytelling for Video Games. Focal Press, Elsevier.Google Scholar
- Sarah Leon Rojas, Leif Opperman, Lisa Blum, and Martin Wolpers. 2014. Natural Europe Educational Game Suite: Using Structured Museum-Data for Creating Mobile Educational Games. In Proceedings of the 2014 SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE'14), Article no. 6. Google ScholarDigital Library
- Ogden R. Lindsley. 1992. Precision Teaching: Discoveries and Effects. Journal of Applied Behavior Analysis 25, 1: 51--57.Google ScholarCross Ref
- Conor Linehan, Ben Kirman, Shaun Lawson, and Gail C. Chan. 2011. Practical, Appropriate, Empirically Validated Guidelines for Designing Educational Games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'11), 1979--1988. Google ScholarDigital Library
- Yang Liu, Ni Yan, and Dili Hu. 2014. Chorlody: A Music Learning Game. In Proceedings of the 2014 ACM SIGCHI International Conference on Human Factors in Computing (CHI'14), 277--280. Google ScholarDigital Library
- Jia-Jiunn Lo and Tzu-Yu Kuo. 2013. A Study of Parent-Child Play in a Multiplayer Competitive Educational Game. In Proceedings of the 2013 IEEE 13th International Conference on Advanced Learning Technologies (ICALT'13), 43--47. Google ScholarDigital Library
- Henrike Lode, Giuseppe Enrico Franchi, and Niels Gamsgaard Frederiksen. 2013. Machineers: Playfully Introducing Programming to Children. In Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing (CHI'13), 2639--2642. Google ScholarDigital Library
- Derek Lomas, Kishan Patel, Jodi L. Forlizzi, and Kenneth R. Koedinger. 2013. Optimizing Challenge in an Educational Game Using Large-Scale Design Experiments. In Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing (CHI'13), 89--98. Google ScholarDigital Library
- J. R. Lopez-Arcos, N. Padilla-Zea, P. Paderewski, F. L. Gutierrez, and A. Abad-Arranz. 2014. Designing stories for educational video games: A Player-Centered approach. In Proceedings of SIGCHI 3rd Workshop on Interaction Design in Educational Environments (IDEE'14), 1--8. Google ScholarDigital Library
- J. R. Lopez-Arcos, F. L. Gutierrez, N. Padilla-Zea, N. Medina Medina, and P. Paderewski. 2014. Continuous Assessment in Educational Video Games: A Roleplaying Approach. In Proceedings of the 15th International Conference on Human Computer Interaction (Interaccion'14), Article no. 30. Google ScholarDigital Library
- Eugenio J. Marchiori, Angel Serrano, Angel del Blanco, Ivan Martinez-Ortiz, and Baltasar Fernandez-Manjon. 2012. Integrating domain experts in educational game authoring: A case study. In Proceedings of the 2012 4th IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'12), 72--76. Google ScholarDigital Library
- Laetitia Mendes and Teresa Romao. 2011. Children as Teachers - A Tangible Approach. In Proceedings of the 2011 SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE'11), Article no. 12. Google ScholarDigital Library
- Leonardo Mesquita, Marco Aurelio A. Monteiro, Galeno J. de Sena, Mauricio P. Ninomiya, and Charles A. da Costa. 2013. Education for Energy Efficiency through an Educational Game. In Proceedings of 2013 IEEE Frontiers in Education Conference (FIE'13), 535--540.Google Scholar
- Matthew B. Miles, A. Michael Huberman, and Johny Saldana. 2014. Qualitative Data Analysis: A Methods Sourcebook. 2nd ed., SAGE Publications, Inc.Google Scholar
- Lauren R. Milne, Cynthia L. Bennett, Shiri Azenkot, and Richard E. Ladner. 2014. BraillePlay: Educational Smartphone Games for Blind Children. In Proceedings of the 16th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS'14), 137--144. Google ScholarDigital Library
- Konstantin Mitgutsch and Narda Alvarado. 2012. Purposeful by Design? A Serious Game Design Assessment Framework. In Proceedings of the 7th International Conference on the Foundations of Digital Games (FDG'12), 121--128. Google ScholarDigital Library
- Markus Montola, Jaako Stenros, and Annika Waern. 2009. Pervasive Games: Experiences on the Boundary Between Life and Play. Morgan Kaufman Publishers, Elsevier.Google ScholarCross Ref
- Mary Ellen O'Connell, Thomas Boat, and Kennet E. Warner. 2010. Preventing Mental, Emotional, and Behavioral Disorders Among Young People. The National Academies Press.Google Scholar
- Eleanor O'Rourke, Kyla Haimovitz, Christy Ballweber, Carol S. Dweck, and Zoran Popovic. 2014. Brain Points: A Growth Mindset Incentive Structure Boosts Persistence in an Educational Game. In Proceedings of the 2014 ACM SIGCHI Conference on Human Factors in Computing (CHI'14), 3339--3348. Google ScholarDigital Library
- Pantelis M. Papadopoulos, Andreas Karatsolis, and Zeinab Ibrahim. 2013. Learning Activities, Educational Games, and Tangibles: Arabic Language Learning in the ALADDIN Project. In Proceedings of the 17th Panhellenic Conference on Informatics (PCI'13), 2013. Google ScholarDigital Library
- Ian Pommer, Alicia Griesbach, John Leitner, Dylan Tepp, Micheal Flaherty, Bryant Seiler, Kenneth Patterson, and Brent Dingle. 2014. The Trial of Galileo: A Game of Motion Graphs. In Proceedings of the first ACM SIGCHI annual symposium on Computer-Human Interaction in Play (CHI PLAY'14), 363--366. Google ScholarDigital Library
- Steve Rabin. 2005. Introduction to Game Development. Charles Media, Inc. Google ScholarDigital Library
- Katie Salen and Eric Zimmerman. 2006. The Game Design Reader: A Rules of Play Anthology. The MIT Press. Google ScholarDigital Library
- R. Keith Sawyer. 2014. The Cambridge Handbook of the Learning Sciences. 2nd ed., Cambridge University Press.Google Scholar
- Marie-Monique Schaper, Laura Malinverni, and Narcis Pares. 2014. Participatory design methods to define educational goals for full-body interaction. In Proceedings of the 2014 SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE'14), Article no. 50. Google ScholarDigital Library
- Florian Scharf, Thomas Winkler, Claudia Hahn, Christian Wolters, and Michael Herczeg. 2012. Tangicons 3.0: An Educational Non-Competitive Collaborative Game. In Proceedings of the 11th International Conference on Interaction Design and Children (IDC'12), 144--151. Google ScholarDigital Library
- Miyuki Shiraishi, Yasuyuki Washio, Chihiro Takayama, Vili Lehdonvirta, Hiroaki Kimura and Tatsuo Nakajima. 2009. Using Individual, Social and Economic Persuasion Techniques to Reduce CO2 Emissions in a Family Setting. In Proceedings of the 4th International Conference on Persuasive Technology (Persuasive'09), Article no. 13. Google ScholarDigital Library
- Diogo Simoes and Sofia Cavaco. 2014. An orientation game with 3D spatialized audio for visually impaired children. In Proceedings of the 2014 SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE'14), 1--4. Google ScholarDigital Library
- Phit-Huan Tan, Siew-Woei Ling, and Choo-Yee Ting. 2007. Adaptive Digital Game-Based Learning Framework. In Proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment and Arts (DIMEA'07), 142--146. Google ScholarDigital Library
- Jayshiro Tashiro. 2009. What Really Works in Serious Games for Healthcare Education. In Proceedings of the 2009 Conference on Future Play (FuturePlay'09), 3--4. Google ScholarDigital Library
- Asimina Vasalou, Gordon Ingram, and Rilla Khaled. 2012. User-Centered Research in the Early Stages of a Learning Game. In Proceedings of the ACM Conference on Designing Interactive Systems (DIS'12), 116--125. Google ScholarDigital Library
- Cesar Villacis, Walter Fuentes, Andres Bustamante, Daniel Almachi, Carlos Procel, Susana Fuertes, and Theofilos Tolkeridis. 2014. Multi-player Educational Video Game over Cloud to Stimulate Logical Reasoning of Children. In Proceedings of the 2014 IEEE/ACM 18th International Symposium on Distributed Simulation and Real Time Applications (DS-TR'14), 129--137. Google ScholarDigital Library
- Gunter Wallner and Simone Kriglstein. 2011. Design and Evaluation of the Educational Game DOGeometry - A Case Study. In Proceedings of the 2011 SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE'11), Article No. 14. Google ScholarDigital Library
- Wikipedia. 2015. List of Educational Games. Retrieved September 10, 2015 from http://en.wikipedia.org/wiki/List_of_educational_video_gamesGoogle Scholar
- W-H. Wu, H-C. Hsiao, P-L. Wu, C-H. Lin, and S-H. Huang. 2012. Investigating the learning-theory foundations of game-based learning: a meta-analysis. Journal of Computer Assisted Learning 28, 3: 265--279.Google ScholarDigital Library
- Telmo Zarraonandia, Paloma Diaz, Mario Rafael Ruiz, and Ignacio Aedo. 2012. Designing educational games by combining other designs. In Proceedings of the 12th IEEE Conference on Advanced Learning Technologies (ICALT'12), 218--222. Google ScholarDigital Library
Index Terms
- A model to analyze and design educational games with pedagogical foundations
Recommendations
Designing entertaining educational games using procedural rhetoric: a case study
Sandbox '10: Proceedings of the 5th ACM SIGGRAPH Symposium on Video GamesIn the paper we describe the design and development of a video game about sustainable energy use that effectively unites fun with learning. We also present results from an initial study of the educational impact of the game. Many educational games do ...
Designing an educational game: case study of 'Europe 2045'
Transactions on edutainment IThis paper presents a theoretical framework, which has been adopted in designing an on-line multi-player strategy game Europe 2045. Europe 2045 is an educational tool for high school social science courses, aimed at familiarizing students with political,...
A methodology for assessing the effectiveness of serious games and for inferring player learning outcomes
Although serious games are proven to serve as educational tools in many educational domains, there is a lack of reliable, automated and repeatable methodologies that measure their effectiveness: what do players know after playing serious games? Do they ...
Comments