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2016 International Conference on Interactive Technologies and Games

Learning Through Play: the Role of Learning and


Engagement Theory in the Development of
Educational Games for Intellectually Challenged
Children
Andriani Piki, Markos Markou, Anna Vasiliou
Department of Business Computing
P.A. College
Larnaca, Cyprus
Email: {a.piki,m.markou}@faculty.pacollege.ac.cy

Abstract—Games-based learning is an effective way to get at the same time satisfy children’s fundamental needs and
learners actively involved in educational activities. This paper requirements [4], [5] such as playing, exploring, winning, and
attempts to bridge the gap that exists between learning and having fun. However, learner engagement cannot be taken for
engagement theory and systems analysis and design through a
multidisciplinary framework for guiding the development of new granted simply because of the presence of technology either
educational games aimed at intellectually challenged children. in the classroom or online [3]. Particularly with regards to
Based on this framework a new web-based games platform games-based learning, we cannot deduce that every single
is designed from the ground up, framed within games-based game will be effective as an educational tool. We need to
learning, learner engagement and motivation, and instructional consider how efficient the game is in supporting, motivating,
systems development, and supported through the data gathered
from a real-life case study. Mixed methods are employed for and rewarding children; which skills need to be promoted
gathering insights on how intellectually challenged children at or developed through the game; how the game needs to be
the age of 8 to 10 years old engage in learning activities, and designed to ensure that both the goals and instructions of the
for examining ways to help their development using educational game are clear; which (intellectual and/or actual) age level
games. Realising the role of learning and engagement theory the game is intended for; and how the teacher can actively
in the development of educational games has a number of
implications. Firstly, it emphasises the need to integrate theoreti- be involved in the game-mediated learning process, amongst
cal constructs into the traditional systems analysis and design other pedagogical aspects.
lifecycle when creating educational applications. Secondly, it Current educational literature focuses primarily on the
confirms educators’ central role both as informants in the game theoretical or empirical exploration of games-based learning
analysis and design process and as evaluators of the learning approaches, through evaluation of existing educational games,
outcomes achieved by incorporating educational games within
formal education. The contribution of the current work lies in and less on the process of developing new games grounded
the adaptation of the traditional system prototyping methodology on these tenets. At the same time, system analysis and design
to account for theoretical insights and on-going evaluation of the projects often neglect taking into account theoretical learning
expected learning outcomes. and engagement constructs. This paper attempts to bridge
Index Terms—games-based learning, instructional design, the gap that exists between theory and systems analysis and
learning theory, engagement theory, systems analysis and design,
intellectual disability. design methodologies through a multidisciplinary framework
for guiding the development of new educational games aimed
at intellectually challenged children. The framework emerged
I. I NTRODUCTION
from a real-life case study in the context of special education,
Learner engagement is a challenging yet rewarding process focusing on children with mild and moderate severity of
for students and educators alike. Even though there exists cognitive impairment, in the age range of 8 to 10 years,
an extensive set of learning and instructional theories and attending a special education school in Cyprus. A mixed-
pedagogical approaches, engaging students in the learning methods approach was employed for gathering insights on how
process still remains a challenge. This is true for all educa- intellectually challenged children engage in learning activities,
tional levels, including education of intellectually challenged and for examining ways to help their development using
children. Evidence in current educational literature suggests educational games. We argue that for an educational game
that employing technology in education results in increased to have a constructive impact on students’ learning it has to
student engagement and improved learning outcomes [1]–[3]. be grounded in learning and engagement theory, in addition
Specifically, it has been argued that web-based educational to gathering genuine insights in the field. By integrating
games can provide engaging learning environments while theoretical ideas in the systems development life cycle (SDLC)

978-1-5090-3738-4/16 $31.00 © 2016 IEEE 1


DOI 10.1109/iTAG.2016.8
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the aim is to inform the traditional systems analysis and design within educational settings is definitely not a recent trend.
process. Additionally, the proposed framework incorporates a In their ‘Engagement Theory’ Kearsley and Shneiderman
distinct evaluation phase to explicate the educators’ key role [12] suggest that “while in principle [. . . ] engagement could
both in the process of designing the game and in using it to occur without the use of technology, [. . . ] technology can
monitor and evaluate their students’ progress. The proposed facilitate engagement in ways which are difficult to achieve
framework can be used as a systematic approach for guiding otherwise”. Particularly in the context of assistive technology,
the analysis, design, and development of educational games Mary Pat Radabaugh a former member of the IBM Disability
aiming to support instruction and learning of intellectually Support Center, in her commonly-quoted proposition suggests
challenged children. that “For most people technology makes things easier. For
people with disabilities, however, technology makes things
II. BACKGROUND TO THE STUDY AND THEORETICAL possible” [13]. While the beneficial role of educational tech-
FRAMEWORK
nology is profound, simply introducing technology in the
Intellectual disability is characterised by significant limita- curriculum will not automatically engage students [3]. It is
tions in both intellectual functioning and in adaptation to the the careful selection of technology-mediated learning tasks
environment [6]–[8]. This research focuses on children with and appropriate assessment strategies which greatly impacts
mild to moderate intellectual disability. Current literature sug- student engagement. Additionally, there is a genuine need for
gests that these children can learn basic academic, work and continuous feedback, active monitoring, and support from the
social skills [9]. Individuals with moderate intellectual disabil- lecturer [3]. All these factors are conducive to learning and
ity can also learn how to use means of transportation, perform can lead to increased learning outcomes [4], [14]. Considering
simple financial transactions, learn how to cook, and enhance these factors at the initial stages of the SDLC can inform
social and self-care skills [9], [10]. It has been suggested that user requirements analysts, designers, and programmers while
these skills can be practiced and achieved through web-based delivering the various prototypes of the game.
games [4]. Games-based learning provides an effective way to Learning theory and pedagogical paradigms exist in a
get learners actively involved in educational activities [4], [5], continuum ranging from behavioural theories to cognitive
[11]. Although a multitude of games are widely accessible, theories to social learning theory and constructivism. The
most games focus more on entertainment and less,if at all, on latter identifies the value of learner-centred instruction and of
the learning outcomes. Hence, when developing educational or immersing the learner in relevant, real-world contexts [15].
assistive technology, for supporting individuals with cognitive With regards to educational games this means that for the
impairment, the aim is to satisfy specific educational needs game to be successful the context, multimedia environment,
and problems and address particular instructional and learning and interaction types featured in the game should be relevant to
processes including listening, mathematics, organisation and the students’ prior experiences and interests. Children are more
memory, reading and writing [7], [8]. Within special education likely to engage if the games correlate with their particular
such technologies aim to increase, maintain or improve the needs and interests and if the learning experience is genuinely
functional capabilities and adaptive behaviour of people with meaningful [16]. To ensure this correlation is achieved a
disabilities. number of design guidelines have been suggested in the field
In the process of creating educational games, having a of interaction design [17]. Formally incorporating theoretical
clear understanding of what constitutes intellectual disability exploration within the SDLC provides space for considering
is significant for two reasons. Firstly, to understand what these guidelines when developing educational games.
challenges these individuals face and secondly, to identify how Within educational literature, several engagement and mo-
technology can help them develop the conceptual, social and tivational theories have been proposed over the years. Mo-
practical skills necessary to function in their everyday lives [7]. tivational literature is closely associated with the study of
Drawing threads form existing learning theory (e.g. games- academic achievement and development [18], [19] empha-
based approach, instructional systems development, ARCS sising the ‘mediating role’ that learner engagement plays in
model, etc.) and engagement theory can form the basis for the learning process [3]. Reacting to inadequacies in both
designing and developing educational games through which behaviourist and cognitive theories of learning to account
intellectually challenged children can learn through play. There for learner motivation, Keller [14] developed an enhanced
are several theoretical constructs as well as practical ideas theoretical framework, called ARCS model, which suggests
which, if carefully considered and applied within instructional that a game can motivate children to continue playing if
design, can promote mental growth and the development of it satisfies four basic learner motivation categories; namely,
perceptual and learning abilities like memory, reading, writing, attention, relevance, confidence and satisfaction. Keller [20]
and numerical skills [7], [8]. A number of ideas can be later developed an integrative theory to better explain the
extracted from existing learning and engagement theory and dynamic interrelationships between motivation, learning, and
these are outlined next. achievement. Other prominent theories in engagement liter-
The application of various forms of technology (including ature include Kearsley and Shneiderman’s [12] engagement
educational games, virtual learning environments, blogs, wikis, theory and Martin’s [21] student motivation and engagement
social networking, web-based tools and mobile applications) wheel. These theories suggest that students with high levels

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of engagement demonstrate increased interest and enthusiasm of the learning outcomes [22].
for the subject which, in turn, has a positive impact on their Another element that should not be underestimated in the
retention, learning, and satisfaction. process of designing educational games is the power of provid-
A key notion within engagement and motivational theory ing encouraging and rewarding messages. A successful game
is the significance of having clear goals. Providing simple is one that embraces immediate feedback and appropriate
instructions allows students to formulate clear goals and this messages to motivate learners continue playing. In addition
in turn affects their level of motivation and achievement. to rewarding good performance, “the progress of not so good
If students do not straightforwardly understand what it is players should be somehow supported in order to ensure that
expected from them, or if the target of the game is not obvious they can catch up to better players and complete the game”
right from the beginning, then they will likely disengage or [4]. Furthermore, using a systematic prompting procedure, like
easily give up. Therefore, educators and system designers alike time delay, allows enough space for students to think instead of
should explicitly consider students’ goals and expectations simply guiding them to find the answer, and this is especially
when formulating the requirements of an educational game. relevant for individuals with significant cognitive disabilities
This is also essential within special education, although the [9], [23].
goals as such may differ. Kauffman and Hung [9] suggest In summary, in the context of developing educational games,
that special education differs from general education and it is very important to provide immediate feedback, clear goals
that the former should provide direct, systematic and precise and challenges according to children’s needs and skill level.
instructions, instead of general information, in order to be Additionally, rewarding is an important element which should
effective. Providing clear guidelines as an integral part of be included in the game to motivate children to continue
the game helps children identify exactly what they need to playing and learning. Designers should also carefully consider
do and how. Research shows that children can continuously the content of the game. Ideally the game should embrace
benefit by gaining communication, social, and technical skills engaging storylines, online instruction, and content which
in a practical, pleasurable and entertaining way by following supports student creativity and critical thinking and aligns with
systematic and precise instructions [9]. the students’ interests and expectations. Moreover, cognitive
Furthermore, special education teachers employ an array of overload should be eliminated in games by avoiding extra-
approaches to reinforce the acquisition of particular skills, neous multimedia content, using touch-screen technologies
including continuous assessment and progress monitoring. and providing usable user interfaces that support knowledge
Having this in mind can help the designer shape the game in construction. Lastly, educational games should be easy to use
a way which supports special educators in their role. Given and allow children to have a sense of control, resulting in an
that the aim of an educational game is primarily learning, enhanced learning experience [4], [24].
and not simply entertainment, the game should allow the
special educator to routinely and discretely monitor and assess III. P ROPOSED MULTIDISCIPLINARY FRAMEWORK
each student independently. This functionality will allow the The set of theoretical ideas discussed in the previous section
educator to adjust the curriculum according to each individual is neither unique nor exhaustive; there are manifold learning
student’s level of functioning and formulate individualised and engagement theories which can inform the development
instruction approaches. Therefore, student progress monitoring of educational games for children with intellectual disabil-
should be considered as an essential functional requirement ities. The uniqueness of this research lies in its approach
in the process of developing educational games to be used towards developing educational games, arguing that theory
within formal education. Nevertheless, this functionality is needs to be an integrated part of the SDLC. We argue that
often neglected in existing web-based games. threads from a combination of theories can be drawn to
According to Keller [20], “motivational design is concerned better understand learner engagement and in turn, design and
with connecting instruction to the goals of learners, providing implement engaging educational games. Having these ideas in
stimulation, and appropriate levels of challenge”. Hence, a suc- mind can guide the process of specifying and analysing user
cessful game is one that embraces clear goals and objectives, requirements, and in turn, can inform the process of game
and presents challenges that are aligned with the children’s design, implementation, and on-going evaluation.
skills level [4], [22]. Designers should carefully consider the The framework we propose (see Fig. 1) is an adaptation
level of difficulty as it plays a significant role in children’s of the traditional system prototyping methodology [25], [26]
attitude towards the game; if the level of challenge is greater combined with instructional systems development (ISD) [27]
than the player’s skill level the player may feel stressed, while so that it accounts for theoretical insights and on-going evalua-
if it is lower, the player may feel bored. Therefore, the final tion of the expected learning outcomes. In the adapted method-
game target should be neither too trivial nor too challenging. ological framework, theoretical exploration is presented as an
Rather, the game should be designed in such a way so that explicit, transitional phase in the SDLC (labelled ‘Theory’).
children engage with it from the first instance but also remain Given that theoretical awareness can guide and influence the
motivated until they complete all the levels of the game [4]. subsequent iterative process consisting of analysis, design, and
Matching the difficulty level of the game to the students’ skill implementation phases, influential theories should be consid-
level ensures that the game is enjoyable and successful in terms ered at the initial stages of the SDLC. Therefore, theoretical

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PLANNING
These theoretically-driven functional requirements provided
a rich, illuminating source of inspiration in the process of
developing the educational games platform for the target
THEORY group.
Following an extensive theoretical exploration through the
available literature that falls into this multidisciplinary field,
ANALYSIS an interpretivistic study was conducted as part of the data
DESIGN
gathering and analysis phase in order to refine the extracted
user requirements. The aim was to explore the challenges that
IMPLEMENTATION the selected group of children with cognitive disabilities face
and examine ways to help them in terms of their development,
GAME
using educational games. A mixed-methods approach was
IMPLEMENTATION
PROTOTYPE employed involving gathering primary data from interviews
and direct observation in a special education classroom.
EVALUATION Specifically, in accordance with system prototyping method-
ology, in-depth interviews with three special educators were
conducted in order to extract the main user requirements.
EDUCATIONAL
GAME The findings from the interviews provided insights into how
children learn effectively, what expectations educators have,
Fig. 1: Multidisciplinary framework for developing educa-
and what elements the game should incorporate in order to
tional games.
engage children in getting hands-on experience with learning.
Given that the game is aimed at children with intellectual
exploration is purposefully situated as an intermediate phase disabilities, educators’ perceptions and requirements were an
between planning and analysis. Additionally, the proposed important source of information while building intermediate
framework incorporates a distinct evaluation phase (labelled game prototypes. Nevertheless, the focus of the game is the
‘Evaluation’) to establish the educators’ central role both as children themselves. Therefore, in addition to the interviews,
informants in the game development process, and as eval- an observation session was conducted in a special education
uators of the learning outcomes achieved by incorporating classroom. Direct observation in the field [17] is essential
educational games within traditional education. The suggested in the case of designing games to be used as educational
framework is a multidisciplinary approach integrating concepts tools because of the variation in the abilities and skills of
from various complementary fields including educational psy- the children. Such games need to be custom-build to reflect
chology, instructional design and software engineering. the diverse capabilities and needs of the group members.
Through direct observation in a special education classroom,
IV. A PPLICATION OF THE MULTIDISCIPLINARY it was possible to get a deeper understanding of what fa-
FRAMEWORK cilitates children’s engagement, including the importance of
The framework presented above has been applied in the providing simple instructions, clear goals, and encouraging
process of planning, theoretically and empirically exploring, and rewarding messages. These findings confirm what has
analysing, designing, implementing and evaluating an educa- been suggested in the literature and provide genuine insights
tional games platform aimed at intellectually challenged chil- into the elements an educational game should incorporate in
dren with mild and moderate severity of cognitive impairment, order to engage children with mild or moderate severity of
in the age range of 8 to 10 years, whose native language intellectual disability with learning activities. Therefore, the
is Greek. After setting the project’s aims and objectives study is both theoretically informed and empirically grounded.
during the planning phase, extensive exploration of influential Thematic analysis of the gathered data yielded eight the-
learning and engagement theories was performed, as discussed matic categories which were subsequently formulated as a
in the previous section. The main theoretical constructs and list of functional and non-functional requirements: motiva-
ideas gathered from this exploration formed the initial list tion and reward; simple language; skills; challenges; learning
of functional user requirements considered during the design considerations and objectives; design and technology; possible
and implementation of the game. According to these, the functionality; and examples of games. The first five reaffirm
game should feature an engaging, touch-based interface; pro- what emerged from theoretical exploration, while the last
vide clear game instructions and use simple language when three provided novel, design-oriented insights not discov-
formulating the game objectives; respond with encouraging ered through the studied learning and engagement theories.
and rewarding messages; promote skills related to everyday The final list of requirements was adapted and renegotiated
tasks such as financial transactions, recognition of emotions, through an iterative process moving between analysis, design
health and eating habits; provide learning tasks matching the of game prototypes, implementation and on-going evaluation.
intellectual level of the students; and finally, allow the teacher In accordance with system prototyping methodology [25],
to continuously monitor and assess the students’ progress. [26] and instructional systems development [27], on-going

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testing and evaluation was an integral part of the project. features both a child progress page and a teacher monitoring
Multiple methods were employed to test the usability of this page. The former allows each child to review the scores on
system based on both the students’ and teachers’ experiences. the various games providing additional incentives to aim for
Subsequently, a new, interactive, touch-based games platform higher scores and achieve better results each time. The latter
was fully developed based on the research outcomes and on- constitutes an important differentiating factor of the games
going interaction with the special educators. The game was platform compared to existing ones since it allows teachers
implemented using PHP, JavaScript, and HTML/CSS. Even to monitor their students’ progress (in terms of scores, degree
though the game was designed primarily for use on tablets of participation, number of attempts, etc.) hence giving them
and, therefore, features a landscape design and large icon- the opportunity to adapt their instructional methods to the
based buttons common on touch-based systems, it can be just individual needs of each student.
as effective on widescreen personal computers and laptops. In
accordance with the findings in the ‘Theory’ and ‘Analysis’
stages of the SDLC methodology, the platform combines
visual and auditory cues for the players and features a wide
range of encouraging and rewarding messages in the form of
large, colourful images. The developed educational platform
is publicly available online at www.paixnidizo.com.

Fig. 4: Memory game.

Fig. 2: Welcome screen.

The proposed platform combines various games in order to


develop a number of skills giving children in the selected age
group an opportunity for learning online from anywhere, at
any time. In particular, the games platform incorporates three
games: memory, general knowledge and mathematics, follow-
ing suggestions from special educators and in accordance with
Fig. 5: Student progress page.
the formal curriculum used for this age group.

Fig. 3: Game selection screen. Fig. 6: Teacher monitoring page.


The particular set of games featured in the games platform
cover a wide range of skills considered as important including The combination of theoretical insights with intense evalu-
reading, writing, mathematical, problem-solving, and memory ation and on-going improvements resulted in an accessible,
skills. Additionally, an innovating element of the games plat- multimodal, and effective games application. The primary
form is its progress monitoring functionality. The platform purpose of the educational game developed by following the

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