Design and Approach to Digital Game- Based Learning November 2018 Table of Contents
EXECUTIVE SUMMARY 4 CAN’T WAIT TO LEARN - JORDAN READING GAME 77 Game Design in Jordan 78 FIGURES 8 Development of Arabic Content for the Reading Game 78 Overview 79 TABLES 9 Educational Design 97 Game Design Assessment 100 ACRONYMS AND ABBREVIATIONS 9 Summary 105 Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - DIGITAL GAME-BASED LEARNING 11 CONCLUSIONS 107 Technology for Educational Delivery 12 Towards the Future 108 Perceptions About Games for Learning 13 Game Development 110 Digital Games 14 The Future of Can’t Wait to Learn 111 Digital Games vs. Digital Game-Based Learning 17 Components of Digital Game-Based Learning 19 BIBLIOGRAPHY AND ANNEXES 113 Theoretical Frameworks of Digital Game-Based Learning 24 Bibliography 114 Summary 31 Annex 1: Uganda Maths Mini-Games 118 Annex 2: Jordan Reading Mini-Games 120 DIGITAL GAME-BASED LEARNING FOR UNDERSERVED POPULATIONS 33 Educational Technology for Children in Emergencies 34 Tablet and Mobile Interventions for Underserved Children 35 Mobile Phone Intervention in Kenya and Uganda 35 Tablet Intervention in Zambia 36 Tablet Intervention in Malawi 36 Digital Game-Based Learning as a Potential Solution 37 Why is Can’t Wait to Learn Needed in Underserved Regions? 40 Regions for Can’t Wait To Learn Implementation 40 Summary 49
CAN’T WAIT TO LEARN - UGANDA MATHS GAME 51 Game Design in Uganda 52 Pedagogic Background to the Maths Game 52 Overview 53 Educational Design 68 Game Design Assessment 70 Summary 75
2 3 Executive Summary The introduction of educational technologies Biggs (1999), good pedagogical design ensures has not changed human beings’ fundamental that there is total alignment between the capacity to learn, but it has profoundly changed curriculum we teach, the methods we use, the Education is a fundamental human right, resources for education. In addition, the chal- how ideas and practices are communicated learning environment we choose, and the enshrined in a range of global statutes. It pro- lenges of protection, social development, and (Beetham & Sharpe, 2007). It can be argued assessment procedures we adopt. A principled vides a pathway to life-saving information, to psychosocial well-being affect a child’s experi- that there are really no models of digital game- approach should be taken, using a set of con- protective resources and spaces, and it is the ence of education. based learning per se – only re-enhancements textualised practices that are constantly most effective pathway to increasing life of existing models of learning. The challenge is adapting to circumstances. chances and to reducing poverty and inequality Recent years have seen a ‘shift in the global to describe how technology allows underlying (High-Level Panel of Eminent Persons on the conversation on education from a focus on access processes common to all learning to function Research shows that educational programmes Post-2015 Development Agenda, 2013). A to access plus learning’ (UNESCO, 2017), including effectively (Mayes & de Freitas, 2007). The role with or without the use of technology applica- number of studies agree that access to educa- indicators of success from access to a focus on of technology may be primarily to get remote tions have not always been successful in tion can serve as a protective factor for quality (Petrosino, Morgan, Fronius, Tanner-Smith, learners into a position to learn as favourably developing countries (Bitew, 2008; UNICEF, children, including access to support and help & Boruch, 2012). However, the resources needed as if they were school-based, rather than 2009; Unwin, 2009). The three most important with issues of abuse, access to life-saving to deliver education via traditional, formal access offering a new learning method. This example factors for an educational programme to be information, and access to safe spaces (Burde modalities are unlikely to be found (Burnett & is more a new model of educational delivery successful are: 1) location, 2) flexibility, and 3) & Linden, 2012; Rose & Greeley, 2006; Felsman, 2012). Additional challenges, where than a new model of learning. According to continuity (UNICEF, 2009). Winthrop & Matsui, 2013). In complex emer- children may drop out, fail exams, or not succeed gencies and fragile states where there are in learning during their education (UNESCO, 2017; multiple developmental and political chal- UNICEF, 2013) also invalidate access as a stan- Can’t Wait to Learn: The Intervention Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - Executive Summary lenges, there is more pressure and fewer dalone indicator of successful provision. To address the aforementioned challenges to played for a maximum of 5 times a week, 45 education in underserved regions, Can’t Wait To minutes a day over six months (the control Learn (CWTL) created technological education group received informal education). The results Innovation and Technology programmes for the Middle East and Africa. demonstrated a significant increase in mathe- In the outline of the global policy framework 2010; Latchem, 2012; Power, Gater, Grant, & The project began in 2011 when a consortium matical knowledge and motivation to learn above, traditional approaches are seen as Winters, 2014; Selinger, 2009) focused on of stakeholders, including the Sudanese when compared to the control condition of being unlikely to meet the existing needs of lessons learnt and agreed on these points: Ministry of Education, Ahfad University for face-to face-teaching. global education in the immediate future.One Women, War Child Holland (WCH), and The key area of opportunity has been promoted, 1. Successful projects focus on content and Netherlands Organisation for applied scientific The successful educational outcomes of the namely ‘the use of digital games in education infrastructure instead of on the provision of research (TNO), developed a digital game for Sudanese Mathematics Game in 2012 and [which] can increase access to learning oppor- hardware; mathematics based on the Sudanese national 2014 paved the way for the creation of the tunities’ (UNESCO Institute for Statistics, 2009, out-of-school maths curriculum, in order to CWTL programme and its implementation of a p. 9). Whilst there is material which heralds 2. A range of partners need to be mobilised, make basic education available where formally mathematics game in Jordan, Lebanon, and digital game-based learning (DGBL) as a rela- including governments and the private trained teachers or schools are not present. Uganda. In addition, a reading game was tively simple way of giving children in the sector, to aid in the creation of an enabling The game was evaluated by a quasi-experi- designed and is currently being piloted in Jordan developing world access to education (Bender, environment; and mental design during two pilots. The game was and Sudan. Kane, Cornish, & Donahue, 2012), there is also scepticism that this enthusiasm may relate 3. DGBL should be interpreted broadly, and specifically to marketing of digital games for practitioners should be prepared to consider Can’t Wait To Learn’s Unique Proposition learning or distance learning products (Daniel, how mixed-media programming might be CWTL focuses on the factors suggested by educational system, if desired by the learner 2010; Krstić, 2008). To address this scepticism, appropriate for different groups. UNICEF (2009) to make a successful educa- and their family. This is in line with the more additional studies in the Global South (Daniel, tional programme. The intervention provides general conclusion of Clark (2002) who asserts, an appropriate location for accessing learning ‘in order for technology to improve learning, it materials and supplementary face-to-face must “fit” into students’ lives...not the other contact; flexibility in learning alongside other way around’ (p. 1). The educational game and demands of the family, which might interrupt a context in which children play reflects these traditional school schedule; and the opportu- success factors of educational programmes in nity for progression into the mainstream developing countries.
4 5 Concept and Theory of Change The theory of change driving CWTL is two-fold: implement the programme. Central to the pro- development company, the visual design, assets, Given that remote communities often lack any sort gramme is the relationship with the Ministry of video, and audio recordings are produced in a co-cre- of educational provision, the games developed by 1. The theory of change at the level of the child Education, along with defining their degree of ative process with the region where the digital game our programme support autonomous, self-paced - if a child has access to appropriate, quality involvement in the programme’s development. Once will be implemented. The in-country roll-out is learning and educational continuity. The games are education, they are more likely to stay all this has taken place, an educational needs initiated by preparing the schools or learning centres flexible in terms of the schedule, which allows engaged with education and have increased assessment is conducted for that country or region. for programming. This includes a safe space for the students to perform household tasks when their resilience and future opportunities. This assessment then provides insights or recom- children, as well as having charging and tablet caregivers and families require help. They can mendations for the digital game application, in storage in place. Teacher and IT training are also follow an individual learning path, skipping a few 2. The theory of change at the level of formative particular the language and mathematics levels. taking place during the initial roll-out, as well as days whenever household tasks prevent them from research (which can provide the foundation While the application itself is produced by a game locating potential Training of Trainers (ToTs). joining learning sessions and continuing at their for future iterations of the programme if it is own level whenever they can. In some contexts, like proven successful) - if the power of innova-
in Sudan, children should prepare for official exams, tive education technology is coupled with a Country/Context Partner Needs Initial Iterative which allows them to enroll in regular education. strong partnership and context specific indentification indentification assassment roll-out improvement This means the curriculum of the game must be the approach, then disadvantaged children can 1 2 3 4 5 6 7 8 9 same as the official curriculum for out-of-school be provided with previously unavailable
children, with an official endorsement from the chances to access cost-effective, quality Stakeholder MoE introduction Programme design Expansion Ministry of Education of each country. education opportunities. mapping and induction and game build Figure 1. Can’t Wait to Learn Programme Stages Can’t Wait To Learn Games Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - Executive Summary The CWTL games were developed in order to The second level, that of the mini-games, has a Report Overview make basic education available without teachers different pedagogy, with direct feedback on With this report, the programme partners and America. Chapter 2 includes a discussion of how or formal institutions, through a serious game performance and consequently less control over War Child Holland present their educational digital game-based learning could be a possible made available on hardware that was placed in a the environment. Each mini-game addresses a digital games for out-of-school and in-school at tool to close the learning gap for underserved community and supported by local facilitators. specific mathematical or reading concept. Some risk students, called CWTL. This report focuses populations and, in particular, why CWTL is CWTL has developed two different games: one for mini-games have variations that can be used for on the various game elements and processes closing this learning gap. Chapter 2 concludes mathematics and one for reading (discussed in several mathematical or reading concepts, and employed for an innovative digital game designed with our desk assessment on each of the four more detail in Chapters 3 and 4, respectively). all mathematical or reading concepts can be to scale. These are important for the humanitar- countries we now serve: Sudan, Jordan, Lebanon, Both games have been designed as single player practised within several mini-games. This was ian sector, given the challenging context in which and Uganda. games within a game world. The maths game was designed to help the children understand the the digital games were implemented. designed as a city builder game, while the reading mathematical or reading concept while staying Chapters 3 and 4 document the design of both game was designed as a social game. In both the motivated. Progress through the game is based Chapter 1 provides an introduction to digital the maths and reading games, respectively. maths and reading game, children decide whether on performance; the number of correct answers game-based learning (DGBL) and how it fits in they want to watch an instructional video, check within a certain time-frame determines whether relation to other terms, such as serious games, Chapter 3 describes the maths game created for their progress, or play a mini-game. Both CWTL children can continue to a more difficult mathe- e-learning, and edutainment. Chapter 1 also Uganda and Chapter 4 describes the reading games provide several levels of pedagogy. The matical or reading concept. This ensures that discusses the elements of games, such as game game created for Jordan. In describing the design first level is that of the game world, which provides players always work at their own level and pace. modes, aesthetics, mechanics, narrative, and and development of the CWTL games, we draw the connecting narratives for the second level of rewards. It concludes with a discussion of the from the game design elements and theoretical separate mini-games (games within games that three theories of game design that were incorpo- frameworks mentioned in Chapter 1. We highlight provide educational tasks). The game world (dis- Can’t Wait to Learn’s Stages rated in the design of CWTL. the co-creation process of the visual elements of cussed in detail in Chapters 3 and 4) asks the The CWTL programme is built on relationships with the games and present the educational design player/student to help characters achieve goals in Ministries of Education, local NGOs (in each country), Chapter 2 describes the current educational crisis for each game. We conclude with our approach to their lives, like becoming a goat herder or doctor. game software companies, educational research for children in the developing world, particularly quality assurance and the process of how we Half of the jobs are familiar roles within the target organisations, and visual design experts. Countries those living in emergency contexts. We propose assess the games’ success or failure through the communities, such as a cook, tractor owner, or are identified by their ability to structure a scale-up tablet and mobile-based interventions as an area management portal. brick maker. The other half are known to the and by the strength of their relationships with of opportunity that has the potential to mitigate children, but are less familiar, like a teacher, nurse, non-governmental entities. Once a country is identi- the lack of education in underserved populations. Chapter 5 provides a summary of the conclusions doctor, and engineer. In a playful way, this helps fied, CWTL conducts a stakeholder analysis and We review some successful educational tablet of the CWTL programme and the future of the the children to broaden their future perspectives. identifies more partners that could help to and mobile interventions in Africa and South programme.
6 7 Figures Tables Figure 1. Can’t Wait to Learn Programme Stages ������������������������������������������������������������������������������������������������������������������� 4 Figure 2. The shifting roles of game-based teaching ���������������������������������������������������������������������������������������������������������� 16 Figure 3. Digital game-based learning comes only when engagement and learning are both high ���������������� 18 Table 1. Digital Games vs Digital Game-Based Learning ������������������������������������������������������������������������������������������������� 16 Figure 4. The relationship between serious games and related concepts ������������������������������������������������������������������ 19 Table 2. Types of Reward Schedules ������������������������������������������������������������������������������������������������������������������������������������������ 20 Figure 5. Exploratory game design model ��������������������������������������������������������������������������������������������������������������������������������� 23 Table 3. Categories for Digital Learning Games ������������������������������������������������������������������������������������������������������������������������� 21 Figure 6. Self-Determination Theory of student motivation �������������������������������������������������������������������������������������������� 26 Figure 7. Framework of flow in computer-mediated environments ������������������������������������������������������������������������������ 28 Table 4. Gee’s Learning Principles ����������������������������������������������������������������������������������������������������������������������������������������������� 25 Figure 8. Three channel model of flow ���������������������������������������������������������������������������������������������������������������������������������������� 28 Table 5. Summary of Game Design Pattern Structural Framework ���������������������������������������������������������������������������� 28 Figure 9. Primary School Enrollment in CWTL Regions ������������������������������������������������������������������������������������������������������� 45 Table 6. Elements of the Maths Game’s Development ������������������������������������������������������������������������������������������������������ 57 Figure 10. Primary School Enrollment in CWTL Regions ������������������������������������������������������������������������������������������������������� 50 Figure 11. Uganda Maths Game; Open world with game guide ����������������������������������������������������������������������������������������� 54 Table 7. Characters and Locations in the Uganda Maths Game ������������������������������������������������������������������������������������ 66 Figure 12. Sample mini-game ����������������������������������������������������������������������������������������������������������������������������������������������������������� 55 Table 8. Streaming-in Points and the Corresponding Mastery Level �������������������������������������������������������������������������� 68 Figure 13. Summary of elements from the curriculum and game play functionality in the Uganda Maths Game � 56 Table 9. Quality Assurance Testing for Uganda Maths Game ����������������������������������������������������������������������������������������� 71 Figure 14. Empty game world Uganda. ����������������������������������������������������������������������������������������������������������������������������������������� 59 Figure 15. Bird’s-eye view of the completed overworld (world map) in Uganda ��������������������������������������������������������� 59 Table 10. Elements of the Reading Game’s Development �������������������������������������������������������������������������������������������������� 82 Figure 16. Meter progression shown as a star �������������������������������������������������������������������������������������������������������������������������� 61 Table 11. Characters and Locations in Overworld 1 Jordan Reading Game ���������������������������������������������������������������� 94 Figure 17. Building progression shown through upgrades ��������������������������������������������������������������������������������������������������� 63 Table 12. Characters and Locations in Overworld 2 Jordan Reading Game ���������������������������������������������������������������� 95 Figure 18. CWTL’s Game Design Process ������������������������������������������������������������������������������������������������������������������������������������� 64 Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - List of Figures Figure 19. Classical roles of users, researchers, and designers vs co-designing ������������������������������������������������������� 65 Table 13. Placement Test Streaming-in Points per Bubble Level for Jordan Reading Game ��������������������������������������������� 97 Figure 20. Participatory Research Process Summary for Can’t Wait To Learn ����������������������������������������������������������� 66 Table 14. Quality Assurance Testing Summary ������������������������������������������������������������������������������������������������������������������������� 100 Figure 21. Uganda maths game’s guide, Jane ���������������������������������������������������������������������������������������������������������������������������� 67 Table 15. Changes to the Reading Game ��������������������������������������������������������������������������������������������������������������������������������� 108 Figure 22. Ugandan characters �������������������������������������������������������������������������������������������������������������������������������������������������������� 68 Figure 23. CWTL’s Pedagogical Design Process ������������������������������������������������������������������������������������������������������������������������ 69 Figure 24. Bubble structure for Uganda in Level 1 ������������������������������������������������������������������������������������������������������������������� 70 Figure 25. Model for iterative game design ��������������������������������������������������������������������������������������������������������������������������������� 73 Acronyms and Abbreviations Figure 26. Pilot Implementation: Uganda Maths Game ��������������������������������������������������������������������������������������������������������� 75 CWTL Can’t Wait to Learn ReHOPE Refugee and Host Population Figure 27. Can’t Wait to Learn Management Portal ���������������������������������������������������������������������������������������������������������������� 76 Empowerment Strategy Figure 28. Jordan Reading Game in the Neighborhood Mode ���������������������������������������������������������������������������������������������� 81 DGBL Digital Game-Based Learning SDT Self Determination Theory Figure 29. Summary of elements in the Jordanian Reading Game ������������������������������������������������������������������������������������ 81 EFA Education Funding Agency Figure 30. Sample minigame 40 ������������������������������������������������������������������������������������������������������������������������������������������������������ 82 SDG Sustainable Development Goal GoL Government of Lebanon Figure 31. Three character rooms: kitchen, living room 1, and living room 2 ��������������������������������������������������������������� 85 TNO The Netherlands Organisation Figure 32. Bird’s-eye view of the overworld (world map) in Jordan ���������������������������������������������������������������������������������� 86 IDPs Internally Displaced Persons for applied scientific research Figure 33. Mini-game compare two pictures and select the differences ���������������������������������������������������������������������� 87 LCRP Lebanon Crisis Response Plan ToTs Training of Trainers Figure 34. Personal space in Jordan showing a shelf with a silhouette of trophies ��������������������������������������������������� 88 LWB Libraries Without Borders Figure 35. Examples of trophies from the neighbourhood mode of the Jordanian Reading Game. �������������������� 90 USAID The United States Agency for International Development Figure 36. Wreath: The social meter for the Jordanian Reading Game. ��������������������������������������������������������������������������� 90 MDGs Millennium Development Goals Figure 37. Example of trophies from the second overworld mode of the Jordan Reading Game. ����������������������� 91 MEHE Ministry of Education and UNESCO United Nations Educational, Scientific and Cultural Organization Figure 38. Classical roles of users, researchers, and designers vs co-designing ������������������������������������������������������� 92 Higher Education Figure 39. CWTL’s Game Design Process ������������������������������������������������������������������������������������������������������������������������������������� 93 NFE Non-Formal Education UNHCR United Nations High Figure 40. Co-creation process at Can’t Wait To Learn conducted by Butterfly Works ������������������������������������������� 94 Commissioner for Refugees RACE Reaching All Children with Figure 41. Jordanian guide, Eyman, in the Reading Game ����������������������������������������������������������������������������������������������������� 95 Education plan UNICEF United Nations International Figure 42. Jordanian characters from the first overworld ���������������������������������������������������������������������������������������������������� 97 Children’s Emergency Fund Figure 43. CWTL’s Pedagogical Design Process. ����������������������������������������������������������������������������������������������������������������������� 98 WCH War Child Holland Figure 44. Level 1 Bubble structure for Jordan Can’t Wait To Learn Reading Game. ������������������������������������������������� 99 Figure 45. Image capture of a Jordan Reading Video. ����������������������������������������������������������������������������������������������������������� 101 Figure 46. Model for iterative game design ������������������������������������������������������������������������������������������������������������������������������ 103 Figure 47. Pilot Implementation: Jordan Reading Game ����������������������������������������������������������������������������������������������������� 105 Figure 48. Screen capture of management portal and its functionality ���������������������������������������������������������������������� 106 Figure 49. CWTL’s Agile Game Development Process ���������������������������������������������������������������������������������������������������������� 111
8 9 Digital Game- Based Learning Technology for Educational Delivery Perceptions About Games for Learning As described in the executive summary, tech- This seems to be the case for boys as well as nology has not changed human beings’ girls, although the low number of studies that Within the field of education, there is still the shifts back and forth between four roles: fundamental capacity to learn, but it has reported statistics for males and females pro- presumption that games are a leisure activity instructor, playmaker, guide, and explorer changed how ideas are communicated vides a reason to consider these results with with little pedagogic value. Many education (Figure 2). As the instructor, the teacher plans (Beetham & Sharpe, 2007). With this clarifica- caution. All age groups showed significant posi- professionals have difficulty accepting that and communicates the goals of the game so tion, one can understand technology as tive results for the use of computer gaming or games can be used as educational tools. This that they are balanced with the educational providing a new model of educational delivery interactive simulation. The type of activity and apparent lack of acceptance stems from goals. As a playmaker, the teacher communi- rather than a new model of learning. Further, the realism of the pictures in the game does not certain factors, namely that educators often cates the roles, goals, tasks, and dynamics that Chard et al. (2008) argue that the choice of appear to be influential. Wouters, van Nimwegen, have difficulty integrating games into the will be experienced from the player’s perspec- media does not influence learning, as differ- van Oostendorp, and van der Spek (2013) investi- classroom because there are too many games tive. As the guide, the teacher must evaluate all ences in instructional design prevail over the gated whether educational games were more to choose from, and they lack a method for the different phases of the game in order to method of delivery. The difference between effective in terms of learning and more motivat- selecting the right game for a specific educa- understand how to better facilitate the game passive and active learning combined with clear ing than conventional instruction methods. In tional purpose (Prensky, 2001b). Since the field for players. Finally, as the evaluator, the and concise instruction usually determines their meta-analysis of 39 studies, they found of digital game-based learning is still relatively teacher re-plays or supports players in revisit- variation in learning outcomes. This means that that educational games were more effective in new, it is difficult to classify games, rate their ing areas of the game that will support a higher in the use of educational games, the design of terms of learning and retention, but were not quality, and support educators in making a degree of learning. These roles sit between two instruction delivered by these games, including more motivating than conventional instruction better selection. dimensions of meaning, namely game practices
Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - Digital Game-Based Learning gamification, is of crucial importance. methods. Learners using educational games and curricular goals, and these might converge learned more than those taught with conven- Educators may also not understand the differ- or diverge depending on the relationship This is in line with Wouters, van der Spek, and tional instruction methods in certain instances: ences between games and game-based between the students, the teacher, and the van Oostendorp (2009) who argue that certain when the game was supplemented with other learning (addressed in the next section of this game. The second dimension is the shift points should be considered in game design: instruction methods, when multiple training chapter). Wouters et al. (2013) propose that the between seeing the game players as students the alignment of learning outcomes and game sessions were involved, and when players worked ‘difference between leisure computer games (when connecting the game outcomes with the type, the alignment of game complexity and in groups. and serious games is that the former are curricular goals) or seeing the game players as human cognitive processes, attention to cogni- chosen by the players and played whenever gamers (as actors within the gameworld). In tive and motivational processes, and research Despite the effectiveness of technology for and for as long as they want, whereas the type sum, educators who use games may not yet on specific mitigating effects, like gender. learning, and particularly the learning success in of game that is used and the playing time are understand what digital games are or what Various meta-reviews and meta-analyses underserved regions (Pitchford, 2015; Rosas et generally defined by the curriculum in the case their limits and possibilities are. Furthermore, show the cognitive and motivational effects of al., 2003) discussed in Chapter 1, there is a of serious games’. It is very plausible that a lack they may not yet understand how their role educational games in general. In their hesitancy in educational settings about the of decision-making autonomy can affect the may become multifaceted, where they may meta-analysis of 32 studies, Vogel et al. (2006) validity of digital games for learning. There also motivational appeal of digital game-based provide brief but intense analyses and explana- compared traditional classroom teaching to appears to be some confusion about what games learning in the classroom (Boyle et al., 2011). tions of digital games, combined with longer computer gaming or interactive simulation and actually are. In this section, we address the periods of observing student activity and offer- found that educational games had an overall perceptions of games for learning and the Finally, many educators are not yet aware of ing comments aimed to coach students (Abt, positive effect. Furthermore, significant higher required shift in the educational field. Next, we how their role may change with digital game- 1987). This approach is very different from the cognitive gains and a more positive attitude define digital games, discuss the components based learning. This includes a shift in their traditional didactic method in which the educa- towards learning were observed in subjects and the elements of games for learning, and didactic approach, which can be uncomfortable tor’s primary role is to transfer knowledge using interactive simulations or educational briefly review the definition of games for learn- and can engender resistance. According to directly to the students. games versus traditional teaching methods. ing. We conclude with the theoretical frameworks Magnussen and Hanghøj (2010), the teacher that drive digital game-based learning (DGBL), including self-determination theory, the theory of flow, and game design patterns.
12 13 Curriculum With so many definitions, how can games be games engage players; and (j) games are closed defined? We prefer Schell’s (2008) definition formal systems (p. 34). He defines a game as ‘a whereby games are objects that prompt play. problem solving activity, approached with a Schell identified ten qualities in all games: (a) playful attitude’ (p. 37). Instructor Guide games are entered willfully; (b) games have goals; (c) games have conflict; (d) games have We will therefore define digital games as games rules; (e) games can be won or lost; (f) games possessing Schell’s 10 qualities that are designed Teacher-student Teacher-player are interactive; (g) games have challenges; (h) for digital technology, including (but not limited to) relation relation games can create their own internal value; (i) computers, consoles, mobile phones, and tablets.
Evaluator Playmaker What is digital game-based learning? The rise of digital games informs all aspects of to digital games because they have been human development and organisation and exposed to technology from a very young age particularly impacts education and learning. as ‘digital natives’ (Annetta et al., 2009; Game Scenario The market for digital game-based learning Bekebrede et al., 2011; Prensky, 2001b; has doubled since 2013 and is estimated to be Westera et al,. 2008). The availability of differ- Figure 2. The shifting roles of game-based teaching. As illustrated in “Rethinking Design-Based Research: Redefining ‘Design’ in Re- around 248 million US dollars in 2018 ent types of games for learning as well as lation to Educational Games”, by R. Magnussen and T. Hanghøj, 2010, In Z. Abas, I. Jung and J. Luca (Eds.), Proceedings of Global Learn Asia Pacific 2010--Global Conference on Learning and Technology (pp. 1594). Penang, Malaysia: Association for the Advancement of (Baanville, 2016). Educational games include differing definitions make it difficult to agree on Computing in Education (AACE). language learning applications (e.g., Duolingo), exactly what games for learning are. Breuer stress reduction apps (e.g., Calm), children’s and Bente (2010) provide a good summary and games available online or in schools, and many map to digital games and learning and how Digital Games other examples. Children are especially drawn these relate to other similar definitions. Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - Digital Game-Based Learning
Digital games are popular throughout the world games highly appealing (Girard, 2013). We can now among people of different age groups, genders, play games using a variety of hardware, including Serious Games ethnicities, and cultures. In 2016, the global console systems, PCs, mobile devices, tablets, As shown in Figure 4, digital game-based defined purpose’ (Susi et al., 2007, p. 5). We also video games market was valued at 17.69 billion virtual reality headsets, and smartwatches. learning is a subset of the serious games genre. prefer the following criteria to define the use- US dollars (Statistica, 2018). The wide distribution Because of the ubiquitous nature of digital games, Michael and Chen (2006) define a serious game fulness of serious games: (a) active and rapid development of these technologies have there may be assumptions about what games are as a game ‘in which education, in its various involvement and stimulation of all players; (b) contributed to the growth of the medium as a and what they are not. In this section, we will forms, is the primary goal, rather than enter- sufficient realism to convey the essential whole. Accessibility, low cost per person, engaging define digital games, digital game-based learning, tainment’. This definition, they argue, does not truths of the simulation; (c) clarity of conse- graphics, and a high level of interactivity make and describe the elements that comprise games. preclude serious games from being entertain- quences and their causes in both rules and ing. Likewise, some games whose primary goal gameplay; and (d) repeatability and reliability of is entertainment also have a strong learning the entire process (Michael & Chen, 2006, p. What is a digital game? component. We prefer the more robust defini- 38). Closely related to serious games are other Often in game design literature, the term ‘play’ Games have been defined in various ways, tion of serious games--as games with the categories, including entertainment education, is defined in relation to games. For example, including as an exercise of controlled systems primary goal of engagement and motivation, e-learning, and edutainment (Breuer & Bente, games can be considered objects that prompt (Avedon & Sutton-Smith, 2015) and as artificial ‘which contribute to the achievement of a 2010). play (Schell, 2008). But what is play? Play can conflicts mitigated by rules in which players try to be an activity that gives pleasure (Gilmore, reach specified outcomes (Salen & Zimmerman, 1966), a free movement within a rigid structure 2004). Fullerton (2004) defines games as closed Entertainment Education (Salen & Zimmerman, 2004), or an activity that systems that engage players in conflict and in Entertainment education describes all learning that has an entertainment quality. This can include indulges curiosity (Schell, 2008). With the many unequal resolution. Costikyan (2013) claims that both digital and non-digital experiences. As shown in Figure 4, serious games are a subset of all definitions for play, it stands to reason that games are interactive structures with goals and entertainment education. there would be just as many to define games. rules that function only within those structures.
14 15 Edutainment Games Digital Games vs. Digital Game-Based Learning The term ‘edutainment’ arose in the 1990s for component (Michael & Chen, 2006) with a children’s games in K-12 educational settings focus on textbook curriculum rather than It could be argued that the only difference circumstances, but a DGBL must precisely (Michael & Chen, 2006). These early comput- building skill sets (Breuer & Bente, 2010). between digital games and digital game-based simulate aspects of reality. For example, a er-based learning games focused on reading, Edutainment games are a subset of entertain- learning is the ‘extra’ learning component. This medical DGBL must be highly realistic; if a math, and science and often included animal ment education, game-based learning, serious argument, however, does not adequately delin- simulation is about a surgical procedure, both graphics or television characters. The graphics games, and digital game-based learning. eate the differences between the two. These the simulated kidney and the procedure itself and characters provided the entertainment differences can include (but are not limited to) must be as close to reality as possible. DGBL game flexibility, game design, game technol- must assess the consequences of a player’s ogy, integration of course curriculum, decision in a precise way, otherwise a real E-learning production, and team composition. Michael and patient’s life could be placed at risk. This is E-learning is a general term used in psychology E-learning enables remote learning and pro- Chen (2006) state that a key difference is in particularly critical in Can’t Wait To Learn and computer science to describe comput- vides flexibility to the learner. Some serious ‘the simulation of real world and processes’ (p. (CWTL), as the child must show real improve- er-based learning (Breuer & Bente, 2010). games are a subset of e-learning. E-learning 29). The effect of a video game for entertain- ment in their math and language skills outside E-learning is not purposely designed for enter- itself is a subset of game-based learning and ment only needs to approximate real world of the game environment. tainment, although it may be highly engaging entertainment education. and include entertainment components.
Digital Game-Based Learning As seen in Figure 4, digital game-based learn- matter, the business and political context you ing includes any learning that is on a computer are in, the technology available, the resources nment Educ utai atio or online (Prensky, 2001a); therefore DGBL is a and experience that can be brought to bear, Ed n Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - Digital Game-Based Learning subset of entertainment education, game- and the distribution. Digital game-based learn- -Based Lea me rnin based learning, serious games, and e-learning. ing also requires consideration for engagement Ga g According to Prensky (2001a), the best way to and learning, and both have to be equally combine digital games and learning would be to present in DGBL. Figure 3 below illustrates this take into account the audience, the subject point. e-Base m d L Ga e l a E-Learning a r t n i i n g i g
D Classical Edutainment
HIGH Game-Based Pure Game Serious Games Learning
Engagement
LOW CBT
LOW Learning HIGH
Figure 3. Digital game-based learning comes only when engagement and learning are both high. Adapted from Digital Game-Based Figure 4. The relationship between serious games and related concepts. Reprinted from “Why so serious? On the relation of serious Learning (p.149), by M. Prensky, 2001a, St. Paul, Minnesota: Paragon House. games and learning” by J. Breuer and G. Bente, 2010, Journal for Computer Game Culture, 4(1), pp.7–24.
16 17 Michael and Chen (2006) propose other important differences, summarised in this table: Components of Digital Game-Based Learning
In this section, we highlight the components that make up games: the basic elements and addi- Table 1: Digital Games vs Digital Game-Based Learning tional elements. Type Digital Games Digital Game-Based Learning
Hardware and The latest hardware is always the most Hardware and operating systems are Software desirable. budget-dependent, and the latest system is Basic Elements therefore not always possible. Games have four basic elements: mechanics, additional element is the curriculum or skill set narrative, aesthetics, and technology (Schell, (de Freitas & Jarvis, 2008). These elements are Richness of Players always want bigger, faster AI and Time and budget limit the quantity of Experience more immersive worlds. content. 2008). In digital games for learning, an the building blocks of games.
Cultural Themes Some degree of cultural taboos and blind Cultural themes must be accurate. spots are acceptable. Mechanics Random Results Random results are present in all games to Rules, objectives, consequences of actions Mechanics define a game’s rules, procedures, and Pac-Man, one game mode involves the charac- create diversions for the player. and reasons for those consequences must goals (Schell, 2008). Mechanics function within a ter eating pellets while trying to avoid ghosts, be clear to the player. defined game world. For example, the mechanics but a second game mode allows the character Time Compression How and when a player must react How and when a player must react depends of Pac-Man involve the movement of the charac- to eat the ghosts after eating a super-pellet. As depends on creating the most engaging and on what will best help the player learn the ter in two directions - up and down and side to the game switches from a defensive to an entertaining experience. skill. side. This allows a character to achieve the goal offensive stance, it switches between these Simplification Experiences are simplified to be more fun, Experiences must mimic reality as closely as of eating pellets while being able to run away two modes. even if they do not accurately represent real possible. from other characters in a maze. life (e.g., driving a car in a racing game). Mechanics are also linked to the other ele- Frustration Experiences, while authentic, are devoid of Frustration in realistic elements may be Mechanics function within different game ments in the game. For game mechanics to
Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - Digital Game-Based Learning realistic elements to avoid frustrating the helpful to players in real world scenarios. modes (configuration of gameplay) (Sicart, function, the correct technology must be player. 2008), and mechanics can differ within a single selected, along with aesthetics and a story that Communication Communication is idealistic and perfectly Communication may not be perfect and is game depending on the game mode. In supports the mechanics. curated. a more realistic reflection of how people interact.
Testing Testing focuses on iterative game design There are two types of testing: Narrative and play progression. 1) Game testing, focusing on play Narrative refers to the events that occur within successful narrative will encourage players to progression, cultural appropriateness, progression of learning, and game design. a game. Narrative creates meaning or empathy, recall the events of the narrative in a personal 2) Serious games usually also have an enabling players to connect emotionally to the way (Lidwell, Holden, & Butler, 2010). Finally, academic component in which technology game and its characters. An effective narrative the narrative keeps the player aligned with the must be integrated to assess whether the player is achieving learning objectives. allows a player to feel emotions along with the game’s learning goals; the player remains inter- characters (Marsh et al., 2016). The game ested even when they do not have as much narrative asks the player to take on an control as they would like within the game. In summary, DGBL has specific challenges and requirements that game designers need to address. empathic posture. This approach supports replayability for several reasons. First, a narra- The mechanics and the story must complement tive approach does not reveal itself completely each other. For example, Toru Iwatani, Pac-Man’s the first time around (Marsh et al., 2016), which creator, based his game on the story of Popeye. engages the player. Second, the narrative Popeye was a regular man who did not do very assists players in setting and prioritising goals well in fights, but when Popeye ate spinach, he that support an empathetic posture within the became very strong. Similarly, Pac-Man’s main game (Belman & Flanagan, 2010). Third, a character gains strength by eating super pellets.
18 19 Aesthetics Learning Instruction Assessment Aesthetics refer to how a game looks, sounds, objects, action buttons, audio, and video. In Learning and feels. Aesthetics are the most important Pac-Man, Iwatani attempted to create gen- Objectives GAME ELEMENTS: GAME ELEMENTS: aspect of a player’s experience. For this reason, der-neutral aesthetics to appeal to both girls User Context Learning Learner Specific technology should be localised to meet the and boys. He also wanted to make the game ‘cultural expectations of local users, support humorous, so he chose ghosts with different Clear Player Goals their complex activities in concrete contexts, personalities. Though designed for Japanese empower their agency, and mediate their iden- audiences, Pac-Man’s neutrality made it a tities’ (Sun, 2012, p. xiv). Aesthetics can include worldwide phenomenon (Champagne, 2013). User Instructional User Engagement Behaviour a game world’s visual design, characters, Design
Technology Debriefing Game technology can be either foundational or programmers and considerable time and GAME ELEMENTS: Player GAME ELEMENTS: Representation Feedback Learner Specific decorational (Schell, 2008). Foundational tech- experimentation. Foundational technologies Learning System nologies create new experiences, while are usually at the cutting edge and, therefore, Content Feedback decorational technologies improve on technol- have fewer information resources to draw ogies that already exist. This distinction is from. When originally developed for the already important for reasons of access, time con- existing arcade system, Pac-Man used decora- Figure 5. Exploratory game design model. Reprinted from “Towards a development approach for serious games”, by S. de Freitas and sumption, and resources. Decorational tional technology and programming language. S. Jarvis, 2008, In T.M. Connolly, M. Stansfield, E. Boyle (eds.), Games-Based Learning Advancements for Multi-Sensory Human-Com- technologies generally require less time and However, when it was later programmed for puter Interfaces: Techniques and Effective Practices, pp. 215–231. Hershey, PA: IGI Global. fewer resources to develop, while foundational the Atari console system, Pac-Man’s technol- technologies typically require highly skilled ogy became foundational.
Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - Digital Game-Based Learning For video games, four different types of reward schedules exist (Wang & Sun, 2011): Curriculum and Core Activity Table 2: Types of Reward Schedules All games contain the four basic elements dis- De Freitas and Jarvis (2008) provide a helpful cussed above. Digital games for learning require model that explains how game design, instruc- Reward Schedule A reward is received after… an additional element that contributes to learn- tion, and assessment intersect in DGBL Fixed ratio schedule …a fixed number of actions ing (de Freitas & Liarokapis, 2011). Behind the (Figure 5). They present a hybrid approach technology is generally a curriculum or a task- which blends didacticism with game design Variable ratio schedule …a random number of actions based system that determines what skills are elements. In their model, learning is facilitated Fixed interval schedule …a fixed interval of time presented, when they appear, and in what order. through clear learning objectives, player goals, The curriculum also dictates the number of and learner content. Instruction is delivered Variable interval schedule …a variable interval of time times a task must be completed to achieve a through the game itself, while assessment is certain skill level, as well as the outcome if the delivered through a combination of debriefing task is not completed. The core activity in a and internal system feedback that assesses a digital game for learning is, therefore, the com- learner’s progress and feeds this information In game-based learning, rewards are an essential component of progression. Since players generally pletion of educational tasks, which allows the back into the game. have less control than in entertainment games (due to restrictions imposed by the learning goals), player to progress through the game. rewards can support the player in feeling more autonomous and in control of the game.
20 21 Additional Elements Categories of Digital Game-Based Learning Marc Prensky (2001a), an educator and designer, presents some categories for digital learning Theme games. These categories also define and inform the type of game design needed to achieve the Every one of a game’s elements are equally And while this may allude to theme only apply- learning objectives of the games. These are presented in the table below: important. A player most readily notices aes- ing to decisions involving narrative, it can also thetics, followed by mechanics, story, and apply to decisions about the ludic nature of a Table 3: Categories for Digital Learning Games technology (Schell, 2008). Decisions about each game’ (Sheehan, 2012). Themes help players to element inform the other elements and themes resonate with the game. While the theme is Domain Definition tie all these elements together. According to often unseen, it plays a significant role in bal- Intrinsic vs. Extrinsic In intrinsic games, the content is part of the game structure. In extrinsic game designer Kevin Sheehan, a ‘theme is ancing and tying together all the elements of a consistently used to describe the base lesson game. It is this balance that supports players’ games, the content and the game structure are less tightly connected. or truth that serves as a foundation for a story. experience of flow within a game. Tightly Linked Games vs. Loosely Similar to the intrinsic and extrinsic perspective. A tightly linked game is Linked Games designed around specific content, whereas the content is separate from the game in a loosely linked game (but the game can ‘hook’ the player into Balance going back and forth between the game and the content). The combination of these elements should the beginning would start off small with easily Reflective Games vs. Action Games Non-stop action offers fewer opportunities for reflection, while role- provide a balanced experience of the game. achievable rewards, to both maintain the active A game should be internally consistent and fair. learning component while keeping the child playing, puzzles, or simulations require a slower pace and more reflection. Flaws that allow certain players to gain advan- engaged in the play. Hard-Wired Games vs. Engines In hard-wired games, reusability is not a consideration. The design of tages or games that are not fun are not and Templates or Shells the game and the content is optimised for the player experience, but it well-balanced (Rollings & Adams, 2003). An imbalanced game can cause cognitive over- is expensive. A shell game is the opposite. Videos, graphics, and text sit Particularly in educational games, balance load. Educational objectives must be balanced outside of the game, but they are pulled into the game at the correct time to be seen by the player. An approach between these two is called an ensures that players achieve a certain skill so the material, its presentation, or the effort ‘engine’. Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - Digital Game-Based Learning level. For example, when presenting numbers needed to complete it do not force unneces- to children within a game, didactic exercises at sary cognitive processing (Killi, 2005). Synchronous (Real-time) Games Synchronous games will continue playing even if the player has paused, vs. Asynchronous (Turn based) Games while asynchronous games wait for the player to return to play.
Progression Single Player vs. Two Player Most digital learning games are single player with the exception of those vs. Multiplayer vs. Massively that require team coordination (e.g., military applications). Progression is the path a player can take from the game. Player progression includes the check- Multiplayer Games. beginning of a game to its end. Progression falls points the player must move through in order to under two categories: player and game (Bycer, advance from level to level. In educational games, Session games vs. Persistent- Session games exist as long as players are playing; if paused, all players State Games are paused from playing. In persistent-state games, the world of the game 2013). Game progression refers to the course a progression usually occurs when the player has does not disappear; the world is always continuing and developing. designer sets for the player to complete the mastered a task or learning objective.
Video-based games vs. Animation- Representation of characters are either video or animation based. Rewards Based Games Video assets tend to be more realistic but are larger in size and can limit interactivity. Animations allow for more freedom and are less expensive. Rewards motivate players to progress through places (uncovering new locations in the game), the game and keep the player playing. Rewards completeness (finishing a certain level), or victory can include currency rewards, rank rewards, (defeating an adversary) (Only a game, 2005). Narrative-Based Games vs. Narrative can add emotional impact to the game, while stimuli in reflex- Reflex-Based Games based games are presented quickly by a computer and are well suited for mechanical rewards (increasing statistics), The rewards a game designer chooses depend language learning. narrative rewards (uncovering a new piece of the on the game’s mechanics and the overall goal of story), emotional rewards (when a player has the game. The timing of these rewards is also helped someone in a game), new toys, new important for player engagement.
22 23 Theoretical Frameworks of Digital Ryan and Deci (2000), in what they have Ryan and Deci (2000) conclude that these princi- termed cognitive evaluation theory (CET), ples apply to activities which already naturally Game-Based Learning identify three human needs that foster intrinsic hold an intrinsic interest for people and where Four core theories drive DGBL. The first is game-based learning principles, derived from motivation: competence, relatedness, and there is an appeal for aesthetic aspects, newness, self-determination theory, which encompasses Gee’s studies of entertainment games. Fourth autonomy (Figure 6). In digital game-based or challenge. This conclusion relates to the theory the core drivers for motivation (Ryan & Deci, is the model developed by Staffan Björk and learning, competency occurs when the player of flow, which is discussed in the next section. 2000). The second concerns flow, or a state of Jussi Holopainen that supports design, analy- acquires new knowledge and skills. Relatedness presence and enjoyment, which is essential for sis, and comparison of games. They describe arises when the player feels a connection with Fostering motivation in game design also player motivation. It is the balanced combina- this model in their book Game Design Patterns, other players and/or the game characters. requires taking advantage of a player’s behav- tion of mechanics, story, aesthetics, and which describes the interactions that occur Autonomy occurs when the player experiences ioural momentum, which is the tendency to technology that creates for the player a state repeatedly in game play (Björk & Holopainen, a sense of choice and control within the game. continue playing after investing time and effort of presence. The third theory involves Gee’s 2003). (Schonfeld, 2010). For example, if a player has These three factors are interrelated and must spent ten hours playing a game, the player will be incorporated into digital game-based learn- be motivated to continue because they will feel Self Determination Theory ing in order to successfully motivate players. useful, even if the actions required in the game Social psychologists Richard Ryan and Edward motivation can be either extrinsic or intrinsic. For example, positive feedback supports the are not actually productive in the person’s life. A Deci developed self determination theory (SDT) People may be motivated out of fear or coer- development of competence and autonomy. similar concept is that of blissful productivity, in 1985 at the University of Rochester (2000). cion (extrinsic motivation) or because they find Feeling competent is often a result of auton- the idea that working hard while playing a game They focused on the social-contextual condi- value in an activity (intrinsic motivation). People omy; to feel competent, a player must elicits a state of bliss not reached through tions that support self-motivation and who are intrinsically motivated are generally experience the freedom to choose their behav- relaxation (Schonfeld, 2010). Blissful productiv- psychological well-being. For example, engaged, excited, and confident. iour. If the game environment is too controlling, ity supports the premise that human beings the player will have less autonomy and compe- find meaning in rewarding work. For example, tence and, therefore, less intrinsic motivation. on average gamers spend approximately 22
Can’t Wait to Learn: Design and Approach to Digital Game-Based Learning - Digital Game-Based Learning hours per week playing games (the equivalent Intrinsic motivation also increases when social of a part-time job), often after a full day’s work. contexts support security and relatedness. Their willingness to work hard, perhaps even While proximity is not necessary, the feeling of harder than in real life, suggests that they having a ‘secure relational base’ (Ryan & Deci, achieve blissful productivity in the game world. 2000, p. 71) is central to intrinsic motivation. Blissful productivity is an outcome of flow.
Competence Flow The concept of flow is credited to psychologist Trevino, & Ryan, 1993). Flow arises from the Mihaly Csikszentmihalyi (1990). player’s engagement with a well-balanced Csikszentmihalyi discovered that activities game. In order for a game to induce flow, the Self- such as rock climbing, playing chess, and game’s challenges must match the player’s skill determination dancing brought people into such a deep state level. If the game is too difficult, the player may Motive of absorption that nothing else seemed impor- feel overwhelmed, but if the game is too easy, tant to them. A flow experience is one of deep the player may be bored. Both scenarios will Relatedness Autonomy concentration, immersion, and enjoyment. lead the player to stop playing the game. This can be particularly problematic in an educa- The term ‘flow’ has been used extensively in tional game, where the goal is to gain skills. digital games and in games for learning. The goal of a digital game for learning is to Research has shown that flow creates a posi- keep the player in a flow state by systemati- tive impact in games for learning (Webster, cally matching the player’s skill level.
Figure 6. Self-Determination Theory of student motivation. Reprinted from “The “What and Why” of goal pursuits: Human needs and the self-determination of behavior”, by R. M. Ryan and E. L. Deci, 2000, Psychological Inquiry, 11, p. 227–268.
24 25 One of the models that supports flow in educa- section below (Figure 7). If the task and the Flow Antecedents tional based games is PAT game are complex, the learner can become (person-artifact-task). Researchers Finneran distracted (Pearce & Howard, 2004). The inter- la f lne and Zhang (2003) created the PAT model to play between the person, task, and artifact S ill on lear oal explain that a well-balanced educational game then creates a flow experience, which includes ontrol ontrol eed a requires the interplay between the person time distortion and loss of self. This in turn has
CHALLENGE eed a la f lne (player), the artifact (game), and the task (the learning consequences such as increased o ed attention curriculum) shown in the flow antecedent learning, attitude changes, and exploration. a ilit S ill CHALLENGE Gee’s Game-Based Learning Design Principles A t t Gee’s game-based learning principles are well literature (Djaouti et al., 2009) and the produc- recognised throughout the serious games tion of educational digital games (Michael & literature. Gee derived 36 learning principles Chen, 2006). The principles are divided into from his review of many entertainment games several domains, including semiotic domains of (Gee, 2003), and digital game designers often learning, learning and identity, meaning and Flow ime di tortion on entration employ these principles to enhance learning. learning, telling and doing for learning, cultural o of elf on io ne ele re en e These principles are supported by research on models for learning, and learning as social. Experience Mer in of a tion and a arene Sen e of ontrol human learning and cognition and are often The following table summarises the learning cited in both the academic serious game principles and their corresponding categories: