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Contents
1. Teaching and Learning Game Design
By James R. Casey
0
From Serious Games in Personalized Learning: New
Models for Design and Performance By Scott M. Martin,
James R. Casey, Stephanie Kane
2. Personalized Lear
ning Game Design
Pedagogy 0
By Scott M. Martin, James R. Casey,
Stephanie Kane
From Serious Games in Personalized Learning: New
Models for Design and Performance By Scott M. Martin,
James R. Casey, Stephanie Kane
0
4. Academic Games
From Teaching for Learning: 101 Intentionally
Designed Educational Activities to Put Students on the
Path to Success By Claire Howell Major, Michael S. Harris,
Todd D. Zakrajsek
Play is often talked about as if it were a relief from serious learning. But for chil-
dren play is serious learning. Play is really the work of childhood.
– Fred Rogers, Courtesy of the Fred Rogers Company1
Preface
One of my first gaming memories was from the early 1980s, a time when
personal computers were just starting to make their way into the consumer
market. A military family, we moved around a lot, but at the time we lived in
the suburbs of Miami. We had a covered pool, as was the norm down there,
and we were firmly in what would have likely been called the lower middle
class. One day, probably at my request, my parents brought home a Ti-
99/4A and I was hooked. Although I can’t recall the exact games themselves
(I seem to recall a lot of text adventures), the experience of how I played
the games and what I learned from the experience stayed with me forever.
The TI-99/4A hardware had 16kb of RAM, a cartridge slot, and the
ability to connect to a cassette player as media storage.2 Compared to popu-
lar smart phones of today, where 16gb is now the default memory amount
(which most people still think is insufcient), imagine making do with
16kb. To load a game or program for use on the system, the user could
insert a cartridge and it would load into memory, a process similar to con-
sole games and familiar to most gamers even today. However, there were
two other methods for loading programs, and these were the ones that really
hooked me.
Teaching and Learning Game Design 73
The frst method was direct entry. Imagine, if you can, going to a store
and buying a computing magazine, bringing said magazine home, and then
transcribing a program line by line from the back of said magazine onto
your computer.3 The goal of this painstaking and error-prone process wasn’t
to educate the consumer, it was just a novel (at the time) and cheap way
to distribute code in the only mass medium that made sense at the time. I
still have fond recollections of getting that new magazine home, skipping to
the back, and just typing for probably hours at a time and then hoping that,
once I ran the program, it all worked.
The other method was by loading the games from a cassette tape. I still
mentally cringe when I think about how draconian it feels in our current
always-on and instant-satisfaction culture, but back then, with the lumi-
nance of youth behind me, it was amazing. Are you old enough to remem-
ber those wonderful screeching modem sounds from the early days of the
internet when dial-up was king? That’s basically what the cassette games did:
they communicated via recorded sounds to the TI and it translated those
sounds into code. It took forever and if your cassette player had an issue or
the power fickered (which did happen in the heat of summer in Florida) the
result was that the user had to start over. So, similar to typing it manually, the
process of loading from tape required time and patience.
But I wanted to game . . . and in order to experience these new techno-
logical frontiers, I put up with the disruptions, I put up with the issues, and
I learned everything I could to make my TI do more stuf and play more
games. It was my frst introduction to programming, and it was my frst
introduction to not only playing games but making them, and it changed
me forever. It was also one of the frst times that I was engaged by the expe-
rience of learning. It made long-term systemic memories and knowledge
that informed my career development decades later.
Looking back, with the wisdom of age, I owe a great deal of gratitude to
my parents for recognizing and accepting such a new technology into their
home. When I think about it, all the tech support I do for them now is just
payback for their investment in me.
The result of information overload is usually distraction, and it dilutes your focus
and takes you off your game.
– Zig Ziglar4
Have you ever felt like your brain was ‘full’? It’s a common phenomenon
and is a colloquial reference to what scientists have designated as ‘cogni-
tive overload,’ which is predicated on the concept of cognitive capacity. To
understand that, we need to dive into the ideas and history of cognition and
cognitive load theory.
Before the current days of the Covid-19 pandemic,6 back in my child-
hood, my family would take trips in the car and, along the way, in an
attempt to keep us occupied, our parents would play road games.7 You may
have played your own versions: license plate game, alphabet game, or the
dreaded memory repetition game. There are variations of the last one such
as . . . “I’m going camping and I’m bringing a < something that starts with
A>,” and then the next person repeats this and adds an element that starts
with the next letter and so on until people fail. At some point, your ability
to store and recall multiple elements becomes too much to process. Think-
ing back, it’s a crude way of envisioning capacity, also known as cognitive
load theory.
Although the study of cognition has existed for centuries in a variety
of modalities from purely theoretical to the biological, the understanding
of cognitive load as a concept sprung out of a theory regarding problem-
solving proposed by John Sweller in the late 1980s.8 This was later refned
and expanded upon in 1994 as he related the phenomenon to instructional
design and how people learn.9 His theory and studies defned cognitive
load theory by a single construct: element interactivity.10 Elements are basi-
cally anything that needs to be learned or understood. Interactivity was
valued based on how interdependent the elements were to each other. For
example, to understand X, a learner needs to also know Y. If X and Y are
independent, element interactivity is low or nonexistent and cognitive load
is likewise.
As an example, think about those trendy math problems that are all the
rage on social media.11 The equation 8÷2(2+2) creates a conundrum for
people because it requires that people rely on knowing a number of things in
order to solve, each of which would be considered an element that requires
interaction. Someone attempting to solve this equation needs to understand
the individual numbers, addition, multiplication, division, and the order of
mathematical operations. The real issue here is that the equation’s presen-
tation is also problematic and ambiguous, which makes application of the
preceding knowledge result in diferent answers.12
This simple concept gives an idea of the complexity of a task by mea-
suring the elements and how they interact. Sweller’s argument was that
Teaching and Learning Game Design 75
Capacitance Change
Biological
Cognitive
Internal External
Disease Environment
Maturation Society
Age Situational
Learning
Types
Structures
Resistance
Many factors infuence learning, both internal and external to the process
itself. As such, it’s hard to quantify exactly how an individual will react, but
we can create guidelines and principles to reduce cognitive load and prevent
overload. These principles will be touched upon later in this chapter and
demonstrated in games, as well.
As a simple thought experiment, think back to the adage about the
difculty of locomotion when combined with extraneous activity known
colloquially by the idiom of ‘walking and chewing gum at the same
time.’13
At its simplest form, this ability for someone to understand that not all
combinations of tasks can be easily combined gives us a method of under-
standing cognitive load, but to truly look at the variables, a deeper under-
standing of the terminology used in this research is needed.
A number of researchers have examined the process of how to measure
cognitive load in the decades since its appearance, and all of them have
some commonalities.14 In each case, they attempted to defne and classify
cognitive load by examining distinct types of load: intrinsic, extraneous, and
germane.15
76 Teaching and Learning Game Design
(High)
Boredom
0 (Low)
0 (Low) (High)
Skills
(High)
Boredom
(Underload)
0 (Low)
0 (Low) (High)
Skills
(Germane Load)
Much like fow attempts to navigate the valley between boredom and
frustration within the context of a game, cognitive balancing navigates that
same valley but in more general terms and often in relation to learning and
skills. In learning games, this means a good developer not only has to make
the game fun by concentrating on fow but must also ensure that the con-
tent, method of delivery, and acquisition of learning schemas by the game
allow for cognitive balancing that promotes their learning outcomes.
With an idea of how cognitive load is viewed and how it relates to concepts
that also apply to gaming and learning, we need to look at a framework for
viewing cognition in context and apply best practices to determine and deliver
the right level of cognitive load and engagement in future learning games.
To formulate that framework, let’s summarize cognition so far as we’ve
defned it. Humans take inputs from all their senses and process that into
sensory memories that are attached to working and short-term memory.
These memories are processed into long-term memories that can be defned
as semantic or episodic knowledge. There are then additional factors that can
afect this process; from both the internalization of inputs to the recall and
retrieval of said knowledge from long term memory. Additionally, the ability
for a learner to recognize and apply their own beliefs and knowledge about
themselves, the task, and the goals of learning can infuence this process.19
78 Teaching and Learning Game Design
Sound
Visual Integration and Storage
Semantic
Text Knowledge
Tactile Filtering and Organization
Images
Olfactory Episodic
Touch Retrieval and Recall Knowledge
Gustatory
Smell
Self Interests, Purpose, and Motivation
Metacognition
Figure 4.4 Framework for Cognitive Process, Including Metacognition for Pur
poses of Defining Capacity and Balance
Here, we can see where and how the cognitive process can be influenced.
In analyzing cognitive balance, we need to look at two primary areas of the
framework: the inputs and the metacognition. In the next sections of this
chapter, we will look at both through the lenses of entertainment games and
examine how they can be used to inspire more engaging learning environ
ments and learning games.
Ask a bunch of gamers about their favorite memories playing games and you
will come away with a vast array of different experiences. For some gamers, the
game itself is key – other games just don’t compare or capture that certain spark
it creates for them. For other gamers, the game is a conduit to an experience
that appeals to them on a primal level, and created emotions that etched that
experience into their long-term memory. Still other gamers will remember
the experience because of the physical response that it gave them, the endor
phin high21 as they encountered pure bliss, unadulterated surprise, or genuine
accomplishment. Maybe a few remember it in spite of the game, as part of a
larger imprint; a way to pass the time when their parents fought, for example.
In other words, games appeal to not only the senses, but can influence players
in a broader, more metaphysical manner. Jane McGonigal captures this ability
Teaching and Learning Game Design 79
of games to influence our moods for the positive in the preceding insightful
epigraph from her book Reality Is Broken, a great read to expand on this topic.
Entertainment games are not alone in their ability to form sentiment
and attachment. Almost all aspects of our culture are designed to pass along
information and experience. Unlike other media, games provide a visceral
and immersive experience that engages the player in a way that is hard to
replicate in books, movies, or music. This idea of interactive engagement
is central to what makes a game fun and how to stimulate active learning.
The trick, of course, to designing a memorable experience is in identify-
ing ways to classify and categorize how to make said experience engaging.
What makes something fun for one player will bore or annoy other players.
Good game designers try to appeal to a broad swath of potential gamers, and
game design over time has evolved to target audiences with a variety of tools
in their toolkit. To create engagement in learning games, we need to look at
what entertainment games do well and identify and apply those tools.
To do this, we will break down game genres, mechanics, and motivations
and examine how they all attempt to classify game experiences to ensure
proper engagement.
Genres
Pause for a moment and ask yourself what category you find yourself drawn
to when you open your favorite streaming service. Do you go for comedy?
Action? Sci-fi? Maybe you like to learn something while you relax and go
for the documentaries? Regardless of what you choose, there is something
about that genre that appeals to you.22
You know that if you choose a comedy, you are going to view something
lighthearted and, if all goes well, you will smile and laugh. You know that if
you choose a horror flm, your heart rate will likely spike a number of times
and there will be jump scares, suspense, and shocking moments. Genres are a
handy classifcation system that we have developed over time across media,23
and gaming is no exception. In essence, genre is a learned schema that
allows us to assume information about subjects quickly and efciently and
attribute values to unknown quantities in absence of direct investigation.
For entertainment games, genres have evolved over time in lockstep with the
games themselves. The frst electronic games almost always were a variation on
single themes that often mimicked activities like sports that people have been
doing forever. For example, one of the frst games ever was called Space War
and involved simple one-on-one shooting.24 Before that was a simple sports
game called Tennis for Two (Higinbotham, 1958), a lesser known precursor to
the breakout successor known as Pong (Atari, 1972), which came out almost
two decades later. As hardware and software capabilities grew, game designers
were able to capture additional simulated human experiences, such as racing,
80 Teaching and Learning Game Design
Each of these genres provides players with a good idea of what to expect
from the games in its classification. If I have played a strategy game in the
past and see a new game coming out with the same classification, I can
expect similar mechanics, similar types of design, and in general a familiar
user experience to other games in the same genre.
As with most classifcation systems, the distribution of products available
in each category (genre) varies. The popularity of each genre infuences this
distribution, and developers can determine and assume characteristics of the
players of each genre by looking at the demographics of each genre. Not all
games are created equal. Figure 4.5, generated by the Entertainment Software
Association, gives us a snapshot of the popularity of individual genres in 2019.
All Other
Strategy 4%
4%
Racing
6%
Action
27%
Fighting
8%
Adventure
8%
Sport
11% Shooter
21%
Role Play
11%
Mechanics
My philosophy is that once you get people compelled enough to sit down and play
the game, the whole way you make the game successful is by giving them enough
unique ways to do things. First, let them deal with pulling levers and things like
that for a while. Then after they’ve mastered that, you give them something else
to do, like getting through doorways by blasting them down with a cannon. Next,
you give them a monster-finding quest, followed by logic problems to figure out.
You pace it that way. Assorted activities and the diversity of activities are what
makes a game rich in my mind.
Richard Garriott31
Before talking about game mechanics, it’s important to define game play
versus game mechanics. Game play is a gestalt of the game mechanics that
defines what a player can do within the game and what the primary player
goals are. Game mechanics describe and detail the same elements, but they
do it in a way that approaches it from an engineering level versus a design
view. As famed Ultima creator Richard Garriott alluded to in the preceding
excerpt, the activities of a game make it rich, and game mechanics are the
key to defining game play.
Jesse Schell, founder of Schell Games and author of The Art of Game Design:
A Book of Lenses, looks at mechanics from a high level defning them by
the following six categories:32 spaces, states, actions, rules, skills, and chance.
These mechanics defne the game play and they need to be balanced and
examined in isolation and in conjunction with each other.33 Others have
defned mechanics in diferent terminologies and created their own def-
nitions; a good history on the topic was done by author and game design
professor Miguel Sicart, who classifed mechanics as “methods invoked by
agents, designed for interaction with the game state,” and then breaks down
mechanics by whether they are primary (core), secondary, or compound
mechanics.34
Take a look at the following list of mechanics that are detailed on Wikipe-
dia,35 supplemented with examples of famous video games that feature this
mechanic for reference:
• Movement (Chess)
• Resource management (Civilization)
• Risk and reward (Wheel of Fortune)
• Role-playing (Witcher 3)
• Tile-laying (Carcossone)
• Worker placement (Starcraft)
• Game modes (Call of Duty)
• Goals (Madden)
• Quests (Everquest)
• Loss avoidance (Fortnite)
• Piece elimination (Go)
• Puzzle solving (Candy Crush)
• Races (Need for Speed)
• Structure building (SimCity)
• Territory control (Command and Conquer)
• Victory points (Small World)
• Combination conditions (Magic the Gathering)
Motivators
To make an embarrassing admission, I like video games. That’s what got me into
software engineering when I was a kid. I wanted to make money so I could buy
a better computer to play better video games – nothing like saving the world.
Elon Musk38
84 Teaching and Learning Game Design
Elon Musk has arguably revolutionized how technology can evolve industry
and it is heartening to see his motivation to do well was driven by his pas-
sions, which included video games. In fact, at the root of everything we’ve
discussed so far is this tenet: games succeed if they can meet expectations
and target what motivates their audience. Let’s look at the relationship of the
items that we have discussed so far in Figure 4.6.
Put simply, a player will gravitate toward genres as they fnd that the
mechanics of those games hit on the motivators that engage them. As
an example, I like frst-person shooters because they allow me to prove
my skills against other players as the game keeps score and ranks us; this
Teaching and Learning Game Design 85
Over time, Bartle’s taxonomy has been studied and expanded. In fact, in
1999, a Bartle test of Gamer Psychology was created by Erwin Andreasen
and Brandon Downey.42 Bartle himself added a third axis to show the degree
of explicit or implicit participation that involves the player, resulting in sub-
types for each of the main four types (Figure 4.9).43
Yee broke down the motivations for players as the following factors: rela-
tionship, manipulation, immersion, escapism, and achievement. What is
interesting about the study is that Yee also found that MMOs fostered mean-
ingful relationships, emotional investments, and facilitated skill acquisition
and transfer. In fact, the multi-user aspect of the MMO resulted in the trans-
fer and development of skills like leadership or social skills that most players
would have never thought about when thinking about playing a game. We’ll
return to this topic of the unique aspect of multiplayer environments at the
end of this chapter.
Over time, Yee expanded and redefned his categories, similar to how
Bartle expanded his own taxonomy, and Figure 4.10 shows a more current
view of motivations that can be examined.
There is more information available at our fingertips during a walk in the woods
than in any computer system, yet people find a walk among trees relaxing and
computers frustrating. Machines that fit the human environment, instead of forc-
ing humans to enter theirs, will make using a computer as refreshing as taking a
walk in the woods.
Mark Weiser47
As chronicled in the previous chapter, there was a rush in the early days of
learning games to combine “what games do well” with “what education
does well,” but the results were mixed and led to what Scott M. Martin, in
the prior chapters, characterizes as the first learning game winter. Part of
Teaching and Learning Game Design 87
what we’ll see in these case studies is what Mark Weiser stated so well way
back in 1991: in order for games or technology to be effective, it needs to
be user friendly.
Earlier in this chapter, we approached the idea of entertainment games
through a framework of looking at the meta-design of entertainment
games (genres, mechanics, and motivations). But these elements of the
game are only a part of the framework of learning that we need to exam-
ine to maximize the ability for learning games to succeed. The next
factor to examine is the input senses; i.e., what the player sees, hears,
touches, etc., as they participate in the virtual world. When referring to
how this occurs in games and other mediums, the terms UI, UX, and
UI/UX are thrown around; each of which, much like game play and
game mechanics, describes diferent aspects of how users gain and interact
with information.
User interface, or UI, is the simplest and most common terminology
applied to the way in which users interact with a game. When describing
and designing the UI for a game a developer needs to consider both the
methods and interfaces available to the user. Figure 4.11 outlines what is
typically included in each.
As you can imagine, that’s a very holistic approach to defining user experi-
ence. In games it is typically defined within the context of the whole of the
product versus the whole of the company.
In its simplest form, UI is a subset of the UX of a game and both must
be examined properly to ensure that gamers are being given the right infor-
mation in the right way at the right time in order to create an engaging
experience.
88 Teaching and Learning Game Design
Useful
Usable Desirable
Valuable
Findable Accessible
Credible
Others have adapted this into frameworks for learning, tools, and
even games, much to the surprise of the author. At the core, though, we
can really identify with how UX helps in the cognition process. Earlier,
when talking about cognitive load and identifying how diferent types of
load can afect your ability to learn, we saw that the extraneous factors in
cognitive load can increase or decrease your cognitive ability. These factors
are the same said areas that UI and UX are pursuing. How do we make a
game fun by giving the player “the right information at the right time with
the right ability to use it”?
When designing for the player, a good UI/UX designer will take into
account a plethora of issues and make a ton of decisions over the course of
an iterative game development cycle. These include the bare basics noted
earlier in the UI’s methods and interfaces, but also include topics like the
following:
There are scores of books on UI/UX and studies done on the topic, so let’s
look at some of those examples that help us to demonstrate what games have
done well and done poorly, and how we can learn from both. When exam-
ining UI/UX though, it does help to have a framework, and Celia Hodent,
former director of UX at Epic Games (creator of the aforementioned Fort-
nite), defines one in her excellent book, The Gamer’s Brain: How Neuroscience
and UX Can Impact Video Game Design.52
In Hodent’s framework, there are two main buckets in which we can
address the UX: usability and engage-ability. Usability is defned by pillars
such as signs and feedback, clarity, form follows function, consistency, mini-
mum workload, error prevention/recovery, and fexibility. Engage-ability
is defned by motivation, emotion, and game fow. Keeping those domains
in mind, let’s look at UI and UX in relation to a number of specifc games.
Dead Space
One of the common questions that UI and UX designers must ask them-
selves is how to present information to the player in a way that promotes
engage-ability and doesn’t negatively affect usability. Fagerhold and Lorent-
zon looked at information by examining whether or not it was diegetic. By
90 Teaching and Learning Game Design
Good old Mario first made his debut as the hapless hero of the hit arcade
platformer, Donkey Kong (Nintendo, 1981). However, one of his most semi-
nal games is the classic Super Mario Brothers, which made its debut in 1995
on the Nintendo Entertainment System (NES) game system. It has all the
traditional elements of a platformer of the era and a very usable and efficient
UI, but what really sets up its status as a classic is the user experience of the
game. Scores of books could be written55 about Mario and even just this one
Super Mario Brothers game, but we’re going to concentrate on one aspect in
regards to UX, progression of information.
Super Mario Brothers has a simple concept. The princess has been kid-
napped, and the player must progress through the game to save her. Doing
so, they can use the joystick and buttons to jump, crouch, and run through
a variety of challenges.
Rather than tell the player didactically about the game mechanics, how-
ever, Super Mario Brothers used its main menu screen to showcase your avatar
in action, and thereby give examples of what can be done upon playing (for
example, the player can jump on the enemy Goomba to propel themselves
Teaching and Learning Game Design 91
What is best about the best games is that they draw kids into some very hard
learning. Did you ever hear a game advertised as being easy? What is worst about
school curriculum is the fragmentation of knowledge into little pieces. This is
supposed to make learning easy, but often ends up depriving knowledge of per-
sonal meaning and making it boring. Ask a few kids: the reason most don’t like
school is not that the work is too hard, but that it is utterly boring.
Seymour Papert56
Noted educator and mathematician Seymour Papert does a great job pro-
viding a colloquial look at the idea of balancing cognitive load and chal-
lenges to achieve effective learning. With that in mind and after looking at
how games promote flow (Chapter 3), how cognitive load theory requires a
balancing act to promote learning (Chapter 4), and the user experience that
a learning game needs to promote all the preceding, there is one final part
of the equation to address: Are the players learning?
Everyone reading this book has been assessed at some point in their for-
mal or informal educational careers. For as long as humans have passed along
stories and knowledge, there have been ways to ensure that information
was retained and could be used. It began with simple preservation. Stories
were passed on around a campfre or drawn on cave walls. Could someone
memorize or access the information if needed? From there, it progressed to
understanding and utilizing the knowledge. Eventually we began to realize
that, to truly master a topic, we should be able to analyze it and create new
works based on that knowledge. This transformation of learning is captured
famously by Bloom’s taxonomy as seen in Figure 4.13.
92 Teaching and Learning Game Design
Create
Evaluate
Analyze
Apply
Understand
Remember
Think about this example: in order to proceed through the level, the
player needs to place a box on the other end of a seesaw so that the far end
will be raised and create a ramp to the next level. By doing so, we can show
that the player understands certain aspects of physics and geometry. But
aside from completing the task, what other information would help us to
identify if they truly ‘learned’ about the concepts?
Would knowing how long it took them to fgure out the puzzle help to
gauge their learning? On the surface, it seems like a legitimate measure to
consider. If student A fgures out the puzzle in ten seconds, but student B
fgures it out in ten minutes, it says something about those students, right?
The frustrating answer is that this is incomplete and possibly inconsequential
information. What if the student took ten minutes because he was interrupted
during the play session? What if the student that took ten seconds tried the
correct solution by happenstance? Did they really learn from the encounter?
What teachers might want to look at instead is how the students do over time
when faced with the same type of learning encounter or mechanic and then
factor in time or other metrics to get a better gauge of the same student.
That brings us to the bad news: just because you can get data, it doesn’t
mean that data is useful. It’s not all bad news, though, as games are get-
ting more intelligent and are being programmed to understand and monitor
player performance and respond to it.
So how do we assess learning in games? There are several researchers looking
into this exact question. For example, the Institute for Games for Learning tried
to examine how to break down mechanics into game-based, learning-based,
and assessment-based to ensure that each goal is met accurately.58 Others, like
the many authors in The Wiley Handbook of Cognition and Assessment Frameworks,
examined assessment across a number of applications, including video games;
in chapter 22, Shute and Wang examine how diferent constructs (elements) of
learning can be examined by using evidence-centered design, where compe-
tency and skills can be examined based on actions in the videogame.59 They also
propose and detail how stealth assessments can be designed based on the data
that can be provided by the virtual learning environment. What we see as com-
mon, though, from any game-centered studies is that if learning is an objective,
it needs to be addressed in the design of the game.
In short, when thinking about a learning game, we must examine not only
the design considerations of making a game fun but also understand what
additional or modifed design considerations are present in a learning game.
Let’s take a look at a fnal example: Figure 4.14 shows a hypothetical
design for a quiz game. On the left, it highlights logic for what is needed for
an entertainment quiz game, and on the right, we see how it difers when
we have to add in learning outcomes. It’s no longer just wanting to beat
your opponent or score on the leaderboard; it’s about making sure the player
actually learned something. In fact, in the educational game example, it
doesn’t even address how they learned the materials that are being quizzed.
94 Teaching and Learning Game Design
If n = Yes If n = Yes
0? 0?
No No
End End
Examples
Instead of just giving math problems, require the user to use math concepts
in order to complete tasks.
Ex. If crafting one item needs ten resources and we require the user
to craft ten of said item, we can start to see that they understand how
multiplication and/or addition work as they strive to meet and fulfill
those recipes.
Instead of just teaching vocabulary or languages, embed the lessons into the
game play so they are needed to proceed.
Instead of just asking learners to repeat information, show they can apply
it by creating a situation that requires it.
Figure 4.16 Screenshot from Learn Japanese to Survive! Kanji Combat60 (River
Crow Studio, 2018)
96 Teaching and Learning Game Design
Ex. The virtual reality game Tablecraft (Not Suspicious LLC, 2020) is
being developed to teach learners about the elements and chemistry in
a quirky science fiction environment. Instead of providing formulas, it
lets the player figure out how things break down or combine through
trial and error.
You have to learn the rules of the game. And then you have to play better than
anyone else.
Albert Einstein61
1 Spatial contiguity
2 Temporal contiguity
3 Coherence principle
4 Modality principle
5 Redundancy principle
6 Pretraining principle
7 Signaling principle
8 Personalization principle
Spatial Contiguity
Put simply, this principle state that people will learn better when corre-
sponding words and pictures are presented near rather than far from each
other on the screen. Take a look at the example in Figure 4.17.
Teaching and Learning Game Design 97
Example 1 Example 2
A A
45º
180º - A - C 45º
B C B C
A= 45º. C= 45º
B = 180º - A - C
In example 1, the information for the angles and information to solve for
angle B are not presented in line with the visual; violating the spatial conti-
guity principle. In example 2, the same information is provided but in-line
with the visual and is easier for a learner to put together.
Like many of the principles that will be discussed here, the goal behind
this is simple to see in the examples. By reducing the distance between ele-
ments (text and visuals for example), the brain spends less time correlating
the two inputs and less time evaluating other alternatives. In gaming, we
start to see this take place by putting information closer to the objects that
are being detailed (Figure 4.18).
Example 1 Example 2
Author Author
Health: 1/100 Health: 1/100
Evil Crab
Health: 50/100
Evil Crab
Health: 50/100
In example 1, the information for the Evil Crab is in the bottom right of
the screen, causing the player to need to shift their attention between three
diferent elements (player health (top left), the enemy itself (middle), and
enemy health (bottom right). In example 2, we reduce the cognitive load on
the player by giving them the enemy information in the center of the screen
where most of their attention already is focused.
Temporal Contiguity
The second of the contiguity principles, this principle states that corre-
sponding words and pictures should be presented simultaneously rather than
successively (Figure 4.19).
Example 1 Example 2
Brain Parts Brain Parts
A Brain Parts Frontal Lobe Parietal
C A – Frontal Lobe Lobe
B – Temporal Lobe
C – Parietal Lobe
D D – Occipital Lobe
Occipital
B Temporal Lobe Lobe
Imagine being taught about parts of the brain in a class where the teacher
tried to use example 1; seeing the information sequentially here makes it
harder for the reader to put together the concepts. In example 2, the infor-
mation is presented in the moment, allowing for learners to understand; it
also happens to correct for spatial contiguity.
For games, this immediacy of information is extremely important. In fact, we
can see it in action when talking about reward mechanics. Giving a player tally
boards at the end of a level or match that call out rewards and scores are very
efective. They serve to cement the action that took place during the game.
But if we also call out when notable tasks are completed, rewards met, or the
like during a game or level, the player’s behavior will be reinforced by the posi-
tive notifcations. A great example of this in gaming is the achievement sys-
tem, popularized by the Xbox and present in most major game platforms today.
Achievements are tasks that can be completed in the game to unlock a record of
your achievements and gain points for your overall gamer score. In some games,
the tasks are simply things that happen during the game, like completing a level.
Teaching and Learning Game Design 99
In other games, they are intricate and inspire exploration and experimenta-
tion. Achievements unlock when the player performs the tasks or series of tasks
required and display onscreen as a small notifcation (Figure 4.20).
ACHIEVEMENT UNLOCKED
Learned About Temporal Contiguity
Coherence Principle
This principles states that you should only present information the learner
needs. Remove any fluff and retain only simple text and visuals that are
directly related to the learning topic (Figure 4.21).
Example 1 Example 2
Brain Parts
Brain Parts
Frontal Lobe Parietal
Lobe
Frontal Lobe Parietal
Lobe
Occipital
Temporal Lobe Lobe
Occipital
Temporal Lobe Lobe
The brain is divided into multiple lobes, all of which provide different
functionality to the user.
In example 1, the image contains extra information and visuals that pro-
vide additional information (bottom explanation) or are fuf (visuals of
teacher and an eye). In example 2, the information is limited to just the
important aspects.64
Again, this principle is attempting to alleviate cognitive overload by pre-
venting the learner from having to evaluate and classify extraneous informa-
tion. With games, this is important, as developers always want to keep your
player engaged and in the ‘fow.’ The “right amount of information at the
right time” is the key way to think about this principle. Take a look at the
example in Figure 4.22 from Legends of Aria, a free-to-play MMO that will
be discussed in Chapter 5.
As seen in the screenshot, there are so many diferent elements and infor-
mation to convey, and striking a balance in games is a juggling act. In fact,
as we will learn later, giving players the ability to modify their experience is
sometimes key so the users can solve this problem themselves.
Modality Principle
This principle states that learners will learn better when information is
explained via audio narration versus on-screen text, especially given com-
plex, fast-paced, familiar content (Figure 4.23).
Teaching and Learning Game Design 101
Example 1 Example 2
Lorem Epsum
In games, this principle does seem to hold fast, but often voice-overs
are not provided in all games for a number of reasons, including cost,
efciency, and time. Because of this, games have found shortcuts or other
methods to meet the idea behind this principle if not the exact practice.
For example, they pace and simplify the language to make it easier to
parse and digest. In fact, some games rely on made up language to convey
a similar efect.66
Redundancy Principle
As an example, the Last of Us 2 sets new bars in the options available for all
the senses, allowing for a variety of text, visual, and prompts based on each
user’s preferences or accessibility needs.67
Pretraining Principle
This principle deals with the order of information. For learners to learn
effectively, it is essential to ensure that they have the required information
to evaluate key concepts.
Think back to the example we gave earlier about elements of interactiv-
ity and schemas. In order to solve those viral math challenges, you need
to know about numbers, operations, and, most importantly, the order of
operations, or PEMDAS. The pretraining principle would teach how to
solve a riddle like this in that order, instead of starting with the problem and
trying to work backwards.
In games, this is important because developers want to ensure that the
player always feels comfortable while they are learning about the rules and
tools of the world. This is extremely important in the context of serious
games as not only might the player learn about specifc concepts and knowl-
edge, but they might also be deluged with fctional elements as part of the
virtual construct.
If you think back to the Super Mario Brothers example earlier in the chap-
ter, we can see that it does this well, showing the player the proper level of
information to propel them forward and giving out information before they
need it to be efective.
Signaling Principle
This principle states that learners will learn more effectively when signals are
added to highlight and provide context to the essential material.
This is shown and used in games to great effect, often because the amount of
information available to players can be tremendous. If something is impor-
tant, multiple cues can ensure that a player doesn’t miss out on essential
information or opportunities or, worse yet, potentially disastrous informa-
tion. In fact, this concept applies when fighting monsters in games. If the
monster suddenly and without warning attacks the player and does tons of
Teaching and Learning Game Design 103
damage, they will be annoyed, but if the monster telegraphs attacks by its
animations (for example, heaving its big sword back and over its shoulder in
order to launch a massive smashing attack), skilled players will see the signal
and respond accordingly.
Personalization Principle
Put simply, this principle states that learners will engage better and learn
more effectively if information is provided in a natural and conversational
tone. Incorporating an agent to focus the information can increase engage-
ment, as well (Figure 4.24).
In examples 1 and 2, the language is stif and formal. In example 1, it is
just presented to the user; in example 2, an avatar is included, which helps,
but again it feels very formal. Example 3 uses more natural language and a
less formal avatar to help the user feel more comfortable.
Greetings.
In 1997, shortly before it’s launch, Ultima Online (UO) was doing a stress
test after months of preparation. Ultima Online was one of the first Massively
Multiplayer Online Role-Playing Games, also known by the abbreviation
MMORPG or simply MMO, to come online, and it became the first to
popularize the genre.69 We’ll delve more into the history of multiplayer
environments in a moment, but for now, this minor bit of history is needed
to give context to the quote and its relevance. MMOs allow for large
numbers of gamers to come together in a world, each represented by
an avatar, and interact within the constraints of the game world. Not
only was UO a new breed of connected game world, it was also what
became known as a sandbox game. It gave players the ability to develop
their own game play, which has become known as emergent game play.
Rather than just give them a linear path, they were given rules and tools
and set free in the world. In all previous incarnations (both from UO
and previous Ultima games), the avatar for the game designer Richard
Garriott was known as Lord British and was invincible. If it’s your game,
you got to get some sort of perk right? But what happened at that stress
test surprised even the developers. Through a confluence of events, Lord
British’s character was not set to invulnerable, the guards that prevented
looting were not present, and a player was devious enough to see what
they could get away with. They stole a fire field scroll from another law-
abiding player and cast it for fun. One of the other developer’s avatars
just laughed at the attempt, but Richard Garriott found his avatar face
down in the dirt, slain by the errant player, and history was made. Lord
British had to be revived by another developer and they then summoned
demons. People ran amuck and chaos ensued, but, most importantly,
everyone had a blast.70
What has always stuck with me about this story, though, is not just the
absurdity of it but the fact that what happened was truly only possible with
Teaching and Learning Game Design 105
Multiplayer Modality
Humans are by nature herd animals. Our culture is designed around passing
along our knowledge, celebrating our accomplishments, and making a last-
ing impression on our world, even if this is limited to our fellow humans.
We all remember the teachers that impacted our life the most. We also
recall the fellow students that were part of our learning journey over the
years. For good or bad, our whole life is a multiplayer experience. Because
of this, it’s only natural that we look to capitalize on this to achieve better
learning.
Games in general have always embraced multiplayer modes. Why
should we limit our learning games to a single player experience? While
they can be very efective, we also learn by seeing others succeed and
fail alongside us. In fact, you may recall that a number of the motivators
that we talked about earlier require multiple people to work efectively
(competition, collaboration, achievement, etc.). Although it might be fun
to beat our own high score for personal achievement, there is something
inherently more engaging about beating others and getting better in the
process.
Think about the following scenario: You want to learn how to play
tennis and become better. You could read about the topic, set up an area
where you can bounce the ball against a wall to practice against yourself,
but at some point you need a trainer or partner to practice against. But
will you just play the same person over and over? No, you need to increase
your skill, so you seek out others to play against. You register for tourna-
ments, you start to apply yourself at diferent levels of competition, and
soon you are at Wimbledon. Well, maybe. What’s important is that to
learn and become better you need people, lots of them. Maybe not all
106 Teaching and Learning Game Design
at the same time, but you need them. Plus, isn’t winning better with an
audience?
So instead of concentrating on learning games where students play and
learn alone with only game-controlled non-player characters or agents as
companions, what if we can invite real people into a shared space and play
together?
MUDS (Multi-User Dungeons) were some of the frst games to really
dive into this idea of multi-user experience. Similar to the pen and paper
role playing game Dungeons and Dragons, MUDS attempted to allow play-
ers to ‘log-in’ and enjoy a typical fantasy world game together in real time.
As technologies evolved and the internet became pervasive, the capacity to
put players together increased, expanding from scores of players to dozens,
to hundreds, and eventually to the thousands and beyond.
As mentioned earlier, one of the frst truly ‘massive’ multiplayer online
games was a role-playing game that evolved from a single-player series called
Ultima. Called, appropriately enough, Ultima Online, this frst true MMO
forged a community of players that could cooperate or compete against
each other in a sandbox environment. Ultima Online gave players the ability
to fulfll their motivations amongst many other people with similar motiva-
tors, which proved to be immensely compelling to players, as we saw in the
earlier Lord British snafu.
Over time, many companies have embraced this MMO genre and
improved on how they allowed gamers to explore, fght, and interact
with increasingly involved and evolving worlds. Some of these have
become part of our general popular culture, as well, World of Warcraft
being a notable example. Trying to list all of the MMOs that have paved
the way would be time-consuming and beyond the point; MMOs have
proved their staying power by capitalizing on community or socialization
motivators.71
In fact, MMOs’ success in fulflling this primal need for community
among gamers has led to the incorporation of mechanics and technology
from these games into games that traditionally had been solo or simply mul-
tiplayer games. For example, the popular sci-f shooter Destiny incorporated
a number of mechanics that were intentionally lifted from the MMO genre,
including hub zones (where players can meet, chat, and join groups), raids,
and chat features.
MMOs sound amazing, so why wouldn’t we just make all games mas-
sively multiplayer? For the same reason that we need to tutor students or
have personalized learning in some cases: people are a wild-card.
Having spent about 13 years of my game design career developing
MMOs, I have worked in a lot of departments, but all of them revolved
around the user, the player, the gamer. The player was your greatest ally
and potentially your greatest enemy. In a single-player game, everything is
Teaching and Learning Game Design 107
tailored and based on your inputs. How the world reacts, and what your
character hears, sees, and does within it is easy to understand and com-
pensate for. However, when a game starts bringing in multiple players,
developers realize that their designs need to change to compensate for mass
participation.
If your game has one player trying to kill a dragon for experience to
level their character and earn some gold, what happens when the game has
100 players all trying to do the same thing at the same time? What happens
when players who we would classify as ‘griefers’ in the Bartle taxonomy
come to play?
The early days of MMOs were literally learning experiences for develop-
ers struggling to understand how players’ motivations changed when they
were playing together and how mechanics needed to compensate for mul-
tiple users banging away at them.
As an example of how players tend to act diferently and how we have to
account for how player’s actions can afect each other, I ofer the following
anecdote from the development trenches.
It is a commonly accepted theorem in the MMO development world
that if you build it, players will attempt to make something phallic from it.
A more colloquial term exists for this practice, TTP or Time to Phallus.72
It basically means that, as a developer, we have to ensure that any mechanic
or feature introduced limits the ability of the user to create not-safe-for-
work content. Giving the players the ability to stack rocks eventually yields
‘PhallusHenge.’ In a single-player game, no one would care, but when your
world is full of other people, you have to worry about everyone’s experi-
ences together.
Despite these potential problems, which can be alleviated, the appeal
of collaborative learning is attractive and elusive to educators. As such,
a lot of research into games, including a lot of what has been cited in
this book, tends to gravitate toward testing against what they refer to as
multiplayer learning environments (MLEs). Researchers have looked at
existing MMOs (Second Life, World of Warcraft, etc.), multiplayer games
(Minecraft, Roblox), as well as custom virtual worlds created specifcally for
their research.
To give you an idea of the type of research being done in MLEs, here are
some interesting examples.
and abilities.73 During this encounter, the main monster that needed to
be defeated (the ‘Boss’) had an attack that infected players with a disease
called Corrupted Blood. The infection was designed with these high-level
players in mind as a hindrance, adding a level of challenge to the encoun-
ter. They needed to manage the disease and prevent it from spreading to
other players so they could successfully complete the encounter. However,
the developers had not prepared properly for all contingencies. Due to the
ability of characters to travel instantly from their current location to certain
spots (like the major cities of the game world) and the length of the dis-
ease’s effect on infected players, some of the players ended up spreading the
disease outside of the encounter area. All of a sudden, what was supposed
to be a challenging isolated mechanic then became a full-blown pandemic.
It went from a minor annoyance to killing players all over the virtual con-
tinent of Azeroth.74
The event even got media attention75 because of how it mimicked a
natural pandemic and the chaos it caused for gamers. In fact, it caught the
attention of Nina Feferman and Eric Lofgren, who studied the event in
detail and began research into using virtual worlds to document and show
how they can model real-world contagions, something that had not been
possible previously due to scale.76 Others have also researched this event
and it has even been used as an example in light of the current Covid-19
pandemic.77
Although the preceding is more about learning from the MMO experi-
ence, the MMO itself has been used in a variety of studies as an instrument
to facilitate social learning.78
In summary, the MMO, adapted or created specifcally as an MLE,
provides a unique digital counterpoint to the traditional collaborative
learning communities that have fourished through history. As tech-
nologies improve and the ability to become truly tele-present becomes
increasingly commonplace and cost-efective, we should continue to look
at how to provide collaboration and community via multiplayer learning
environments.
This chapter started by defning, gauging, and mitigating cognitive load
and then applying a framework of learning to show how it mirrors the ways
in which games need to balance engagement, sometimes referred to as fow.
From there, we examined how entertainment games can achieve fow by
looking at their meta-design (genre, mechanics, and motivation). From here
we looked at games, both serious and entertainment, through the lenses of
user interface and user experience design and provided a number of prin-
ciples that can be applied to learning games to help balance cognitive load.
Finally, we looked at a specifc genre of games, massively multiplayer games,
to investigate how they are uniquely suited to ofer opportunities to further
Teaching and Learning Game Design 109
defne learning games and game-based learning in the future. But why does
all of this truly matter?
An old adage, “Children are the future,” seems to be apropos here. For
better or worse, younger generations are being inducted into an increas-
ingly online and virtual world. When I was young, the ability for me to
expand my mind relied on my ability to travel to or acquire sources of
knowledge. Doing research for school back in those days meant rely-
ing on your teacher, the library, or, if you were lucky, perhaps a set of
Encyclopedia Britannica. What once was a multi-volume book set on my
family’s bookcase shelves has been replaced by the sheer overwhelming
magnitude of the internet: Wikipedia is a prime example. We are now a
crowdsourced and verifed multilingual global learning community and
our ability to tap into this global classroom is literally in our hands or
pocket all day long.
In order to compete and appeal to the new generations growing up with
these technological boons, we need to look at how to engage them. We
need to learn from the best teachers, use the best resources, and start design-
ing the best tools. Games are an amazing opportunity for us to do just this.
If kids are going to play Roblox all day, let’s make sure they learn while doing
so. In fact, it has been found that kids will go out of their way to learn
in order to do well and engage in their passions, often learning to read at
higher grade levels than expected.79
As a fnal note, our education system is seeing a major upheaval with
the current Covid-19 pandemic, one that is causing educators, parents,
and students to reevaluate how to teach and learn. Distance learning,
virtual environments, and online communication are all qualities inher-
ent to games that are now becoming the norm in our education system.
It’s only natural that we embrace these technologies as we react and grow
as a culture. Maybe we won’t get to the point where everyone plugs into
Virtual Reality to attend class everyday like in the book80 Ready Player
One (2011, Random House), but wouldn’t it be amazing if we start that
journey?
Notes
1 Moore, H. (2014, September 23). Why play is the work of childhood. Courtesy of Fred
Rogers Center for Early Learning and Children’s Media at Saint Vincent College.
Latrobe, PA: The Fred Rogers Center.
2 Wikipedia. (n.d.). Texas instruments TI-99/4a. Retrieved from https://en.wikipedia.
org/wiki/Texas_Instruments_TI-99/4A
3 They also offered magazines with cassettes that had the programs typed out for you,
but they were more expensive.
110 Teaching and Learning Game Design
4 Ziglar, Z. (2012). Born to win: Find your success code. Dallas, TX: Success Books.
5 Cognition. (2020). Oxford University Press. Lexico.com. Retrieved July 4, 2020
from www.lexico.com/en/definition/cognition
6 This was written in the spring and summer of 2020 so hopefully by the time it’s out
and you have read it, it will just be a memory.
7 For more fun things to do in the car, check out this list. https://thoughtcatalog.
com/christine-stockton/2018/06/road-trip-games/
8 Sweller, J. (1988). Cognitive load during problem solving: Effects on learning. Cog-
nitive Science, 12, 257–285.
9 Sweller, J. (1994). Cognitive load theory, learning difficulty, and instructional design.
Learning and Instructions, 4, 295–312. Elsevier Science Ltd.
10 Ibid.
11 www.popularmechanics.com/science/math/a28569610/viral-math-problem-2019-
solved/
12 Ibid.
13 In fact, there are a number of studies on how much you can do while walking. Ex.
Yogev-Seligmann, G., Hausdorff, J. M., & Giladi, N. (2008). The role of execu-
tive function and attention in gait. Movement Disorders, 23, 329–342. https://doi.
org/10.1002/mds.21720
14 Paas, F. G. (1992). Training strategies for attaining transfer of problem-solving skill in
statistics: A cognitive-load approach. Journal of Educational Psychology, 84, 429–434.
https://doi.org/10.1037/0022-0663.84.4.429
15 Sweller, J., van Merrienboer, J. J., & Paas, F. G. (1998). Cognitive architecture
and instructional design. Educational Psychology Review, 10, 251–296. https://doi.
org/10.1023/A:1022193728205
16 Ibid.; Schnotz, W., & Kürschner, C. (2007). A reconsideration of cognitive load
theory. Educational Psychology Review, 19(4), 469–508. https://doi.org/10.1007/
s10648-007-9053-4
17 Schell, J. (2019). The art of game design (3rd ed.). Boca Raton, FL: A K Peters/CRC
Press.
18 Adapted from Ibid.
19 Flavell, J. H. (1979). Metacognition and cognitive monitoring: A new area of cogni-
tive – Developmental inquiry. American Psychologist, 34(10), 906–911. https://doi.
org/10.1037/0003-066X.34.10.906
20 McGinigal, J. (2011). Reality is broken: Why games make us better and how they can
change the world. New York: Penguin Books.
21 Linden, D. (2011, October 25). Video games can activate the Brain’s pleasure centers.
Retrieved from psychologytoday.com at: www.psychologytoday.com/us/blog/
the-compass-pleasure/201110/video-games-can-activate-the-brains-pleasure-
circuits-0
22 Or maybe you use secret codes on Netflix to unlock obscure content? www.lifewire.
com/netflix-secret-codes-find-and-watch-hidden-movies-4583157
23 As an example, Aristotle’s Poetics from 335BC is credited as one of the earliest works
of defining genre, in his case for types of poetry.
24 Space War is often credited as the first computer game, despite Tennis for Two or
OXO coming first. www.thoughtco.com/history-of-spacewar-1992412
25 Most genre lists in games differ slightly due to semantics in defining the mechanics
and the merging of mechanics, so finding an exhaustive list is exhausting.
26 Entertainment Software Association. (2019). 2019 Essential facts about the
computer and video game industry. Retrieved from theesa.com at www.theesa.
Teaching and Learning Game Design 111
com/esa-research/2019-essential-facts-about-the-computer-and-video-game-
industry/
27 In fact, Fortnite is so popular that it drew in 27.7 million unique players to partici-
pate in an in-game concert event. Their, D. (2020, April 28). A staggering number
of people saw Fortnite’s Travis Scott ‘Astronomical’ event. Retrieved from forbes.com
at: www.forbes.com/sites/davidthier/2020/04/28/a-staggering-number-of-people-
saw-fortnites-travis-scott-astronomical-event/#82371e77b41f
28 Ehmke, R. (n.d.). A parent’s guide to dealing with Fortnite. Retrieved from childmind.
org at: https://childmind.org/article/parents-guide-dealing-fortnite/
29 Dransfield, I. (2018, April 28). The history of Wolfenstein. Retrieved from pcgamer.
com at: www.pcgamer.com/the-history-of-wolfenstein/
30 Here you can see how it works in the latest Call of Duty title Modern Warfare.
Hodgon, D. (2019, October 18). Feature: Explaining player progression in Call of
Duty: Modern Warfare. Retrieved from activision.com at: https://blog.activision.com/
call-of-duty/2019-10/Feature-Explaining-Player-Progression-in-Call-of-Duty-
Modern-Warfare
31 Addams, S. (1990). The official book of ultima. Greensboro, NC: Compute! Books.
Quoting Richard Garriott.
32 Schell, J. (2008). The art of game design: A book of lenses (pp. 129–170). Burlington,
MA: Elsevier/Morgan Kaufmann.
33 Ibid.
34 Sicart, M. (2008, December). Defining game mechanics. Game Studies: The Interna-
tional Journal of Computer Game Research, 8(2).
35 Wikipedia. (n.d.). Game mechanics. Retrieved from https://en.wikipedia.org/wiki/
Game_mechanics
36 Ibid.
37 For those unfamiliar with Super Mario Kart, players an pick up power-ups that can
alter the race through their use. The blue shell, when used, would launch and hone
in on the player in first place and temporarily stop them. To help balance such a
tactical mechanic, this power-up would only be presented to players who were losing
as a method to level them catch-up.
38 Startocure. (2020, January 26). Top 10 quotes by Elon Musk | The Real Tony Stark.
Retrieved from startocure.com at: www.startocure.com/top-10-quotes-by-elon-
musk-the-real-tony-stark/
39 Bartle, R. (1996, April). Hearts, clubs, diamonds, spades: Players who suit MUDs.
Retrieved from mud.co.uk at: http://mud.co.uk/richard/hcds.htm
40 Ibid.
41 Ibid. Summarized in table format from original text.
42 Andreasen, E., & Downey, B. (2001, August). The MUD personality test. The Mud
Companion, 1, 33–35. ISSN 1499-1071. Archived from the original on August 18,
2000.
43 Bartle, R. (2003). Designing virtual worlds. New Riders, p. 145. ISBN
978-0-13-101816-7.
44 Ibid. Summarized in table format based on original text.
45 Yee, N. (2006). The demographics, motivations, and derived experiences of users of
massively multi-user online graphical environments. Presence: Teleoperators and Virtual
Environments, 15(3), 309–329.
46 Yee, N. (2015, December 15). The gamer motivation model in handy reference chart
and slides. Retrieved from quanticfoundry.com at: https://quanticfoundry.com/
2015/12/15/handy-reference/
112 Teaching and Learning Game Design
47 Weiser, M. (1991). The computer for the twenty-first century. Scientific American,
265(3), 94–100.
48 Norman, D., & Nielsen, J. (n.d.). The definition of user experience. Retrieved from
nngroup.com at: www.nngroup.com/articles/definition-user-experience/
49 As experience firsthand through my 12-plus years in game development. Hodent
also writes about it here: Hodent, C. (2018). The gamer’s brain: How neuroscience and
UX can impact video game design. Boca Raton, FL: CRC Press.
50 Morville, P. (2016, October 11). User experience honeycomb. Retrieved from inter-
wingled.com at: https://intertwingled.org/user-experience-honeycomb/
51 Ibid.
52 Hodent, C. (2018). The gamer’s brain: How neuroscience and UX can impact video game
design. Boca Raton, FL: CRC Press.
53 Fagerholt, E., & Lorentzon, M. (2009). Beyond the HUD – User interfaces for
increased player immersion in FPS games. Gothenburg, Sweden: Chalmers Uni-
versity of Technology. Retrieved from chalmers.se at: https://odr.chalmers.se/
handle/20.500.12380/111921
54 Tach, D. (2013, March 31). Deliberately diegetic: Dead Space’s lead interface designer
chronicles the UI’s evolution at GDC. Retrieved from polygon.com at: www.polygon.
com/2013/3/31/4166250/dead-space-user-interface-gdc-2013
55 And have been . . . example. www.semanticscholar.org/paper/Skinhead-Super-
Mario-Brothers%3A-An-Examination-of-on-Selepak/581e60a66b63bd58853d9cff
b9304fb81f25314e?p2df
56 Papert, S. (1998, June). Does easy do it? Children, games and learning. Game Devel-
oper Magazine. Game Developer Conference. Retrieved from gdcvault.com at:
https://twvideo01.ubm-us.net/o1/vault/GD_Mag_Archives/GDM_June_1998.pdf
57 Persaud, C. (2018, August 13). Bloom’s taxonomy: The ultimate guide. Retrieved from
tophat.com: https://tophat.com/blog/blooms-taxonomy-ultimate-guide/
58 Plass, J., Homer, B., Kinzer, C., Frye, J., & Perlin, K. (2011, September 30). Learning
mechanics and assessments for games for learning. Institute for Games for Learning. White
Paper.
59 Shute V., & Wang L. (2017). Assessing and Supporting Hard-to-Measure Constructs
in Video Games. Rupp A. A. & Leighton J. P. (Eds.), The Wiley Handbook of Cogni-
tion and Assessment: Frameworks, Methodologies, and Applications (pp. 535–562). West
Sussex: John Wiley & Sons, Ltd.
60 There are several games in the series and they are all charming and engaging. http://
study-japanese.net/product/learn-japanese-to-survive-kanji-combat-windows-
mac-digital/
61 This is often credited to Albert Einstein, but there is some doubt about the quote
as shown here. www.barrypopik.com/index.php/new_york_city/entry/you_have_
to_learn_the_rules_of_the_game#:~:text=%22You%20have%20to%20learn%20
the%20rules%20of%20the,%281879-1955%29.There%20is%20no%20evidence%20
that%20Einstein%20said%20this.
62 Mayer, R. (2009). Multimedia learning (2nd ed.). Cambridge, NY: Cambridge Uni-
versity Press.
63 Ibid.
64 This one was hard to visualize thanks to my years of design and teaching. If you want
a great example, try to find an old geocities webpage or go to any website where the
ads dominate the content.
65 Citadel Studios. (2020). Legends of Aria.
Teaching and Learning Game Design 113
66 Kilbane, B. (2020, February 7). A history of simlish, the language that defined the
Sims. Retrieved from theverge.com at: www.theverge.com/2020/2/7/21126705/
the-sims-simlish-language-history-20th-anniversary-game
67 Sony. (2020, June 9). The last of us Part II: Accessibility features detailed.
Retrieved from playstation.com at: https://blog.playstation.com/2020/06/09/
the-last-of-us-part-ii-accessibility-features-detailed/
68 Olivetti, J. (2015, October 3). The game archaeologist: The assassination of Lord Brit-
ish. Retrieved from massivelyop.com at: https://massivelyop.com/2015/10/03/
the-game-archaeologist-the-assassination-of-lord-british/
69 Bartle, R. (2004). Designing virtual worlds (pp. 19–21). Indianapolis, IN: New
Riders.
70 As accounted in articles like the one preceding and detailed to me by members of
the development team, past and present.
71 The full list is extensive, over 200 entries, with some that have spanned decades
and some that have just come and gone. https://en.wikipedia.org/wiki/
List_of_massively_multiplayer_online_role-playing_games
72 In fact, it is so pervasive a concept that a recent comedy based on MMO
development, Mythic Quest, featured this prominently in one of their epi-
sodes’ plot. Martens, T. (2020, February 10). Have a love-hate relationship with
game culture? ‘Mythic Quest’ is the show for you. Retrieved from the latimes.
com at: www.latimes.com/entertainment-arts/tv/story/2020-02-10/apple-
tv-mythic-quest-game-culture
73 I can recall this incident fondly from my play days, but luckily others have docu-
mented it as well. Smith, J. (2012, August 10). Guide to the Corrupted Blood plague
documentation collection. Stanford University Library. Retrieved from Standford.edu at:
https://stacks.stanford.edu/file/druid:xy157wz5444/CB%20Collection%20Guide.
pdf
74 Orland, K. (2008, May 20). GFH: The real life lessons of WoW’s Corrupted Blood.
Retrieved from gamastura.com at: www.gamasutra.com/php-bin/news_index.
php?story=18571
75 Ward, M. (2005, September 22). Deadly plague hits Warcraft world. BBC News.
Retrieved from bbc.co.uk at: http://news.bbc.co.uk/2/hi/technology/4272418.
stm; Sydell, L. (2005, October 5). ‘Virtual’ virus sheds light on real-world behav-
ior. National Public Radio. Retrieved from npr.org at: www.npr.org/templates/story/
story.php?storyId=4946772
76 Lofgren, E., & Fefferman, N. (2007, September). The untapped potential of virtual
game worlds to shed light on real world epidemics. The Lancet: Infectious Diseases,
7(9), 625–629. Retrieved from thelancet.com at: www.thelancet.com/journals/
laninf/article/PIIS1473-3099(07)70212-8/fulltext
77 Krotoski, A. (2020, April 11). Corrupted Blood: What the virus that took down World
of Warcraft can tell us about coronavirus. Retrieved from sciencefocus.com at: www.
sciencefocus.com/the-human-body/corrupted-blood-what-the-virus-that-took-
down-world-of-warcraft-can-tell-us-about-coronavirus/
78 MMOs as an educational gateway drug. Steinkuehler, C. (2008). Massively mul-
tiple online games as an education technology: An outline for research. Edu-
cational Technology, 48(1), 10–21. Retrieved from jstor.org at: www.jstor.org.
stable/44429539; MMOs as a method to enhance offline relationships as well as
online. Snodgrass, J., et al. (2011). Enhancing one life rather than living two: Play-
ing MMOs with offline friends. Computers in Human Behavior, 27(3), 1211–1222.
114 Teaching and Learning Game Design
Personalized learning games also may use a more complex value matrix,
awarding a learner-player one score for maneuvering their character to avoid
major damage and for reaching a game checkpoint crest, but may or may
not disclose a ‘grade’ score for finishing a subject-matter measurement of a
circle’s circumference learning goal. Learning outcome scores may be bet-
ter determined by learner-player past and current game play performances
together in the same game, or even include past performances from other
related games in a same academic subject-matter series. Moreover, a per-
sonalized learning game may use a clock/timer, providing a certain amount
of time to complete a challenge or game level for one set of learners, while
the same challenge would be un-clocked for a different learner population.
As we read in Chapter 1, learning requires the suspension of cognitive resis-
tance, which is not always possible for some learners due to inherent states of
anxiety, frustration, and even fear that may lead to an unconscious determina-
tion to actually fail or give up.3 Unfortunately, if games are not designed to
accommodate these sometimes-common psychological states brought on by
certain learning conditions, the game’s intent will also fail. Even un-clocked,
simple puzzle games may cause inherent anxiety, stress, and frustration. Well-
designed personalized learning game pedagogy must dynamically adjust not
only the game play challenge levels and anticipated learning outcomes but also
potentially the timeframe needed to beat a quest or level, as well. This may
be considered an instructional strategy used to personalize player effort. This
means dynamically adjusting a game challenge or quest that isn’t too strident
or too easy in order to keep a learner-player focused and engaged in a game-
embedded learning task – to manipulate the pedagogical ‘flow’ of a game in
order to provide both a fun, challenging gaming experience and earned self-
efficacy when a learning outcomes in completed.
Also derived from Juul’s definition, learning game design pedagogy must
also allow a player-learner to own, or become emotionally attached, to a
game’s outcomes or achievements. Emotions and learning success have proven
to be coupled during the knowledge-acquisition process and to sway con-
fidence and motivation. Emotions may also define aspects of learner-player
engagement, as they may be more interested in subject-matter content they
feel ‘good’ about – perhaps because they successfully completed a previous
related task or surpassed their own self-assessed abilities by completing a
higher ranked academic game challenge. Likewise, a learner-player may feel
emotionally and socially deflated if anxiety, fear, and nervousness become
barriers to successful academic engagement.4
Lastly, Juul’s negotiable consequences refer to external factors. For example, the
time likely required to play a game may be borrowed from that of other real-
life tasks, or the internal game play itself may negatively or positively impact
external social experiences or even the professional workplace. This feature
may be reconstituted in personalized learning games design as the inclu-
sion of larger external objectives within a personalized game’s pedagogical
Personalized Learning Game Design Pedagogy 247
students are more likely to accept the computer as a social partner, and
therefore try harder to comprehend the given messages.
• Experiential
• Extrinsic Motivational
• Intrinsic Motivational
• Self-Efficacy
• Self-Sufficient
• Self-Directed
• Problem-Solving
Personalized Learning Game Design Pedagogy 255
identifying the targeted learning population for the game, their demo-
graphics, prior academic achievement levels, prior aptitude and motivation
levels, behavioral traits, social and psycho-metrics, all perhaps derived from
a personal learning map. Additionally, an AI architect and software engi-
neer would work alongside both a curriculum designer or course planner
and a game designer to determine which machine-intelligent frameworks
and classifiers to use, techniques to deploy, and algorithms to develop that
may offer the greatest personalization intervention accuracy. The first phase
usually includes a discussion about final delivery methods and game play
platform, but since this personalized learning game will be created using a
cloud-hosted PLG Engine and delivered from a cloud server, this step may
be skipped.
The second phase includes pedagogical planning to determine learning
content sequences and objectives, design of tasks and sub-task exercises,
instructional strategies, and assessment methods. Phase two game prepro-
duction includes settling on game genre, story type, navigation schemes,
game mechanics, quests, levels, corresponding scoring/assessment method,
creating game sounds and music, and storyboarding the UI, game con-
cept art, environmental art, and the overall game flowchart. Phase two
also requires the AI architect and software engineer to design the back-
end schema and data flowchart. Essentially, when the machine-intelligence
algorithms interface with game user logs, asset databases, rendering engine,
sound engine, APIs; the overall technical data flowchart, and how the mod-
els intervene to personalize game play and adjust learning goals. With the
instructional designer, AI architect, software engineer, and game designer
working together, this phase should also result in a game and integrated
technical design document.
Actual personalized learning game development occurs in phase three,
when generative prototypes of UIs, game levels, machine-intelligent-
driven game play, learning goals interventions, sound scores, and NPC
functionality are developed and tested, and eventually take the shape of
an alpha build of the game. Although an alpha game build should be fully
playable, it generally contains numerous bugs and issues – the art may not
be completely finished, collision physics may be broken, and, depending
on the quality of the data and the amount of training time, the machine-
intelligent algorithm’s interventions may be incorrectly applied and/or
inaccurate. Furthermore, embedded instructional strategies may not be
appropriately applied, and assessment outcome may be incorrect. These are
just a few issues that the game team may discover playing through an alpha
build, but small group testing from the game’s target population should
still be undertaken in this phase. Without access to a personalized learn-
ing map (PLM) to ascertain a learner’s knowledge base, pre-tests should
Personalized Learning Game Design Pedagogy 257
For the past hundred years in the United States, university curricula, degree
matriculation plans, and admission standards have been created and shaped
not only by faculty, department chairs, deans, and by central administrations
but also by external public accrediting bodies. In many cases, the delibera-
tion of what courses and credits to include in a degree, what learning out-
comes a learner should gain upon successful completion of a course, and
what profession a degree may provide a graduate to enter has been debated
and scrutinized by all these stakeholders in a semi-public square. The public
K–12 education curriculum approval process has been even more demo-
cratic, whereby most decisions about course content, curriculum, education
standards, and policies are decided by publicly elected local school boards
that generally hold open meetings about such topics. Even though stan-
dards of learning, textbooks, and learner assessment models are decided at
the state level, local school systems, their individual school principals, and
teachers themselves all hold a certain level of autonomy to skip and add cer-
tain course content or change teaching pedagogies. Local schools also hold
stakeholder open houses and public meetings to solicit critiques of their
Personalized Learning Game Design Pedagogy 259
stakeholder input, but rarely after a formal needs assessment, pilot efficacy
study, or training budget analysis is performed. Under a strong recommen-
dation from department chairs and faculty, schools and colleges also typically
purchase discipline-specific support technology, occasionally with student
participation, but seldomly acquired after a structured needs assessment, effi-
cacy study, or cost analysis was completed. Even more egregious, EdTech
vendors often pitch software solutions to universities and school systems,
touting the effectiveness of understudied in-the-field application and tools,
with limited or no data demonstrating positive impact on learner popula-
tions. Vendors tend to display a long list of clients on their websites rather
than cite research studies involving their products. Even though most soft-
ware, such as learning management systems, procured by central administra-
tive offices or subunit departments are intended to support academic agency
and do not cross over into actual instruction, most educational institutions
have learned that independent analysis and study of effectiveness and effi-
cacy should still be conducted prior to adoption.
Since most software solutions and tools procured by secondary and post-
secondary systems are for purposes other than direct instruction, and since
that procurement process is at least partially open for stakeholder feedback,
any computer software that actually impedes, intrudes, augments, or replaces
the act of academic instruction will require even greater transparency. In
order to prepare all the constituents of a learning environment for such a
potentially disruptive modification, it’s critical to follow the formative small
group and larger field-testing recommendations outlined in the preceding
Personalized Learning Game Planning section – but first targeted toward
specific learner populations.
In 2019, the special learner populations reached 14% of the total public
school population and 19% in post-secondary education.22 Although public
universities and public school systems are mandated by state and federal law
to accommodate most special learners, the funding levels available, mostly
covered by the state, rarely cover the teaching specialists and support staff
costs required by many special learners. Likewise, as many of these special
learners access education opportunities online, academic support, teaching
specialists, and support structures are seldom adequate and mostly absent for
the online-only special learner.23
In order to convince and satisfy the demands of all the stakeholders that
may contribute to the decision to adopt personalized learning games within
on-site and online learning spaces, data from small group formative evalua-
tions need to be collected that should include written solicitation as well as
the results from individual and group special learner interviews. Post-play
summative analyses should evaluate learner-player achievement scores and
machine-intelligent-driven intervention effectiveness by comparing cur-
rent teaching pedagogy and learning outcomes to those from a personalized
Personalized Learning Game Design Pedagogy 261
Engine is indeed feasible, and, thus, this author has already begun assembling
a research and development team to build a prototype of the game engine
and the AI engine as described in Chapter 7. Perhaps future updates of this
text will include the results of research studies conducted using the PLG
Engine designed and built games targeting the various underserved online
learner populations that I have mentioned in this chapter. Then, perhaps,
other PLG-like engines, platforms, and solutions will be designed, built,
and tested in the future by other researchers that will also help contribute to
improving the practice of education and overall learner knowledge acquisi-
tion through games and machine learning algorithms. I can only hope that
this book served as an inspiration for such an important undertaking.
Appendix
Game 489, Pre-Internship Seminar:
Personalized Learning Game Design
Document
1. Title Page
1.1. Pre-Internship Seminar Game: Time to Prepare for Your First Job!
1.2. Copyright Information
1.3. Version 1.0, Dr. Scott M. Martin, November 2020
2. Design History: V.1.1
3. Section I: – Game Overview: This is a personalized learning game
that teaches, demonstrates, and instills workplace professionalism, and
assists and guides learners to prepare for the required internship in the
Computer Game Design Program. This game will further teach and
guide students to create a professional resume and portfolio; cultivate a
professional demeanor, attitude; and finally to learn professional com-
munication and presentation skills.
3.1 Game Concept: Time to Prepare for Your First Job! is an exploration
and adventure 2D game where a character explores four level maps
and chooses one of several minigames on each level representing
Unit course content to play and win/complete each assignment.
NPC characters confronted on each level function as competitors,
distractors, and overall arch-nemeses to try to cause the learner-
player to fail. Minigames consist of Unit 1 course content self-
exploration puzzle games to learn about personal and professional
traits and values, Unit 2 narrative/story game to learn how to design
a portfolio website and resume, Unit 3 strategy game to prepare for
the interview process, and Unit 4 role-playing/simulation game to
rehearse and provide a final presentation.
266 Personalized Learning Game Design Pedagogy
Notes
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PLURAIS-Revista Multidisciplinary, 1(2).
2 Martin, S. M. (2019). Artificial intelligence, mixed reality, and the redefinition of the class-
room. Lanham, MD: Rowman & Littlefield.
3 Michaelson, P. (2018). The invisible wall of psychological resistance. WhyWeSuffer.com,
Retrieved December 2, 2018 from www.whywesuffer.com.
282 Personalized Learning Game Design Pedagogy
4 Knox, J. (2013). Jaak Panksepp and Lucy Biven. The archaeology of mind: Neuro-
evolutionary origins of human emotions. New York, London: WW Norton. Journal
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5 Mayer, R. E., & Moreno, R. (2003). Nine ways to reduce cognitive load in multi-
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6 Martin, S. M. (2019). Artificial intelligence, mixed reality, and the redefinition of the class-
room. Lanham, MD: Rowman & Littlefield.
7 Wilson, M. (2002). Six views of embodied cognition. Psychonomic Bulletin & Review,
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8 Learn II, H. P. (2018). How people learn II: Learners, contexts, and cultures. Washington,
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11 Lei, S. A. (2010). Intrinsic and extrinsic motivation: Evaluating benefits and draw-
backs from college instructors’ perspectives. Journal of Instructional Psychology, 37(2).
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18 Hansen, J. S., & Roza, M. (2005). Decentralized decision making for schools: New promise
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19 www.theatlantic.com/politics/archive/2017/03/middlebury-free-speech-violence/
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20 Page, A. L., & Clelland, D. A. (1978). The Kanawha County textbook controversy:
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22 www.nea.org/student-success/smart-just-policies/special-education; https://nces.ed.
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23 Carnahan, C., & Fulton, L. (2013). Virtually forgotten: Special education students
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24 Snyder, T. D., De Brey, C., & Dillow, S. A. (2018). Digest of education statistics 2016.
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25 Hussar, W. J., & Bailey, T. M. (2014). Projections of education statistics to 2022. NCES
2014–051. National Center for Education Statistics.
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public-universities-see-state-funding-disappear-effective-immediately-11587653753
27 Hussar, W. J., & Bailey, T. M. (2014). Projections of education statistics to 2022. NCES
2014–051. National Center for Education Statistics.
28 Bailey, A., Vaduganathan, N., Henry, T., Laverdiere, R., & Pugliese, L. (2018). Mak-
ing digital learning work: Success strategies from six leading universities and community colleges.
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4
Staying Connected
Gamification and Social Media
KEY TERMS
• Digital Games
• Game-Based Learning
• Game Design
• Game Play
• Gamification
• Instructional Design
• Player Types
• Privacy
• Social Media
Introduction
Klopfer (2008) defines games as “purposeful, goal-orientated, rule-based activ-
ity that the players perceive as fun” (p. 11). Games are great tools for learning
content because they create authentic opportunities for 21st-century learners
to build on previous knowledge and develop in-depth knowledge and skills.
Games are highly engaging, interactive, and in order for a game to be effective
in the learning environment it must be used effectively. Today’s online learn-
ers desire interactive learning experiences and it is vital that through research,
educators explore the possibilities of using emerging digital media technologies
like games in the learning environment.
Game-based learning and social media technologies have the potential to
actively engage online learners. Educators cannot just change lesson plans
to create such an environment as there must be entire shifts in the way edu-
cators teach. Gamification and social media are unique because they create
an immersive learning environment; something that traditional classroom
methods do not do. There needs to be some vehicle, which transports an
online classroom from the recorded lecture to a more interactive and richer
environment. Gaming and play are considered great teaching tools for an
active learner. Digital gaming presents the opportunity for students to learn
53
54 • Staying Connected
Play styles coupled with motivation are what ultimately drive players to choose
their game strategy. Intrinsic and extrinsic motivations in games have implica-
tions for play styles and learning. Thus, Achievers are motivated by extrinsic
achievement goals like winning and approval. Explorers are motivated by intrin-
sic goals, taking an interest in the content of games. They also enjoy exploring
ideas, role-playing, and game mechanics more than earning top scores (Heeter,
2009). Self-validators appear to be motivated by rewards, such as achieving the
highest score, and desire easy game successes.
made. Some games can present the learner with different scenarios where they
have to make decisions about what to do. The most useful thing is that play-
ers get to see how the decisions they make affect others in the game by using
real-life situations. Secondly, games can help with supporting the learner, pro-
viding helpful cues to enhance self-directed learning. Games can be used to
help learners understand what is relevant to the learning activity before having
to complete the assignment. Games tend to focus on certain topics and infor-
mation for learning. They can encourage learners to be active learners.
Games can be used to increase motivation and active participation is through
the use of virtual environments. In virtual environments, educators can allow
learners to meet virtually, and create learning activities that allow the learners
to explore the virtual world in real time (Dede, 2007). It is through this virtual
environment that instructors can promote a different learning perspective that
evaluates learner performance, monitors the interaction between classmates
(peer learning), and fosters intellectual discussions or reflections online.
Progress Indicators
Progress indicators are used as a learning metric that can motivate students to
complete course activities and assignments. They are typically not only used to
reward students for the successful accomplishment of specific learning activi-
ties but to also provide continuous and immediate feedback on the student’s
progress (Werbach & Hunter, 2015). Instructors can determine whether this
tracking is automatic by using the LMS to grade the activity as complete once
the student participates or manually allowing students to indicate completion
by tracking themselves. Helping clarify student progress can serve as both a
reminder and a motivator keeping students connected not only to the online
classroom environment but also to the course material.
Staying Connected • 59
Leaderboards
Another way of gamifying the classroom is to introduce leaderboards. Lead-
erboards rank players according to their relative success, measuring them
against a certain success criterion (Costa, Wehbe, Robb, & Nacke, 2013) and
are indicators of progress that allow students to see how they are performing
relative to others in the same course. Leaderboards can be used to motivate
learners, to reach the next level or milestone. This also allows instructors to
quickly review the status of their students at any given time (Costa, Wehne,
Robb, & Nacke, 2013) and is especially helpful for identifying students who
may be at risk of falling behind.
Polls
Polls provide visual representations of student accomplishments of learning
outcomes or objectives (Hamari, 2013). Polling students during the online
course is very engaging and can be used as a quick checkpoint to get a pulse
on how students are understanding the course material and achieving the stu-
dent learning outcomes. For example, instructors can use Slido to create polls
to gather student feedback and see the results in real time. All polls can also
receive submissions through different devices. Students can text message or
submit their responses online with a smartphone, tablet, laptop, or computer
(Hamari, 2013).
Games are great tools for learning content because they create authen-
tic opportunities for 21st-century learners to build on previous content
and develop in-depth knowledge and skills. It is through gamification that
the motivational power of games can be applied to real-world problems
such as, in this case, engaging online learners. Understanding the role of
gamification in education, therefore, means understanding under what cir-
cumstances game elements can drive learning behavior. Making use of the
game-based learning framework, we can better break down the impact of
gamification. Gamification can change the rules, but it also affects learners’
emotional experiences, their sense of identity and their social positioning.
This game-based approach to learning is supported by Leblanc’s (2004)
intrinsic motivation theory in which learners can change their identities
as learners based on how motivated they are to learn the content. You may
decide to use gamification tools and strategies to actively engage learners
in your online course. Table 4.1 provides some examples of games that can
be implemented.
60 • Staying Connected
Table 4.1 Examples of games that have been implemented in the learning environment
Game Description
Social media is a tool that instructors can use to make their classroom more
engaging, relevant, and culturally diverse. There are two key benefits of using
social media in an online classroom: the sense of community it fosters among
students, and the ability for students and instructors to share information with
each other.
Examples of Use:
• Students can use social media tools to critique and comment on each
other’s assignments, collaborate in teams to create content and can
easily connect with each other and the instructor with questions when
needed.
• Many colleges and universities use social media tools like Twitter and
Instagram to communicate with students, and students use social
media to promote events for their clubs or organizations to the campus
community.
• Social media can also connect students to other courses promoting
creativity, collaboration, and practicing communication skills.
62 • Staying Connected
Wages (2021) states, “the collaborative environment and open forum that
social media encourages, along with the rapid pace of information sharing that it
facilitates, means that students can accelerate the development of their creative,
critical thinking, and communication processes in certain ways when they use it”
(p. ix). In online classrooms, social media can help instructors present relevant
course materials that promote deeper learner engagement through active discus-
sions that lead to a high level of student awareness, reflection, and success. Using
social media tools such as Edmodo and Piazza appropriately can also foster inclu-
sive online communities to enhance student learning. Thus, social media allows
students more freedom to connect and collaborate beyond the traditional class-
room; all students, no matter their geographical location, can start to experience
the globally connected world long before they enter the workforce (Wages, 2021).
Table 4.2 Types of social media tools and uses in the online classroom
Tool Description
Edmodo Allows instructors to build a community where they can share their
content, distribute quizzes, assignments, and manage communication.
Instagram An image capturing tool that learners can use to showcase their projects/
sample work as well as post images from a city or local exploration.
(Continued)
Staying Connected • 63
Tool Description
Piazza An online discussion area where learners can post questions and
answers in real time. Mostly computer science and engineering
learners like this tool because it includes LaTeX editor to allow coding
and computations.
Pinterest A bookmarking tool that allows learners to create and document their
ideas visually using images.
Snapchat Allows learners to engage with each other and the instructor on class-
related topics. It can be used to humanize the course for instructors to
host virtual office hours and Q&A sessions with students.
Twitter Allows learners to interact and share ideas, post images, and
communicate with each other in real time.
Summary
Implementing gamification and social media in higher education is changing
how courses are being designed and developed, especially with the rise in the
use of mobile technologies. Learners more than ever have the opportunity to
engage not only with the course material (within the online classroom environ-
ment), but they are also able to create, collaborate, and articulate their practical
Staying Connected • 65
Discipline-Specific Examples
To better help you situate an idea from this chapter into your discipline, we
provide a wide range of discipline-specific examples in the following table that
you can easily reference.
66 • Staying Connected
Cultural Anthropology Have students search for cultural images and digital
artifacts using Pinterest for their final project presentations.
Foreign Affairs After learning that world hunger is a global issue,
students can participate in the United Nations World
Hunger virtual game challenge to gain skills on how to
advocate for this cause.
Interior Design Challenge students to create an infographic or
interactive image of their design assignments using
Genially. Students can also post updates and reply to
peers on their progress on their design plans.
Physical Therapy Students can use Snapchat to demonstrate movements and
create instructional video postings for potential clients.
All Disciplines To successfully complete the digital escape classroom,
students complete short activities to answer or provide
solutions based on the weekly topics covered. If they
get the correct answer, they receive a code/clue to
“unlock” the next level and so on until the last level is
unlocked where they “break out” and escape the digital
classroom showing mastery of key concepts.
Planning Template
For this chapter, we have developed a planning template that includes an example of
an English as a Second Language (ESL) instructor using a social media application to
improve writing and vocabulary skills in an online course. In particular, the instructor
will create a discussion prompt which will allow students to practice using a vocabu-
lary list to respond to one another through the class Twitter channel. The first column
in the following table is filled out completely as a model for your course planning.
(Continued)
Staying Connected • 67
Description
Games have a long history, with some scholars suggesting they existed as
far back as the Stone Age (Perla, 1990). While many games, both present
and past, are played just for fun, some historical games were “serious
games” designed with educational or training goals in mind. For example,
many early “serious games” were developed for military and warfare pur-
poses and taught strategy and tactics to those who participated—an his-
torical legacy of games echoed by the preponderance of war games today
(Perla, 1990). Hays (2005) formally defines games as an “artificially con-
structed, competitive activity with a specific goal, a set of rules and con-
straints that is located in a specific context” (p. 15). In higher education
environments, early games were also influenced by warfare. Spacewar, for
example, was one of the first digital computer games introduced into an
academic learning environment during the 1960s. A graduate student in
computer science created the game, in part, to learn how to use the new
machine that would revolutionize computing (Herz, 2002). Other early
games in collegiate environments included the McClintic Theater Mode at
the Army War College and the Naval War Gaming System at the Naval
War College (Allen, 1987).
Over time, educators became more interested in gaming technology.
Oregon Trail was released in 1971 and was soon followed by Math Blaster,
Reader Rabbit, Microsoft Flight Simulator, America’s Army, the New
Manager Roadmap Challenge. By the mid-1980s, educational games began
to seek a more engaging student-learning environment (McCall, 2016) and
educators greatly increased their interest in games as the Internet became a
tool to discover new and creative ways to learn (Forsyth, 2014).
In academic games, students play, compete, and learn as they seek to
achieve a goal. In addition to making instruction more enjoyable for
learners (Garris, Ahlers, & Driskell, 2002), games also foster creativity,
promote teamwork, and create memorable classroom moments. Games
are also enjoyable for some instructors as well, who appreciate interacting
with students in a way aside from the typical classroom dynamic.
DOI: 10.4324/9781003038290-4
150 Academic Games
Whether games take place in class or online, they have the ability to pique
student interest and serve many purposes for the college classroom.
More recent studies reveal more positive findings. One of the most
extensive meta-analyses to date found overall positive results from games
(Clark, Tanner-Smith, Killingsword, & Bellamy, 2013). This analysis
focused on digital games in particular and examined results from studies
investigating K-12 and postsecondary education. The authors began
with a sample of 61,887 studies and screened them for focus and
quality. Eighty articles, published between the years 2000 and 2012,
ultimately comprised their study. The largest grouping of studies the
authors found compared games to other instructional intervention.
The authors concluded that:
Maximize Collaboration
A stereotype of lone teenagers gaming in basements exists but is not the
typical gaming experience for students today. Multi-player Internet-
based games allow students to connect with each other across the
globe. Collaboration in games provides students with the opportunity to
learn actively and at their own pace, which likewise provides them with a
safe space to take risks in their learning. Paired or team games are
wonderful for this when technology allows.
It is important to know the knowledge and skill level of your students prior
to introducing an educational game. If you don’t have a real sense of what
students know relative to the structure of the game or the information to be
learned, you might try a “background knowledge probe” in which you pro-
vide students with a short formative assessment, whether some short
answer questions, multiple-choice, or a short essay. The goal is to target
students’ zone of proximal development (Vygotsky, 1978): the difference
between what a learner is able to do without assistance and what they can
achieve with guidance and encouragement from a skilled partner. Thus, the
term “proximal” refers to those skills that the learner is “close” to mastering.
Consider giving students the ability to select their own level of chal-
lenge (easy, medium, or difficult). Alternately, consider embedding easy
and difficult challenges into a single round or level, or introducing
Academic Games 161
Build in Assessment
One of the wonderful things about games is that assessment is often built into
the design. And it’s often pretty easy. You can simply count the number of
correct answers to trivia questions or number of interactions in synchronous
games. Such data can provide insight into the extent to which your students
engaged in the game and learned. It can also help you to communicate the
effectiveness of the game with students and during faculty review periods.
Academic games have the potential to infuse your courses with fun while
students demonstrate their achievement of learning goals. As with any new
instructional strategy, there is a learning curve, but the benefit often is worth
the challenge. Creating good games for use online will take time and
energy. It’s important to plan ahead, and carefully, in order to ensure that
you provide a good educational activity for students. Academic games
have the potential to break up a dull routine for you and your students by
infusing student learning with energy and enthusiasm.
Overview
When challenged at the appropriate level and given quick feedback, a
person is motivated to complete a task. That is a primary draw of the daily
crossword puzzle. The Crossword Puzzles IDEA serves as a teaching tech-
nique that allows students to demonstrate an understanding and recall of
key concepts, terminology, and definitions. It also provides quick feedback
and, if done at the correct level, challenges students. The strategy involves
the instructor creating a puzzle to reinforce key course material. Crossword
Puzzles have been shown to lead to positive results, particularly when used
in class as a method for review (Weisskirch, 2006).
162 Academic Games
Table 4.1 Game IDEAs and Research Findings
Game IDEAs Description Links to Research Findings
Crossword Puzzles The instructor creates a cross- Instructional Support
word puzzle using key facts, (Research Finding #1);
definitions, and terminology. Non-competitive Game
(Research Finding #3);
Built-In Feedback
(Research Finding #4)
Scavenger Hunt Students participate in a sca- Instructional Support
venger hunt game that (Research Finding #1);
requires them to answer ques- Collaboration (Research
tions relating to course Finding #2)
content.
Who Am I? Students use their content Instructional Support
knowledge to determine the (Research Finding #1);
identity of a significant person Built-In Feedback
or idea. The activity often (Research Finding #4)
involves a famous or sig-
nificant person, place, or
object related to course con-
tent. Students have to ask
questions to try to guess the
answer in a manner similar to
the Twenty Questions game.
Pictionary Similar to the common ver- Collaboration (Research
sion of the game, a student Finding #2)
selects a card with a course
idea, fact, or person on it. The
student draws pictures to
illustrate the idea while team-
mates try to guess the word
on the card.
Trivia Trivia is useful for reviewing Instructional Support
recent lessons or in preparing (Research Finding #1);
for exams. Students recall Collaboration (Research
course ideas and receive Finding #2);
immediate feedback on whether Built-In Feedback
an answer is right or wrong. (Research Finding #4)
Hollywood Squares Following the model of the Instructional Support
classic TV show, students play (Research Finding #1);
X’s and O’s answering course- Built-In Feedback
related questions. (Research Finding #4)
Houston, We Have The instructor provides a Collaboration (Research
a Problem problem and a set of items to Finding #2);
students. Students have to Non-competitive
come up with a solution using (Research Finding #3)
the items provided, like the
NASA engineers during the
Apollo 13 mission.
(Continued)
Academic Games 163
Table 4.1 (Cont.)
Game IDEAs Description Links to Research Findings
Escape Room Based on the popular physical Instructional Support
escape rooms, this game can (Research Finding #1);
be used for reviewing con- Collaboration (Research
cepts, exam preparation, cri- Finding #2);
tical thinking, and applying Built-In Feedback
class material to different con- (Research Finding #4)
texts. Specifically, escape
rooms can help make course
content more accessible by
providing a vehicle for appli-
cation through gameplay.
Role Play Students assume different per- Collaboration (Research
sonas and act out problems Finding #2);
and solutions in class. Non-competitive Game
(Research Finding #3)
Taboo A player receives a card and Collaboration (Research
has to provide clues to part- Finding #2);
ners without using the word Built-In Feedback
or up to five additional words (Research Finding #4)
listed on the card. The play-
ers’ partners have to guess the
word.
Icebreakers Students “break the ice” by Collaboration (Research
playing a game in which stu- Finding #2)
dents interact, meet each
other, and build community.
Top 10 Students generate a list of Instructional Support
ten items related to course (Research Finding #1);
content. The structure allows Collaboration (Research
students to consider either Finding #2);
their prior knowledge or what Non-competitive Game
they gained through the (Research Finding #3)
course to create a Top 10 list.
Pic of the Day Students capture key aspects Instructional Support
of the course in pictures and (Research Finding #1)
present them to the class.
Webquest Students follow a series of clues Instructional Support
and prompts from the instruc- (Research Finding #1);
tor to help find information Collaboration (Research
online. This game helps stu- Finding #2)
dents develop research skills
and better understand resour-
ces (library, etc.).
Guiding Principles
Crossword Puzzles allow students to actively engage with course concepts
and work to better understand course material. The use of games helps
students practice recalling course information, solve problems, and receive
prompt feedback. This combination builds upon and helps establish rele-
vance and application through the completion of the puzzle.
In order to improve students’ learning of important vocabulary and ter-
minology, the learner needs practice at retrieval (Karpicke & Roediger,
2008). The active engagement of Crossword Puzzles helps provide another
approach to retrieve and produce course-related vocabulary. The use of
games and puzzles serves as an additional vehicle to improve not only
mastery but also the speed with which students gain this understanding
(Jaramillo, Losada, & Fekula, 2012).
Preparation
Most of the work for this technique involves developing the vocabulary
list and the corresponding clues. Although instructors using Crossword
Puzzles in the past spent significant time creating the layout of the puzzle,
software has now made that task easy. A quick web search for free
crossword puzzle makers will provide you with several options. When
possible, it is helpful for you or a colleague or teaching assistant or even a
former student to test the puzzle before using it with class. These testers
can ensure the clues are easy to understand and at the correct level of
difficulty, and they can help to identify any potential problems with the
layout of the puzzle or specific clues. Finally, decide ahead of time whe-
ther this will be a task to be used independently as a review or an in-class
activity to be done in groups and whether open versus closed book/notes.
Process
Simply pass out the puzzle or share the web address if the activity
will be completed online.
Inform the students of any rules for the activity. Will they complete
it individually or in a small group? Will the task be graded? Are they
to identify the theme of the puzzle?
As you deem appropriate, serve as a resource for students with
questions or the need for additional clarification on a topic included
in the puzzle. One technique when using Crossword Puzzles as a
group activity in class is to allow each group to ask you for one hint.
Academic Games 165
Online Adaptations
Synchronous: One option in a synchronous online course is to have stu-
dents work in groups to create the list of words/clues for a crossword
puzzle. Most crossword puzzle generators ask for a list with each line
comprised of a word (which will be put into the puzzle), then a comma,
followed by the clue. Identify a class period that is at the end of a chapter
unit. Set aside some time in the class for students to work on vocabulary
in the upcoming chapter. This will help them to be more familiar with the
material as it is presented and discussed in an upcoming class. Note the
number of pages in the next chapter or block of material. Put students into
breakout rooms of three to four students in each room. Assign each
breakout room a portion of the chapter. If there are thirty pages in the
next chapter and you have 10 breakout rooms, each group is assigned
three pages from which to secure their vocabulary words and clues.
Determine the number of words each group is to generate. Let the groups
know that although they should focus on vocabulary words, if there are
not enough content-specific vocabulary words on their pages, they are
allowed to use other words from those pages. When complete, a good
crossword puzzle will have 25–40 words. Tell the groups to return from
their breakout rooms to the main videoconference room when they have
the number of words/clue pairs you assigned for each group completed.
When they return, have them paste their list onto a Google document or
some other collaborative site. At this point, review the list quickly and let
them know if they need to change any clues to be more accurate regarding
the vocabulary words. Let all breakout rooms know that as soon as you
approve their list they are done for the day. At that time also remind them
of when you will email the composite crossword puzzle from the class and
by what time they need to complete the composite crossword puzzle. After
all groups have completed their lists, cut and paste the list into a crossword
puzzle site, and then email your students the crossword puzzle. Having
students complete the crossword puzzle prior to class will help them to
become familiar with the vocabulary words in the next chapter.
Asynchronous: A similar process could be followed for an asynchronous
class. Assign each student one or more pages in an upcoming block of
material. It will work fine to assign more than one student per page if that
is necessary to get 25 to 40 words and clues. Give students a day and time
by which they are to turn in a list of one to three words, with each line a
vocabulary word, followed by a comma, followed by a definition or clue.
Give a maximum length for the clue, such as 10 words, but let them
know that shorter clues are acceptable. It is best to assign more words
than you will use and then select the best word/clue sets to include in the
puzzle. Students will be excited to see that their words/clue sets were
used. Once you have created the puzzle, send it to the students and let
them know by what day and time it must be completed.
166 Academic Games
Pro Tips
There are many free online sources for creating crossword puzzles.
Some of these sites let you create online or print versions. Sites have
advantages and disadvantages, so experiment with a few different ones
before determining which one best suits your needs.
Vocabulary words are often listed at the end of the chapter or in
course support software. It is helpful to have a variation of long and
short words. Long words have plenty of letter options to use when
arranging the puzzle, whereas short words are effective for connecting
longer words together. You may also want to use some non-course-specific
terms to provide additional word options and to show how the course
material is related to other areas. Additionally, it is fun to periodically use
campus landmarks or traditions to offer more words for the program to
use when creating the puzzle and to demonstrate that you created the
puzzle for them.
An alternative is to have the students make adjustments to a puzzle
you create that they feel would benefit the puzzle. These “corrections”
can be used to make future crossword puzzles.
A final option is to have the students create a crossword puzzle.
Divide the class into groups and give each group a vocabulary list of a
given number of words. Have the students create the clues. This varia-
tion helps students to better learn the content by creating the clues.
Asking questions to generate a given response is a powerful learning
technique in itself.
Overview
In this IDEA, the teacher prepares a list of clues related to items or tasks
for students to find or complete. The information may be located within
course materials, around campus, in the community, or on the web.
Scavenger Hunts have been used effectively for decades to generate
excitement and deeper thinking about course content (Dodge, 1991;
Gaskill, McNulty, & Brooks, 2006). Depending on the intended out-
comes for the activity, students may be asked to work individually or in
teams. The items on the list can be given a point value (based on diffi-
culty to complete), or students can try to complete as many as possible
within a set time limit.
The goal of this activity is to facilitate student learning through the
completion of the items as part of the Scavenger Hunt. The game is
intended to enhance and develop cooperation, creativity, and engage-
ment. In addition, the Scavenger Hunt IDEA can get students to engage
with course concepts outside of the four walls of the classroom.
Academic Games 167
Guiding Principles
An underlying principle of Scavenger Hunts is the notion of inquiry-
based learning. The goal of this type of learning is to involve students in
the learning process by forcing them to seek answers to questions and
develop new knowledge (Brickman, Gormally, Armstrong, & Hallar,
2009). In order to complete the list, students have to complete tasks and
solve questions, often creatively. This process engages students in the
learning process through a specific set of instructor-designed tasks (the
clue or task list).
Scavenger Hunts also have students engage in experiential learning,
where students gain knowledge from direct experiences (Kolb, 1984).
The game allows students to experience information rather than pas-
sively listening. For example, students in a botany class may have to
search around campus for specific plants and identify aspects of the
plant. Similarly, students in a sociology class may search the campus for
areas in which individuals cluster. The Scavenger Hunt requires stu-
dents to actively experience course content as they solve clues to find
the next item.
Preparation
Scavenger Hunts require some initial setup work. First, identify a list of
tasks for students to complete or items for them to gather. Give con-
sideration to the amount of time allotted to this activity (even if done
outside of the regular class period) and whether a point structure will be
used. Also develop any rules for the hunt. Scavenger Hunts encourage
competitiveness, and clear rules can help use this to your advantage.
Well-defined rules will focus the activity on locating specific items or
concepts, whereas ill-defined rules will focus the activity on creativity
and problem solving. Finally, decide whether you will give a specific list
or clues for items.
Process
Pass out the Scavenger Hunt task list and break students into groups
(or tell students to work individually).
Go over the rules, ask for questions, and provide clarification where
needed.
Have the students work on the Scavenger Hunt list until completed
or the set time elapses.
Depending upon the goal of the hunt, you may want to debrief
regarding items that students struggled with or observations made
during the game.
168 Academic Games
Online Adaptations
Synchronous: One of the best places to send online students on a sca-
venger hunt is their own homes. For an online synchronous class, first
create a list of items that pertain to the learning outcomes of the sec-
tion of material that might be found in the person’s home. For
example, in a communications course, items might pertain to product
labels, warning information on mattress tags, or anything else in the
house pertaining to consumer information communication strategies.
To create the list, think of your discipline and learning outcomes and
then what may be found in nearly any house. It may work best to
provide a category. For example, “Locate an item in your house with
a warning label.” Another example for a physics course might be to,
“Find something you use in your house that uses a spring in order to
be functional.” In class, explain the learning outcomes for the day,
why the scavenger hunt is being done, and that as soon as they com-
plete the list of scavenger hunt items, they are to return from the
breakout room to the main videoconference room. It is also important
that everyone in the group be able to explain how each item on the
list met the criteria for what was asked. This is to ensure all students
participate in the learning experience. Next send students into break-
out rooms of three to five students each. Provide the scavenger hunt
list to students either in the chatbox or by posting it on a collabora-
tive site, such as Padlet or a Google document. When the first group
returns to the main room, ask them a few questions as to what they
found for various items on the list to check for understanding. One
option is to have them post their list of found items on the colla-
borative learning site. Other groups that are stuck could look to those
lists for assistance and as the group that has posted it is already done,
this means those looking at the list for assistance cannot “beat” the
group providing potential items. As groups emerge in the main
videoconference room, time can be filled by a discussion of items
found and rationale for those items being included on the list.
Asynchronous: For an asynchronous online course, the activity could
be similar. The primary difference is that the scavenger hunt would
need to be opened on an announced day and time with a due date by
when the list must be completed. The time-sensitive nature of the task
would be removed. Students could be asked to work in groups or
individually. Have individual students or groups of students email
their completed lists to you. Once all lists have been received, they
could all be posted in a collaborative space. From the multiple lists on
that space, you could host an online asynchronous discussion about
the examples of everyday items and how they influence life in one’s
home.
Academic Games 169
Pro Tips
Many students will engage with this activity competitively. This excitement
will improve participation. You may foster excitement by providing a
small reward. You can offer extra credit points or simply some candy for
the winning group. Not all students will be comfortable with high levels of
competition, however. If your class tends to have students who do not like
team competition, structure the activity for individual achievement of the
tasks, and keep the results private.
This activity can be effective when students work with a partner or small
group. Working together, they will share their ideas and opinions with
their partner. Scavenger Hunts also provide an opportunity for students to
get to know each other more informally, which can improve interactions
within the course.
Scavenger Hunts can be an innovative way to make effective use of
technology in the classroom. One option is to have students work in
small groups and have each group create a single Scavenger Hunt item.
At a given time, all groups share their items, and other groups are chal-
lenged to find as many of the collegially developed items as possible in a
given amount of time.
One of the most common uses of this IDEA is the library Sca-
venger Hunt. In this version of the game, students receive a Scavenger
Hunt list that requires them to locate and use a range of library
resources (Glasberg, Harwood, Hawkes, & Martinsek, 1990; Marcus
& Beck, 2003). Often, students have to write down how they found a
resource, which can serve as a reminder when using the library later
for assignments.
Overview
The Who Am I? IDEA is a game that provides students the opportunity
to use their content knowledge to identify a significant person or idea.
The activity often involves a famous or significant person, place, or
object related to course content. Students have to ask questions to try to
solve the answer in a manner similar to the Twenty Questions game
(Siegler, 1977).
This activity requires students to develop an understanding of course
content and think through key concepts by asking questions. Specifically,
Who Am I? encourages students to consider foundational elements of
material in order to ask questions to uncover the mystery. This practice
in asking questions and thinking about elements of course material can
help students’ comprehension.
170 Academic Games
Guiding Principles
The use of Who Am I? is supported by the benefits of the generation
effect. Student learning improves when they have to generate answers
versus simply recognizing the correct answer (Butler & Roediger, 2007).
By encouraging students to ask questions to come up with the answer,
Who Am I? improves student learning and recall of course material.
Related to the benefits of generating an answer, student learning is
enhanced by organizing information. Students use additional effort when
acquisition and recall promote the development of multiple retrieval paths
(Bereiter & Scardamalia, 1985; Bjork, 1988). Although this process slows
initial learning, it has been shown repeatedly to aid long-term recall. Who
Am I? allows students to organize and recall information through the
course of the game, which can aid student learning and retention.
Preparation
Prior to using Who Am I?, identify a list of people, places, or objects from
course content. It is helpful to include information or items used in prior
material to help students to integrate information. Write down the names
of objects on index cards that students can draw. It is also helpful to think
through why you are using this activity and share that information with
students. Learning is generally better facilitated when learners understand
the rationale behind the strategies being used.
Process
Select a student (or group of students) to draw a card with a name,
place, or object on it.
Allow a couple of minutes for selected students to reference readings
or other materials to prepare to answer questions.
Students in class ask questions to the selected student in order to
determine who or what was on the card selected. The questions must
be phrased to allow for only a “yes or no” response.
After each question, the student or group of students asking the
question may guess or pass.
Online Adaptations
Synchronous: A fun way to play the Who Am I? IDEA is to have all stu-
dents’ names on a set of cards and listed alphabetically before class
videoconference begins. Remove names of students who are absent for
that class session and shuffle the cards. Select a card and hold it up so the
class can see you are randomly selecting student names. That student
then asks a yes or no question and at the same time types it into the chat
Academic Games 171
window. Including the question in the chat allows students who guess
later to review what has been asked thus far. You then type “yes” or
“no” in the chat window. At this time the student makes a guess and
types that guess into the chat for later reference. If the guess is incorrect,
another card with a student name is randomly drawn. This continues
until a student makes a correct guess.
Asynchronous: It is fun to play the Who Am I? IDEA on a Padlet.
Select a Timeline pad within Padlet, as it will keep the questions in the
order they are received. Send students the link to the timeline pad. Tell
students that you will check in on the pad several times a day and
answer the most recent question. After each question is answered,
someone may make a guess (it does not have to be the person asking the
question) as to who you are. It is helpful to tell students that once they
ask a question, they must wait for at least five (or whatever number you
choose) other students to respond before they may ask another ques-
tion. Likewise, after formulating a guess as to who you are the student
must wait for at least five other guesses before guessing again. The goal
is to get as many students participating as possible. You could set up
the game such that each student gets only one question and one guess
per game. If you wish to give a clue, you can post images, links, videos,
or even areal maps. Once a correct guess is made, ask students to find
one piece of information about the individual or concept you were
portraying and post it on the Padlet pad. Students may post text,
images, videos, and links.
Pro Tips
A useful variation of this activity is to have several games happening
simultaneously. For example, you might select three students who will
be three famous playwrights or scientists. Students can ask questions to
any of the three until reaching a set number or until they guess the
person. Using this variation can facilitate comparisons between people,
places, or ideas.
If enthusiasm is lagging for the activity, you may want to add compe-
titive elements. You can divide students into teams, and each gets to ask a
question until one team solves the answer. Also, you might add a point
system where a team gets 19 points if they guess the answer after one
question, 18 points after two questions, and so on.
Rather than selecting students to respond to questions, you may decide
to play this role. You know the material and may be in a better position
to answer questions. If using the technique on material that students may
not fully comprehend yet, when you answer the questions, it opens up
additional possibilities for the game’s use (e.g., as a warm-up activity
before discussing a topic).
172 Academic Games
IDEA #39: Pictionary
Overview
The Pictionary technique is based on the guessing game popularized
by the game of the same name as well as the television game show
Win, Lose, or Draw. Similar to those versions of the game, a student
selects a card with a course idea, fact, or person on it. The student
draws pictures to illustrate the idea while teammates try to guess the
word or phrase on the card.
This technique is easy to implement using the materials found in virtually
any classroom. Students can draw on the board or on an easel pad. The
activity encourages students to participate and use their understanding of
material in playing the game. Pictionary requires students to think about
how to draw a course concept, which encourages application and synthesis
of material.
As with other games and competitions in the classroom, winning
results in a release of the neurotransmitter dopamine, which increases
motivation and has a positive influence on learning (Wise, 2004).
Guiding Principles
Pictionary encourages creativity, which in turn can help develop evi-
dence-based reasoning and problem-solving skills (DeHaan, 2009). By
fostering creativity, instructors help students make connections,
better understand relationships, and apply new knowledge. The abil-
ity to transfer knowledge benefits students and helps them use infor-
mation in new and different contexts (Mestre, 2005). The process of
figuring out what to draw, how to draw it, and responding to team-
mates’ guesses in Pictionary can stimulate this learning process for
students.
One of the primary purposes of Pictionary is to use what some
researchers call stealth learning (Sharp, 2012). This idea suggests using
clever and nontraditional approaches to learning that engage students
in fun. As a result, students have fun, better motivation, and better
learning outcomes. Pictionary allows students to have fun with course
content, which keeps them engaged and reinforces new knowledge.
Preparation
Prior to the use of Pictionary, create a list of concepts, people, objects,
and terms significant to the course or lesson for the day. Ideally, this list
will include some questions of varying difficulty. You may also want to
categorize the cards as a hint to players depending on the difficulty of the
terms to be drawn.
Academic Games 173
Process
Explain the rules and have a stack of cards with course content
words and phrases from which students will select.
Divide students into teams.
Taking turns, have each team send a person to draw the word(s) on
the card. A team has 30–60 seconds to guess the answer.
If the team is not able to guess the answer, allow another team the
chance to guess the answer and gain a point.
Online Adaptations
Synchronous: The Pictionary IDEA can be completed on any collaborative
board. For example, set up a board on Conceptboard.com. There are
many drawing tools and when a person is drawing their name shows up on
the board for those who are viewing. Simply create the cards as noted in
the instructions above and post the link to the board in the chatbox or
show the QR code on your screen. Share your screen and show the con-
cept board, keeping in mind all students will have access to the board on
their devices as well. Identify teams of three to five students each. To start
a round, identify who will be drawing and remind the class that only team
members may guess. Type the concept in a private chat for the person
who is drawing. Tell the student when to start and time the session.
Asynchronous: The Pictionary game can be adapted to work asynchro-
nously. Using Goformative.com, create a starting image, such as a
circle, triangle, or large X. Randomly select 25 % of the students in the
class as “drawers.” Ask students to draw for up to 5 minutes on the
starting image and provide a day and time by which this must be com-
pleted. This will create a different image for each student. Tell students
what day and time the drawings will be posted. Following the posting of
the images, students who were not drawers are to email you their gues-
ses and why they guessed what they did. After the student guesses have
been received you can post the answer for the class. At this point you
can also post a photo or professional image on Goformative.com to
illustrate the answer.
Pro Tips
Creating the items to go on the cards that students will draw is critical for
this activity to work well. Key terms from lectures and textbooks are
great for drawing ideas. Additionally, terms that have varying degrees of
difficulty can keep enthusiasm high by providing different challenges and
encouraging teams to steal points away.
Near the end of the activity, you may want to institute a lightning
round. Each team has 2 minutes, and a series of students take turns,
174 Academic Games
each drawing one card. Within the allotted time, whichever team gets
more cards correct wins.
Until you learn how long it takes teams to go through a series of cards,
you may want to make sure you have plenty of extra cards for gameplay.
Additionally, you may want to create some particularly easy or difficult
cards to substitute into the card stack as needed.
Another option is to have students create the cards across several class
periods. You then sort the cards and find those that would work best for
the game. This approach will make the task easier for you and also help
the students to better learn the concepts.
Overview
The Trivia technique is a game that increases the students’ ability to recall
course content. Most frequently, this activity is designed for testing spe-
cific course ideas, concepts, and facts. The technique is easy to use and
requires little setup or design. Many versions of Trivia exist, and the game
can be made more elaborate through the use of teams, points, and timers.
Similar to the game show Jeopardy or the board game Trivial Pursuit,
Trivia asks students a short question that they answer individually or in
teams. This activity works particularly well in reviewing recent lessons or
in preparing for exams. The game provides students an opportunity to
recall course ideas along with the provision of immediate feedback of
whether an answer is right or wrong.
Guiding Principles
Practice at retrieval of information is a powerful way to increase long-
term retention of information (Karpicke & Roediger, 2008). Retrieving
information helps to create pathways to the selected information that
makes it easier to recall at a later time. A second foundational element
of the use of Trivia is in the use of classroom assessments, more speci-
fically formative assessments (Angelo & Cross, 1993). The primary
purpose of formative assessment is the improvement of students’
understanding and learning rather than grading or evaluating students.
Through the use of Trivia questions, instructors are better able to con-
sider how well students comprehend important class content. As a
result, Trivia focuses on student learning rather than the instructional
process.
Answering Trivia questions as a learning tool is powerful as it gives
immediate feedback for students. In order to provide effective feedback,
instructors have to help students improve their comprehension, and stu-
dents have to be open to hearing the response. Feedback that is specific,
Academic Games 175
timely, clear, focused, and expressed in an appropriate way helps students
advance their work (Brown, Bull, & Pendlebury, 1997).
Preparation
The primary requirement for the Trivia technique is to generate good
questions related to course content. If exams and quizzes have been
given back to students in prior semesters, then questions from those
assessments are an ideal place to draw your Trivia questions. Ques-
tions from the textbook or other textbooks in the course content area
are other places from which you may generate Trivia items. One
option is to spontaneously ask questions and seek student answers
throughout the class period. However, you may benefit from compil-
ing a list of questions prior to class that address key class objectives
for the day and having students work in groups at the beginning of
the class period to identify answers as quickly as possible. If you wish
to have a more involved game, you can come up with additional rules,
rewards, and structure. The goal of the Trivia questions in most cases
is to entice students to recall significant course content quickly and
accurately.
Process
Pose a question to a student or groups of students. After an answer
is given, explain whether the answer is correct. In some cases, it will
be helpful to explain why the question was chosen and why the
answer is important.
If desired, award points for correct answers, have students play or
pass the question to another group, or incorporate other aspects of
gameplay.
For incorrect answers, it is helpful to give hints to the class to
prompt the correct response. It is also beneficial to create a culture in
the classroom where incorrect responses are seen as learning oppor-
tunities and as a class work through why an incorrect response may
have been given and what it reveals about the way one thinks about
the content.
Online Adaptations
Synchronous: An engaging way to play a trivia game in a synchronous
online course is to use Kahoot.com. Kahoot is free to use for up to 50
students. If you have more than 50 student players at one time, it is
possible to pay for more seats. The questions should be loaded into
Kahoot! prior to the class period. You will have the options of
including images, photos, and text in your questions. Options also
176 Academic Games
exist to change the point value of questions and set the time limit to
answer a question from 5 seconds to 4 minutes. The faster students
respond, the more points they can earn. After each question, Kahoot!
will list the leader board. Some individuals find the music a bit taxing,
but options exist for music from a sound library, and it can also be
turned off. If you are using Kahoot! for the first time, search the Web
for tips in setting up this trivia game. It is popular, so there are many
sites that give excellent advice on designing a fun and informative
experience for your students. To play Kahoot! in your synchronous
online course share your screen on your videoconference platform
and display the Kahoot! PIN or web address for your students. Stu-
dents simply log into Kahoot.com and enter the code. It is an easy
process and students do not need to sign up for anything.
Asynchronous: Kahoot! challenge is a feature that allows students to play
anytime and at their own pace. This feature works well for an asynchro-
nous online class. You can turn off the timing function to allow students
to answer questions at their own pace. Let your students know when
Kahoot! will be opened and by what day and time it must be completed.
Copy and email students, or post in your LMS, the game link or PIN for
the game. Results are stored in a file for you to review whenever you
desire.
Pro Tips
Adding a timing element or other competitive aspects may get students
more into the activity, increase energy level of the class, and provide
extra incentive for faster recall.
Small rewards may increase student interest. These rewards could be as
simple as a piece of candy. Depending on the students, the reward could
also be a sticker. This depends upon your comfort level with rewards and
the culture developed in the classroom. At times, university students will
work hard to earn a sticker. Anything that adds an element of fun can
help improve student participation in the activity.
Students can benefit from playing Trivia in pairs or small groups. The
brief discussions that occur in determining an answer can result in peer
teaching, content synthesis, and better student interaction. The act of
coming up with a shared team answer can prove as useful to student
learning as the recall of the answer itself.
One option is to create groups of students and have the groups
develop Trivia questions to be answered by other groups. A combination
prize can be given for the most questions answered by a given group and
the least number of questions other groups are able to answer from a
group’s questions. This helps to encourage groups to write challenging
questions.
Academic Games 177
IDEA #41: Hollywood Squares
Overview
The Hollywood Squares IDEA utilizes the format of a well-known television
game show that ran for 36 seasons from 1966 to 2004. Although the show
has been “off the air” for over 10 years, it is based on the timeless game of
tic-tac-toe and provides a format for a classroom activity. In this show, a
host asked celebrities sitting in the nine tic-tac-toe boxes questions. The
celebrities answered the questions, and then the contestants either agreed
that the answer was correct or disagreed, indicating they did not feel the
answer was correct. As with using any television game show format, you can
adapt: modify with class content, rules, and number of participants (Yaman
& Covington, 2006).
One of the primary benefits of Hollywood Squares is that it involves
multiple students. Similar to the TV game, nine students serve as the
roles played by celebrities in the television show, with two students (or
teams of students) as the contestants. You serve as the host of the show
and ask the questions. Often without students even realizing it, the use of
Hollywood Squares allows students to demonstrate their mastery of
course content and ideas. The activity can be used for a variety of pur-
poses but works particularly well in reviewing key course concepts, pre-
paring for exams, and applying key ideas. Hollywood Squares is an easy
method for encouraging student participation as it provides a low-stakes
avenue for students to join in the class.
Guiding Principles
Hollywood Squares builds upon active learning that engages students as
participants in their own learning. The activity helps students analyze and
synthesize course material through the course of gameplay (Sarason &
Banbury, 2004). By using the popularity of television game shows,
instructors are easily able to include active learning in class. In addition,
this game works for classes with a variety of levels, as the “contestants”
simply have to agree or disagree with the response provided by the
person in the square. It is important to emphasize to the person in the
square that it is not necessary to know the answers to all questions, but
the people providing the response should always act as if they know the
answer. Squares are won not by the accuracy of the response but by the
ability of the contestant (or contestant groups) to correctly agree or dis-
agree as to the correctness of the response. A person on team X “wins” a
square by either agreeing or disagreeing accurately or having the Team O
incorrectly responding when it is their turn.
An underlying principle of the Hollywood Squares technique is offer-
ing students feedback. Within the low-stakes environment of the game,
178 Academic Games
students or teams answer questions related to course content. Students
receive immediate feedback through the game show format, which can
help students fix their errors, improve recall, and enhance test perfor-
mance (Butler & Roediger, 2007).
Preparation
Hollywood Squares requires some setup prior to use in class. You will
need to identify questions to ask the celebrity students. Depending on
how many rounds of the game you play, you’ll need six to nine questions
per round. You can simply draw a tic-tac-toe board on the board and
mark X’s and O’s as needed, create a game board, or have the celebrity
students sit in seats that are arranged three rows across and three rows
deep. Each student should have a paper with an “X” on one side and an
“O” on the other side to note who won the square.
Process
Explain the game to the class. Select nine students and assign each as
the celebrity for a corresponding square on the 3 3 board.
Have two students as contestants. One will be assigned X and
another O.
Taking turns, the contestants will select a square. You (as host) will
ask a course content question to the celebrity who will answer (again
it is important that the celebrities always look as if they are giving the
correct answer). The student contestant will agree or disagree with
the student celebrity’s answer. If the contestant is correct, the student
gets the square. If incorrect, the opponent gets the square.
There are variations to consider. First, the student has to get the
correct answer to get three in a row and win the game, rather than
the opponent missing an answer. Second, to avoid draws, the student
with five squares wins.
Online Adaptations
Synchronous: A fun way to play the Hollywood Squares IDEA in an
online synchronous course is to use the free Google Jamboard app. Open
Jamboard in your Gmail account. Create nine sticky pads numbered one
through nine, and arrange them in tic-tac-toe 3 3 design. Next, make
nine sticky cards, and place them behind the nine numbered notes. That
is done by placing the sticky note with the question directly over one of
the numbered sticky notes. Then, select the note with the question and
hover over the top right corner. From there you can select order and
send the note to the back. This approach results in the numbered notes
covering the question notes.
Academic Games 179
In your synchronous videoconference, to begin the game, identify nine
students who will be responsible for answering when the card with their
corresponding number is called. You can have two additional students
play at the “contestants” and the rest of the class observing. Share your
screen so everyone can see and send the link to the Jamboard to the two
contestants. You can manipulate the sticky notes and add the tic-tac-toe
game pieces, but it is more fun to let the students do this part. At this
point, the game is played in the way the process is described above. The
only small adaptation is that there are no X’s in Jamboard, so it may be
necessary to play with circles and squares.
Asynchronous: One way to play the Hollywood Squares IDEA in an
asynchronous course is to set up an Edpuzzle of a video of you explain-
ing nine concepts in question and answer form. Use your phone to make
the recording. Start by asking a common question about the concept.
Then explain a response. The response should be correct some of the
time and incorrect some of the time. One strategy is to flip a coin nine
times as you set up the questions and answers and for each item if the
coin lands heads up give a correct answer and if tails up then give an
incorrect answer. In making the video, state: “Welcome to the Holly-
wood Squares. Here is question number 1. This is for the first contest-
ant.” At this point, read a question and insert pause number one of a few
seconds. And then state the answer, which again, may be correct or
incorrect. Insert a second pause, and then explain if the answer you gave
was, in fact, true or false. If it was false, explain what the correct answer is.
Repeat until you have asked a total of nine questions, given nine respon-
ses, and then said for each response whether it was true or not, along with
the correct answer if the response was not true. For example, “Time for
question #3. In statistics, what is a positive correlation?” Pause number 1,
and then “a ‘positive correlation’ is a correlation that you are certain
about. As in, I know positively that those two variables are related.” Pause
number two, which is where the Edpuzzle will stop and ask whether this is
true or false. The student responds, and Edpuzzle says whether the choice
was correct or not. If the answer you gave was incorrect, explain on the
video the correct response before going to the next question. Then, move
on to the next question. Once the video is created, upload it to Edpuzzle.
com. In Edpuzzle, insert questions into the video. Insert a true or false
question at the second pause for each item. Students then indicate in their
responses whether they believe you or not.
To play the game in an asynchronous online class, students will need
to pair up with one other student. The two students will agree to play
the game at an agreed-on time and place. When they are ready to play,
they log onto the Edpuzzle by following a link that you provide for
the class, along with a stern warning they are on their honor to not
look at the video until they are playing the game with someone in the
class. Students play the game in the same process described for the
180 Academic Games
onsite class as described above. One option is to tell the students that
once the game is over the pair are to work on five additional questions
and answers that could be used in a future game, ensuring that none of
the concepts used in the game are used for the five additional items.
Create three “true” responses and two “false” responses in the same
format as was used in the Edpuzzle video. The students can either create
a video and load into Edpuzzle or submit the information as an attached
Word document.
Pro Tips
This activity can provide students with a gauge of what material students
comprehend and where they are struggling. As Simkin (2013) found, the
indirect feedback of game shows demonstrated that students had more
difficulty with what he considered easy questions while they understood
the more difficult concepts. This information can prove useful for helping
students improve deficiencies in their understanding.
Many instructors may feel the need to have elaborate props or other
materials to play the game. While prompts can be fun for both instructor
and student, they are unnecessary. For the purposes of the technique,
drawing X’s and O’s on the board or having students sit in a 3 3 grid
and hold up paper X’s and O’s are as useful as electronic versions of a
Hollywood Squares board.
Typically, it is best for you to serve as game show host. This role helps
both logistically in terms of playing the game and allows you to interject
quick facts or remind students of course material during the course of
gameplay. Student learning occurs primarily through playing the game,
but these short insertions can help immediately clarify points for
students.
Overview
In the popular movie Apollo 13, the astronauts are trapped with their
oxygen running out. In a classic scene, all of the NASA engineers gather in a
room with all of the stuff in the spacecraft and have to figure out how to
make a square air filter fit a hole made for a round filter. Literally, the engi-
neers had to make a square peg fit in a round hole. In the Houston, We
Have a Problem IDEA, students are given a collection of items or informa-
tion that they must use to solve a problem presented by the instructor.
The game is designed to encourage class participation, creativity, and
problem solving. The structure allows the opportunity for students to
work together to think of innovative ways to use a set collection of items
to solve a problem. Students may understand basic concepts related to
Academic Games 181
class but have a difficult time integrating and applying course material to
new situations. Houston, We Have a Problem can be a fun activity that
forces students to think through various issues, hypothesize solutions,
and use knowledge gained in the course.
Guiding Principles
Research from cognitive theory suggests that skills and knowledge are not
learned separately and abstractly. Rather, instructional environments that
organize learning and skills practice within the context of application of
knowledge improve motivation and learning (Resnick, 1989). Houston,
We Have a Problem provides a useful structure and construct to apply
and create knowledge within the classroom environment.
This IDEA also builds upon the benefits of cooperative learning to teach
problem-solving abilities. Using cooperative learning proves an effective
method of helping students learn complex skills while effectively managing
the demands on instructors (Heller, Keith, & Anderson, 1992). During the
Houston, We Have a Problem activity, students can learn from each other
about how to approach problems, use course content, and develop solutions.
Preparation
The first step to prepare for Houston, We Have a Problem is to identify
the problem for students to solve. The problem should be related to an
application of course content and preferably (although not necessarily)
one with multiple paths to a solution. Next, you will need to collect items
or information for students to use to solve the problem. You might lit-
erally put the items on a table or provide a list. The items might be
objects (e.g., lab equipment) or information (e.g., equation or formula)
that can be used to figure out a solution. It is also useful to provide red
herring items that likely will not be useful but will require students to
think about their possible use.
Process
Divide the students into groups and present the problem to be
solved. The problem should be presented clearly but avoid any sug-
gestion of possible solutions. Provide the groups with the items
available for use in solving the problem.
Have the students work on creating a solution. Answer questions from
the groups seeking clarification about the problem but do not provide
examples of how to use the items or ways to come up with a solution.
After each group is finished, ask each to briefly report on their
solution. Time permitting, you can also ask each group to explain the
process they used.
182 Academic Games
Online Adaptations
Synchronous: To use the Houston, We Have a Problem IDEA online,
provide a list of current terms from one or more chapters in the course
that is being discussed along with a challenge in the community. The list
can be provided in the LMS in a common space or emailed to the entire
class. During the synchronous class session, put the students into break-
out rooms, and provide a link to a Google Slide deck with the same
number of blank slides as there are breakout rooms. Have students in
each breakout room work on the slide number that corresponds to their
breakout room number. Give students enough time to really get into
the problem, perhaps 30 to 45 minutes. Make sure to let the group
know they will need to nominate one spokesperson to explain the
solution of the group and that the spokesperson will have one minute
to explain their findings. When the group time has expired, bring all
students back to the main videoconferencing room. At this point, share
your screen and open the Google Slide deck. Students will see the wide
variety of ways in which a community problem may be addressed given
the course material.
Asynchronous: For an asynchronous course, one option is to use a col-
laborative space, such as a Google Jamboard, Padlet.com, or Concept-
board.com. Assign students into groups of five to ten members. Create a
board for each group. On the board, place concepts from a section of the
course and a challenge in the community. The task is to use the concepts
to show how the community challenge might be met using the knowledge
provided. Tell the students in the asynchronous course what day and
time the task will open and what day and time it will close. Just after the
task closes, take a screenshot of each product and post all of the results
together in one space. Students will see there are many ways to approach
a challenge given the same resources.
Pro Tips
Particularly at the beginning of the game, groups may struggle with how
to get started or approach the problem. They may ask for help or seek
direction, but you should avoid the temptation to assist. The best
learning during Houston, We Have a Problem is when students are
forced to figure out an approach. Mental challenges may be difficult and
uncomfortable for some groups, but it is a necessary part of learning
how to problem solve.
While the students are completing the activity, wander around from
group to group. Your presence will lead to questions but, again, only
answer those about the problem. As you move between groups, listen for
how students are working through the process of problem solving so you
can ask process-related questions at the conclusion of the activity.
Academic Games 183
Although the problems identified can be many different types, the best
problems present details that the students can use when using the items
to create solutions. In addition, the students do not necessarily need to
build something from the items to complete this activity. The students
may have to identify the lab equipment and the order of how to use it in
order to complete an experiment. Alternatively, students might have to
use various class concepts and formulas to determine an answer to the
problem. The goal is to have students solve a problem by selecting what
and how to use the items available.
Overview
This technique is a variation of the well-known collaborative game
Escape Room. Escape rooms fall under the general category of live-
action rooms. In this game, players are “locked” in a room and must
solve puzzles and gather clues to find the way out of the room as
quickly as possible. Bartlett & Anderson (2019) noted that at the writ-
ing of their article there were over 2,300 physical escape rooms located
in remodeled houses and malls throughout the United States. Escape
Room works well in a variety of different formats and at different levels
of learners. It can be designed at a relatively easy introduction level or
an extremely demanding advanced level.
The benefit of this technique is in encouraging students to engage with
course concepts and to work collaboratively to solve a complex problem.
This technique can be used for reviewing concepts, exam preparation, or
applying class material to different contexts. Specifically, Escape Room
can help make course material more accessible for students by providing
a vehicle for application through gameplay.
Guiding Principles
At the foundational level, Escape Rooms are useful because the game pro-
vides students with a fun and engaging way to apply course material. More-
over, the game can teach course content through the skills needed to be
successful in this game such as communication, teamwork, negotiation, and
cooperation. For example, this game may be set up whereby each student is
given a clue, requiring that every student is involved in the eventual solution.
The ability to teach content and skills make Escape Room an effective learn-
ing strategy used in a variety of disciplines (Bartlett & Anderson, 2019; Eukel,
Frenzel, & Cernusca, 2017).
Escape Room, as with nearly all games, can fall into three categories:
collaborative, cooperative, or competitive (Zagal, Rick, & His, 2006).
Collaborative games force students to develop win–win scenarios;
184 Academic Games
competitive games require strategies that oppose other players. Coopera-
tive games fall into the middle of the spectrum. Escape Room can include
any of these, which allows the game to be versatile in classroom use. The
strategy behind the game not only provides a context for learning and
interaction but also can drive the engagement of students playing the
game. The standard way to play the game is for a team to work together
to “escape” the room, although in a higher education setting, the escape
room is figurative. Alternatively, it can be played such that the group gets
out when the puzzle is solved, but the ultimate winner is the person who
figures out the most clues, and figuratively escapes the room.
Preparation
You will need to write a compelling summary of the situation in which the
gamers find themselves. There are many examples that may be easily found
on the Internet. One option is to use a puzzle box instead of an actual room.
If you use a box instead of a room, you may write that the clock is ticking
down on a pandemic that is sweeping the nation and within the box are the
clues to the vaccine or that if they are able to open the box within 15 minutes
each student may use one copy of the index cards contained within on the
next exam. You will need to create a set of clues and images. There are many
options available. A good level to start with is seven to ten clues. Next you
will need locks. You can build a box with a variety of locks, such as a clasp
with a padlock on the exterior of a wooden box and a rope lock around the
box, both of which need to be unlocked. Inside the box you can place a
smaller box with a combination lock. You can also set up a series of files with
passwords to serve as the locks. In this case students would solve puzzles and
figure out clues to determine the passwords to get to the file. To get started,
check out one of the many YouTube videos on creating virtual escape rooms.
Process
Explain the concept of the escape room, locked box, or locked file.
Have the students form groups of an appropriate size for the game.
You can use almost any size group, but the larger the group the
easier it will be for some students to sit back and not participate.
Introduce the figurative “room” you have created, explaining the
terms for their “escape”; otherwise, provide groups with the locked
box or give them the URL to the locked file.
Provide the list of clues. Clues may be comprised of verbal puzzles,
videos, weblinks, or images. It is important for these clues to be
related to the content in the block of material being studied.
If appropriate, when stopping the game, discuss the key aspects of
the game as related to the course ideas.
Academic Games 185
Online Adaptations
Synchronous: Describe the scenario during the whole-class videoconference
time. Explain that there is a locked document with study strategies and tips
for an upcoming exam. The only catch is that the document containing the
information is password protected and that each group will need to solve
clues and puzzles. Each solution will be a letter, number, or special char-
acter (e.g., @ # $ % & *) of the overall password. Create a password with
seven to ten units in length, such as 3mt#Pr9@. Let the students know
how long they will have to figure out the password and retrieve the infor-
mation in the document. Send students to breakout rooms, provide the set
of clues, and set a timer. Clues should be related to the content in the
course and may be comprised of verbal puzzles, videos, images, or a web
link. Some students may solve the password problem quickly, in which
case it is helpful to have an additional task for the fastest groups or else
they will get bored waiting for the other groups. One option is to have the
group come up with new clues that could be used with this same game in
the future.
Asynchronous: The virtual escape room may be set up and the same as
for the synchronous class as a document with valuable information that
is password protected. The challenge is to crack the password. In the
asynchronous class version, students can be given individual clues and
then required to contact their group members to combine what they have
individually completed to assemble the overall solution. Be sure to note
when the play will begin and the deadline by when it must be completed.
Pro Tips
This technique requires fairly extensive preparation, particularly to
develop an effective physical escape room or locked box. You may find it
easiest, particularly the first time it is used in your class, to use a com-
puter file, such as a password-protected Google document with exam
preparation materials on the document. Make each number, letter, or
character of the password of a given clue or puzzle.
Determine a way to get all students involved. The escape room format,
particularly as it is a timed event, may set up a scenario where one or a
few students dominate the actions of the group. A student who tends to be
shy, introverted, or in need of extra cognitive time may well be devalued in
the process of quickly solving the challenge. One option is to give each
student clues that they must present to the group.
After you have played an Escape Room IDEA a few times, ask the
students to design a room. One valuable outcome can be for students to
design the setup, clues, and reward for a class the following semester.
This would give students an excellent opportunity to review concepts and
prepare for the final exam.
186 Academic Games
IDEA #44: Role Play
Overview
In Role Play, students act out a scenario or persona. This IDEA allows
students to gain more context for new information. Role playing can
include historical, contemporary, or artificial perspectives to encourage
students to consider alternative views and opinions. This technique is
often relatively unstructured; however, efforts to provide more real-life
experiences can include more structure.
An advantage of Role Play is allowing students to experience, react,
and reflect on course-related people and ideas (Bonwell & Eison, 1991).
Role Play encourages students to actively participate in class and use
course information relevant to their assumed persona. The technique can
provide a fun activity for students to engage with each other, apply
course knowledge, and practice communication skills (Nestel & Tierney,
2007). The Role Play technique has been used across a wide range of
disciplines from social sciences such as political science and economics to
math and science fields (Jackson, 2000).
Guiding Principles
This technique uses many of the aspects of cooperative learning into
group tasks, positive interdependence, and encouraging interpersonal
skill development (D. Johnson, Johnson, & Holubec, 1994). The activity
provides a structure for interaction and group processing to facilitate
learning. The instructor’s role is to facilitate and intervene only when
necessary. As a result, students together are responsible for their own
learning.
Role Play allows students to assume a persona and consider the world
through the perspective of someone who experienced or even devel-
oped the concepts being discussed. This process helps students develop
empathy for people or their circumstances in addition to considering
their position. By “walking in the shoes” of a person or idea, students
are able to more fully consider the view and relate their own opinions
to those expressed in the Role Play.
Preparation
Prior to the Role Play, determine the goal and format of the activity.
Assign or determine how you want the roles or scenario to play out.
Prepare background information on the character or position each stu-
dent will play. Finally, determine what material students will read to
prepare for their roles.
Academic Games 187
Process
Give students background information on their roles by providing
specific details about the characters or the setting. Such information
can be shared just with the individual or the entire class.
Have the students engage in the Role Play based on the predetermined
format or setting.
After the conclusion of the Role Play, facilitate a discussion of the
activity, evaluate various characters’ positions, and relate the infor-
mation back to course content.
Online Adaptations
Synchronous: For a synchronous online course, assign students to break-
out rooms. In the breakout rooms, students can assume their roles. Let
students know ahead of time that you will drop into breakout rooms and
that they are to continue with whatever they are doing. You are stopping
by each room simply to see how things are going with the role plays.
Asynchronous: The asynchronous class creates a specific challenge for
students as they often are not available to meet at the same time. To
conduct a Role Play IDEA, one option is to assign students to groups
and roles within those groups. Give the class a topic to discuss, assuming
the roles assigned during the discussion. The discussion can take place
through forum posts on a discussion board.
Pro Tips
Role Playing works best when students are required to use course information
as part of the activity. The characters and settings should encourage students
to make use of this knowledge to participate in the role play. As a result, stu-
dents synthesize and apply content directly, which facilitates learning.
One of the most difficult aspects of the Role Play IDEA is ensuring
everyone participates fully in the activity. As the instructor, it may be
helpful for you to move around and provide subtle hints and clues that
help stimulate the activity. For example, you may want to give a tip to a
group about an idea they had not considered or suggest a course of
action to spark a group that is struggling to get going. The key is to pro-
vide encouragement to get the students going but allow them to work
through the Role Play and relevant material for themselves.
Particularly creative students will often make up details and ideas
about their characters. Within reason, this behavior is evidence that stu-
dents are making sense of course material. However, be sure these
assumptions are reasonable within the confines of the Role Play. The
students will often look to you to serve as referee in these cases, so con-
sider how much leeway you are willing to offer.
188 Academic Games
IDEA #45: Taboo
Overview
This activity is modelled after the popular word guessing party game. To
play Taboo, a student tries to have another student or group of students
guess a word or concept on a card without using the word in question or
a list of additional “taboo” words typically associated with the word. The
structure of the activity helps students review course content as well as
increase class participation. Taboo encourages students to think outside the
box about key concepts and thus allows the instructor to gauge students’
level of understanding.
Taboo requires students to have a thorough grasp of course content.
Additionally, the activity asks students to think both critically and cre-
atively while playing. An instructor can use this light-hearted activity for
many different purposes, including reviewing key concepts and ideas
prior to exams or demonstrating comprehension of new terminology.
Guiding Principles
Taboo facilitates students’ developing critical-thinking and problem-solving
skills. Instruction geared toward critical thinking builds on how students
think about an idea by changing their “default” understanding of a key
concept (Halpern, 1999). By asking students to describe a course concept
without using the terms or details of which they are most familiar, Taboo
forces students to draw connections with other ideas from within and
outside of class.
This IDEA builds upon word associations, which form the basis for
many aspects of recall and recognition (De Deyne, Navarro, & Storms,
2012). The relationship between words and building networks of con-
necting words form the basis of human knowledge and language. By
building on the advantages of word associations, Taboo encourages stu-
dents to think about the connections between key course concepts as
well as prior knowledge. Moreover, by creating “taboo” words that stu-
dents are not allowed to use during the game, the activity forces students
to build additional networks and associations that can help deepen their
understanding.
Preparation
Before playing Taboo in class, decide on the core purpose of the activ-
ity. If the goal is to review course concepts, you may want to involve the
students in the development of the cards for play. To do so, you may
want to provide the students with a list of words or short phrases
relating to course content and have them come up with details that
Academic Games 189
relate to that topic to be considered “unmentionable” words during
gameplay. These cards will need to be prepared ahead of time or earlier
in class prior to play.
Process
Provide students with a set of cards for the activity. Each card has a
keyword as well as a list of “unmentionable” words or short phrases
on it.
The students are divided into two teams, and a representative from
each team takes turns drawing a card and trying to get their team-
mates to guess the keyword on the card without using any of the
other listed forbidden words.
Play continues until each student has played a card, the cards run
out, or a set score or time limit is reached.
Online Adaptations
Synchronous: For a synchronous online class, identify five students who
will be guessing, and let everyone else know they will be providing
clues. First, send the five guessing students to a breakout room so that
you can give the word or quickly explain the concept to those who
will be providing clues. Next, ask students who are to provide clues to
use the Join Code you will provide them and make a short video of a
clue, being careful to not use the name of the concept in the clue.
Provide students an amount of time to complete this task. Most
should be able to make the video on their phone and post it to Flip-
grid within a few minutes. Let students know the clues should be
challenging to make the game more interesting. While the students are
making the Flipgrid cues, recall the students who will be guessing
from their breakout room. For the contest, have the first student
select any one of the videos and watch it. All students should be able
to see the video as it is played. The student then provides a guess. If
the guess is incorrect the next student selects a video. This continues
until a correct guess is made. Students can then be given the next
word or concept and make the next video set.
Asynchronous: Set up a threaded discussion for each concept. Let
students know that it is important to check the thread regularly as
clues will be posted multiple times each day. In this case, you provide
clues and students are to guess as to what you are describing. Let
students know that once they have identified the word or concept,
they can help you to provide clues, but they are not to engage in any
more guessing. This gives more students an opportunity to participate,
but also keeps those students who had made correct guesses to con-
tinue to be included.
190 Academic Games
Pro Tips
Taboo requires students to have a fairly thorough knowledge of the
course material in order to play the game. As a result, the IDEA often
works best later in a class so students have had the opportunity to grasp
many course concepts that they may use to successfully play the game.
When asking students to develop their own cards, be sure that the
concepts are clear and distinct from one another to ensure a breadth of
review while both developing and playing the game. You can have stu-
dents seek your approval of their keywords before preparing their cards.
This safeguard also helps prevent duplication of keywords.
During the activity, encourage all students to participate in guessing.
Watch to see if certain questions or concepts are tripping students up (e.g.,
they are unable to adequately describe the word presented, or teammates
are unable to guess the word in play). These types of struggles may be an
indicator that additional review of that topic is necessary.
Overview
Icebreakers are used in a variety of formal and informal instructional
settings to build community and to illustrate expectations of participa-
tion. The goal is to “break the ice” by providing an activity to provide an
avenue for students to interact, meet each other, and build community.
Most frequently, Icebreakers are used at the beginning of the semester or
at the start of an individual class session to get students to talk to one
another and to get to know something about each other. The goal is to
help students build a comfort level and community in the class that can
improve discussions and other class activities.
As a popular strategy for decades, there are literally hundreds of
examples of Icebreaker activities designed for use in class, meetings,
workshops, or trainings (West, 1999). This technique is one of the
shortest and easiest ways to help students get to know one another. Stu-
dents are also acquainted with Icebreakers, as they are used frequently in
higher education.
Guiding Principles
Icebreakers help to foster a classroom that encourages students to work
together. More specifically, developing a classroom community helps
students learn more thoroughly and efficiently (Bruffee, 1998), build con-
nections to each other, and develop relationships with peers. The result-
ing community of learners is then able to collaborate and encourage one
another during later class discussions and activities (Zhao & Kuh, 2004).
Academic Games 191
Another value of Icebreakers is that they help prepare students to engage
in the university community as well as the class. Although particularly true
for first-year students, Icebreakers can engage students at any level in a fun
activity that helps establish initial knowledge of the course content. Ice-
breaker activities can introduce students into the learning environment both
with personal community engagement and content-specific interaction
(Kavanagh, Clark-Murphy, & Wood, 2011).
Preparation
Before looking at the wide variety of Icebreakers listed on the Internet,
consider your goal. Take into account class setting, content, and desire
for community when deciding which specific activity to use. For example,
your first goal may be to help students on the first day of class to learn
the names of classmates. Thus, you might use a name association ice-
breaker, such an adjective that starts with the first letter of your first
name that describes your personality, such as Active Anna, Brave Bonita,
or Creative Carlos. Alternatively, your goal in using an Icebreaker may
be to get students to start thinking of applications of the content to be
learned in the course. The one general rule is to be certain the Icebreaker
will accomplish something. Thus, you might ask students to share what
experiences they have related to course content. A fairly general con-
sensus is that class time is limited for every course, and most people
dislike Icebreakers that have no apparent purpose (Henslee, Burgess, &
Buskist, 2006).
Process
A quick Google search will elicit many different types of Icebreakers
that can be used. Based on the goals for the technique, pick an
option that best suits your needs.
Tell the class that the Icebreaker will take 5–7 minutes of class
time.
Briefly explain how the Icebreaker works, and have students com-
plete the activity. If appropriate, explain why you selected the specific
Icebreaker you selected and the overall outcome that you noticed.
Ask students to respond, round table fashion, to the Icebreaker
questions.
Online Adaptations
Synchronous: Icebreaker activities are also a good time to show students
what to expect in a course. That is, if you intend to have students
speaking with one another in small groups frequently in the class, an
icebreaker activity that has them speaking with one another is helpful
192 Academic Games
both to get to know each other and get a feel for how the class will pro-
ceed. The first day of a synchronous online class is an excellent time to
break the ice and ensure students understand how breakout rooms work.
Put students into breakout rooms of about four students and give them a
few minutes to talk. Ask each student to explain one concept they are
interested in learning more about, given the content of the course. Let
the students know that when everyone returns to the main video-
conference room you will randomly select one person from each group
to summarize what the breakout room talked about. Also let students
know you will drop in on a few rooms to see how the conversation is
going. This activity will help students to get to know one another, ensure
they know what happens when breakout rooms are used, and that you
can drop in and out of rooms quickly and quietly.
Asynchronous: For an asynchronous online class, the Icebreaker activity
has to take into account that students are not on a fixed schedule to be
available for class. One way to do the Icebreaker IDEA in an asynchronous
class would be to use Padlet.com as a common space for students to upload
an image of something that represents their hometown. Ask students to
comment briefly on why they selected the image they selected. Provide
students with a link to the Padlet or a QR Code that is easily generated
through the “share” button on your Padlet. For this exercise, choose a
Canvas Padlet. That will allow students, or you, to move images around
on the Pad. Let students know when it is opened and by when they need
to upload their image.
Once all images and rationales are posted, have students in a discussion
post indicate what they learned about the members of the class from the
images and rationales posted.
Pro Tips
The primary advantage of this technique is that it builds up students’
comfort level in class and quickly begins to build a class community. As
a result, discussion-based classes or courses dealing with difficult (or
controversial) topics may especially benefit from the use of Icebreakers.
Although Icebreakers are typically used at the beginning of the
semester or the start of a class meeting, you can use them effectively at
many different points. Consider using an Icebreaker when transition-
ing between topics or when the energy in class is dwindling. Also
consider keeping a few good Icebreakers ready to use at any time
needed during the semester.
Remember that Icebreakers should be brief. Most types of Icebreakers
are only designed to be used for a few minutes and can cause disinterest
among students if continued for too long. If you are looking for a more
involved activity, another game IDEA would likely better suit your
needs.
Academic Games 193
Finally, be careful to ensure that Icebreakers will not cause dis-
comfort or bring about disharmony in the classroom. For example,
early in the semester may not a good time to share personal information
with one another.
Overview
Top 10 is a game that is deceptive in that it appears easy to generate a list,
but based on the topic or content, it may be challenging to find ten good
items. When used in an educational environment, the Top 10 activity
asks students to generate a list of ten items related to course content. The
structure may allow students to consider a combination of their prior
knowledge and what they gained through the course to create the list.
This IDEA helps students synthesize and recall important information.
These lists can be factual or speculative. For example, in a political sci-
ence class, students might list the ten states with the most votes in the
Electoral College, which is a factual list. Students might also be asked to
list ten states that are considered battleground or toss-up states. Although
there is some agreement on which states might be on this list, it is cer-
tainly a more speculative list. Even more speculative yet might be the ten
most controversial public policy challenges expected to be debated over
the next decade.
The goal of Top 10 is to have students identify the most significant or
relevant items according to a set of criteria (Sugar, 1998). This activity
encourages students to recall material, synthesize knowledge, and demon-
strate a mastery of content. When students are asked to work in teams to
complete the list, the activity also encourages discussion and peer learning.
Guiding Principles
Providing students with a problem to solve can serve as an effective
teaching method. Instructors can motivate and encourage the use of a
variety of knowledge bases through the use of problems (Barkley et al.,
2014). Cognitive theory suggests the generation of a Top 10 list builds up
knowledge by synthesis and application of previously learned concepts.
The result of this learning process is increased recall, application of
knowledge, and practice problem solving (Svinicki & McKeachie, 2013).
Learning increases when students are forced to create answers, which
forms a significant foundation of the use of Top 10. To create the list,
students must use a variety of information from the course as well as
other sources to generate answers. The act of generating list items
improves learning over the process of identifying the correct answer (e.g.,
multiple-choice exam) (Butler & Roediger, 2007).
194 Academic Games
Preparation
In order to use the Top 10 IDEA, gather sample list items to use in the
activity as examples. You may self-generate these or gather them from
reading materials such as trade publications, journal articles, textbooks,
or the Internet. Also, decide if you are going to use a scoring system and
if so, what the grading rubric might look like. Finally, decide whether
students will play multiple rounds or simply have them generate one list.
Process
Provide the topic or category of the list for students to create. Also
give any instructions and the time limit for creation of their list. At
this point, it may be helpful to give one or two sample items.
Have the students form groups of three to five and generate their list.
As an entire class, ask each group, in turn, to provide one item from
its list and the rationale for the items included. If you have a large
class, sample from different groups. The point here is to NOT have
an individual group read through their entire list before moving to
the next group. Doing so decreases the participation level of different
groups.
If you have a specific target list, reveal the correct answers and award
points (if applicable). If there is no target list, points may be allotted
for unique responses.
Online Adaptations
Synchronous: For a synchronous online class session, have students first
list as many items as they are able. Then put students into groups of two
with the task of coming to a consensus as to a list of ten items. Let them
know the amount of time they have to complete this task which will vary,
depending on the cognitive complexity of what the list comprises. Factual
lists take much less time than do speculative lists. When time has
expired, everyone will return to the main videoconferencing room. Now
place students into groups of three with the goal of coming up with a list
of ten in order of importance. Again, the amount of time for this task
will depend on the lists formed. When this time expires and the groups
all return to the main room, have students report out. Ask group one
what item they had listed as number one on the list and why. Then ask
group two what they had listed as number two and why. Students will
have different lists and what is number one on one list might be number
four on another list. These all make great discussions.
Asynchronous: One option is to create a Google form and share the link
with your students. Ask all students to put one item on one of the lists
posted. Create as many lists as needed so that you have the same number
Academic Games 195
of slots as students, which means every student needs to post one item
each to complete the task. The lists could be variations on a theme. For
example, list one could be ten buildings on campus. List two could be ten
services available to students on campus. List three could be ten places
students tend to hang out on campus. List four could be ten popular
majors on campus. In this example, 40 students can participate and
although this is an online course, it can be a nice connection for online
students to better know the campus of the college or university they are
attending.
Pro Tips
Creating a point system can encourage students to consider the rank
order of the list. If students correctly guess the #1 item, they receive ten
points. If they guess #2, they get nine points, and so on.
Rather than having students generate the list items, provide a list and
have students identify the significance of the list. Depending on the
nature of the list, you may provide a list in ranked or random order to
increase the difficulty. Also, you can create of list of your own views on
the subject and ask students to guess your Top 10.
During the activity, students may struggle to generate ideas and may
ask for hints. They may also seek to use research materials to help come
up with ideas. A benefit of the Top 10 technique is forcing students to
think through creating their list. The first four or five items may come
easily, but the last few will be more difficult. Some of the best learning
can come from this challenge, so resist providing too much help and
support. You want to provide encouragement without providing the
answer quickly. Finally, a discussion of why the later items were difficult
is a powerful learning opportunity. Many individuals can generate a few
items in response to a prompt; experts are able to dig deeper.
Overview
Pic of the Day asks students to capture key concepts or ideas from class in
photographs, newspaper clippings, or screen captures and then share these
images with class. The widespread availability of digital photography has
increased the quality and quantity of pictures. The Pic of the Day IDEA
builds on this trend by using photographs to illustrate course concepts.
Although any graphic image can be used, the ideal submission will be a
photograph that the student has taken. This activity encourages students
to look for aspects of a course in their daily lives. In addition, Pic of the
Day provides an outlet for students to use their creativity and share their
own perspectives regarding class content. The activity provides an
196 Academic Games
opportunity to gauge student comprehension of course concepts, parti-
cularly as the photographs demonstrate nuanced understanding of topics.
Examples of Pic of the Day include displays used in department stores to
discuss diversity and inclusion, street signs to illustrate communication,
or images of the campus to illustrate to what extent physical objects on
campus enhance a feeling of community among students.
Guiding Principles
Photographs provide a rich opportunity to share how someone views
something as they are taken from a particular perspective and point of view
(Bogdan & Biklen, 1998). Although photos that are selected are not as per-
sonal as those taken from the person’s point of view, the selection of spe-
cific photos from the mass quantity of images individuals are bombarded by
every day still holds information regarding the one identifying why a photo
was chosen. The use of images offers a window into how students view
topics that they may even have a hard time articulating for themselves
(Taylor, 2002). Pic of the Day builds on these principles by eliciting images
from students to demonstrate key components of the course.
Although this IDEA may be used for all students, it is particularly bene-
ficial in reaching reluctant or unmotivated students (Crozier, 2009). Tradi-
tional teaching approaches and certain types of content may not connect
directly with students. In those cases, alternative approaches such as Pic of
the Day provide a different way to reach students and engage them with the
content. It also provides creative students with an expressive outlet.
Preparation
Before assigning Pic of the Day, decide what aspects of class or content
the activity will cover. The parameters can be as broad or defined as you
see fit. You may want to allow room for a great deal of creativity and
perspective, or you may want students to seek out specific things to
photograph. In addition, the photographs might be limited to content to
be covered in the next class session or used as more of a review near the
end of a course. Finally, determine how the pictures will be presented.
Will the images be used as part of the class? Will students need to do
some type of writing to accompany the images?
Process
Provide a few short examples of the types of images students may
secure.
Assign the activity and provide the framework for Pic of the Day
including due dates, guidelines for what to photograph, how many
images, and in what final form they will be presented.
Academic Games 197
Students complete the activity outside of class.
When the students complete the activity, facilitate an opportunity
for students to share their work. This information share could be
completed as a class or with students working in small groups.
Online Adaptations
Synchronous: There are many ways in which you might implement the Pic
of the Day IDEA in a synchronous online course. One method is to have
students take a photo with their phone or a screenshot on their computer
of something that illustrates a concept in class. Ask them to be ready to
share their image with classmates. During class, put students into breakout
rooms of three students each and let them know how long they have to
complete this task. While in the breakout room have students screenshare
and show their photo and explain why they either took or shared that
image, paying particular attention to the course-related concept it illus-
trates. Also ask them to drop their images onto a Google Jamboard or
some other collaborative space for which you have provided a link in the
chat window and to place their images next to each other, so it is clear they
are from the same triad of students. The idea here is that students can
share their images with just two colleagues before their image is displayed
to the entire class. Once the time has expired and everyone has returned to
the main videoconferencing room, call on a few groups to point out on the
Google Jamboard which images are theirs and what they talked about.
Asynchronous: For an asynchronous class, create a Google Jamboard or
some other online collaborative workspace and send the link to students
through the LMS or email everyone the link with instructions. Ask stu-
dents to post an image they either took on their phone or a screenshot of
something from the web that relates directly to a concept from a given
block of material. They should state briefly in a text box next to the
image why they chose that image. Be certain to note by what date photos
are to be posted. Once the due date has passed, ask students to look at
the Jamboard and reflect on what they see, paying particular attention to
anything that is a good example of a concept that illustrates the meaning
in a way they had not thought of before. Essentially, what surprised
them and added to their learning. Those reflections could be posted in a
discussion forum regarding the images.
Pro Tips
This activity works best when students are able to express their ideas and
perspective through photographs. As a result, complex, personal, and
even controversial topics provide great prompts for completing Pic of the
Day. Additionally, students respond well to taking pictures of their daily
events and relating these experiences to course content.
198 Academic Games
To add a competitive element to the activity, you could hold a contest
with winners for the best picture or other relevant criteria. Students can
serve as judges, which encourages them to critically review images from
classmates.
Taking photographs related to course content allows students to more
directly connect with the material presented. For example, Bagno, Eylon,
and Levy (2007) found that physics students who took pictures of physics
concepts responded more positively than through traditional teaching
approaches. This activity can help make difficult concepts more acces-
sible to students by allowing them to apply and interact with significant
course objectives.
Overview
The Webquest is an activity in which a portion if not all the information
students work with comes from Internet or digital-based resources
(March, 2004). Webquest builds on this foundation and incorporates the
notion of gameplay.
This activity requires students to search the Internet for answers to
clues or find specifically defined information and compete with one
another in the process. Participating in Webquest helps students develop
critical thinking skills as well as grow more informationally literate.
Guiding Principles
The use of Webquest allows students to develop their critical-thinking
skills. During the activity, students are tasked with a varying degree of
challenging problems designed to require students to apply, analyze,
synthesize, and evaluate information online, all of which require higher-
level or critical-thinking skills to solve (Bissell & Lemons, 2006).
Additionally, Webquest aids in students’ information literacy, specifically
digital information literacy. An information-literate person is able to recog-
nize when specific information is needed and have the ability to locate,
evaluate the value, and effectively use the new information (C. Brown,
Murphy, & Nanny, 2003). Information-literate students are able to navigate
the “data smog” produced by the massive amount of information readily
available (Shenk, 1997). Webquest supports this notion through the use of
guiding questions.
Preparation
Prior to using Webquest, decide on a scenario or a basic list of questions
to guide the activity. The context of the game needs to be related to both
Academic Games 199
course content and student learning outcomes, as well as to vary in difficulty.
Additionally, any questions should vary in purpose between asking for
direct answers and asking for the process of finding the information. A direct
answer question is one where one specific answer exists, for example, “What
are Newton’s three laws of motion?” A process question may have multiple
possible approaches to the answer, for instance, “Find and cite a journal
article that discusses Newton’s three laws of motion.” Finally, decide on the
point value of each phase of the question or each question relative to each
other and the level of difficulty. The number of questions will be dependent
on the desired length of the activity as well the difficulty of questions.
Process
Provide students with a list of questions they must complete for the
Webquest.
In pairs, students work through the provided questions.
At the conclusion of class, students receive points for each correctly
answered question, and the pair with the most points is declared the
winner.
Online Adaptations
Synchronous: One way to complete a Webquest in a synchronous class is
to develop a series of questions and put them into an Edpuzzle video.
First create a video using your computer or your phone. Simply ask the
series of questions with about a five second pause between each question.
Open Edpuzzle and upload your video. Within Edpuzzle you can ask
multiple-choice and open-ended questions. Simply insert the questions
during each pause between questions. During class, post the link to the
Edpuzzle in the chatbox and put individuals into small breakout rooms
of three to five students each and have one member of each breakout
room screenshare the Edpuzzle video. This will allow each group to work
through the questions at their own pace. When groups finish, they can
return to the main videoconference room where you can talk to them
about their experiences during the Webquest.
Asynchronous: One interesting way to do a Webquest in an asynchronous
course is to have students work in small groups to add information to a
Wikipedia site. You can assign different, but related, Wikipedia sites to
students in groups of five to ten students per site. These sites should be
directly related to the block of material being learned. Ensure students
know the start and end date for working on the site. You can take a
screenshot prior to their work and after, but you can also see changes made
to the site, which allows you to track your students’ progress. It is helpful
for students to know that they are becoming experts in an area and can
contribute to general information.
200 Academic Games
Pro Tips
Ensure that each question serves a learning purpose for the student. If
you want to develop multiple online research skills, develop multiple
questions for each to reinforce the concept.
Students will complete the activity at different paces. Plan on the
possibility that certain students may finish before the anticipated
completion time. You may plan to have a few spare extra-credit questions
available in the event this happens.
Decide whether the students will be required to answer the questions
in a specific order or if they are able to just answer as many as possible.
This decision will most likely influence students’ approaches toward
completing the activity. If students are allowed to choose which questions
and what order to answer them in, you may want to prescribe certain
specific parameters that ensure each question type is reviewed during the
students’ completion of the activity.
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12
GAMIFYING MICROLEARNING
ELEMENTS
Alexander Salas
Introduction
So far, it can be assumed that anyone who has been reading this book from the
beginning, now has a clear idea of the value of microlearning and its potential to
make learning and education programs effective. However, what if microlearning
strategies could be enhanced with the behavior-altering and motivational powers
of gamification? Sounds interesting, right? First, there is a need to define gamifi-
cation as a concept because it has been applied in several and diverse contexts.
Often, gamification is confused with game design and although these are very
interrelated concepts, they are not the same. In his book, The Gamification of
Learning and Instruction, Karl Kapp (2012) provides the following definition:
“Gamification is using game-based mechanics, aesthetics and game thinking to
engage people, motivate action, promote learning, and solve problems” (p. 13).
Following Kapp’s definition, gamification applies the engaging, and sometimes
addicting, features of game design to get users to do something. A prime example
of the success of gamification strategies is marketing campaigns. The marketing
industry has been one of its main practitioners, such as in the use of reward sys-
tems where customers are encouraged to purchase a brand as they collect points
toward future purchases. But how does gamification apply in the context of
learning? In the book, Gamification in Learning and Education: Enjoy Learning Like
Gaming, Kim et. al. (2018, p. 27) define gamification for learning and education
as a “set of activities and processes to solve problems related to learning and
education by using or applying game mechanics.” What are game mechanics? The
simple answer is, game mechanics are the rules of the game. This chapter will get
into the finite details of game mechanics. Second, it is hard to ignore how
gamification influences our daily lives. As a customer, one may repeatedly use a
190 Alexander Salas
brand because of its loyalty rewards program in addition to the quality of its
products or services. For example, the Starbucks app grants customers points with
each purchase and allows them to redeem a free drink or meal once they have
met a set point quantity. According to a 2018 loyalty reward app case study
conducted by The Manifest, “48% of smartphone owners who regularly use restau-
rant loyalty apps, use the Starbucks app” (Panko, 2018, paras. 3–4). It is time to think
about the behavioral implications of the success of the Starbucks app. The more
customers who use it, the more revenue Starbucks gets, but whether they realize it or
not, customers are being conditioned to: (1) use the app, and (2) think of Starbucks as
the brand to use every time they want a coffee, tea, or tasty treat. Therefore, what if
an organization’s microlearning strategies could incite a sort of “learning loyalty” and
influence learner behavior through gamification? Implications of the gamification of
microlearning are discussed in this chapter, regarding learner engagement, game
mechanics, game dynamics, and aesthetics. These are all elements that would influ-
ence the design and delivery of gamified microlearning solutions. Additionally, sev-
eral gamification technologies and analytics tools are also discussed to reinforce the
attributes of real-time feedback and personalization, which are important for the
success of any gamification intervention.
Game Mechanics
The first stage of the MDA framework is Mechanics. Game mechanics are often
referred to as the rules of the game. If you think of it, all games have a set of
conventions by which the game is played. “Mechanics are the various actions,
behaviors and control mechanisms afforded to the player within a game context.
Together with the game’s content (levels, assets, and so on) the mechanics sup-
port overall gameplay dynamics” (Hunicke, LeBlanc, & Zubek, 2004, p. 3).
192 Alexander Salas
Achievers regard points-gathering and rising in levels as their main goal, and
all is ultimately subservient to this.
Explorers delight in having the game expose its internal machinations to
them.
Socializers are interested in people, and what they have to say. Inter-player
relationships are important to them.
Killers get their kicks from imposing themselves on others. Much more
commonly, people attack other players with a view to killing off their
personae.
Gamified microlearning can be designed with these player types in mind, espe-
cially when virtual world environments are involved. For example, gamification
mechanics for achiever-type players would include point collection, treasures,
badges, and any other symbol of achievement. Exploring game mechanics can be
supported with escape room-like situations where players must find clues and solve
problems by searching the gamified environment. Socializing gamification mechan-
ics should offer communication tools, inter-player interaction, and even the invol-
vement of social media channels. Killing gamification mechanics can be engaged
with competitive scenarios, leaderboards, and a clear definition of success over
others. By now, it should be clear that without mechanics there may not be much of
a gamified experience or at least the incentivizing of players to engage.
Game Dynamics
Once the game mechanics are in place, learning designers need to consider the
dynamics involved. Game Dynamics are the inherent effect certain mechanics have
on learners/players. “Dynamics in the MDA model are the game design principles
that create and support aesthetic experience. For example, time pressure and
opponent play are two game dynamics that create and support the aesthetic of
challenge” (Kim, 2015, p.19). The time pressure dynamic relates to time-sensitive
tasks. Time pressure may not be welcome by many learners but, there are
Gamifying Microlearning Elements 193
instances where a job or skill must be performed within time constraints. For time
pressure, think of drive-thru cashiers in fast-food restaurants whose performance is
measured by the duration of seconds spent per vehicle. This real-life scenario is a
good example where mechanics, dynamics, and aesthetics transcend into real life
outcomes. In this example, consider the drive-thru cashier to be a player; he or she
wins by meeting the performance metric aka mechanics of dispatching of a customer
within 30 seconds. In this time pressure dynamic, the player will: (a) meet or not
meet the 30-second standard, and (b) find a way to beat the system. Customers
experience the latter when they are asked to pull forward out of the drive-thru to
have their meal hand-delivered a few minutes later. There are several other dynamics
that can be discerned from observing real life because dynamics are all about the
interaction between players and the mechanics involved.
Game Aesthetics
The last stage of the MDA framework is Aesthetics and it is perhaps one of the most
important parts of it all. Believe it or not, game aesthetics are not so much about
looks as they are about player emotions. “Aesthetics are the desirable emotional
responses evoked in the player when interacting with the game system” (Mora et al.,
2015, p. 101). Game elements like points and badges can incite the right emotions of
engagement in learners who enjoy the aesthetics of expression and challenge. “The
aesthetic of expression is created and supported by the dynamics that encourage
individual users to leave their mark, such as systems for purchasing, building, or
earning game items” (Kim, 2015, p.18). However, designers can run the risk of
creating superficial rewards thus disengaging learners. For example, consider the
implementation of badges with little to no meaning for those trying to attain them.
What is the point of earning the badge? What is the symbolism of the badge? Is there
an emotional connection to earning the badge? Organizations like the military and
the Boy Scouts of America have been using badging for decades and the reason why
badging is relevant in these organizations is because there is significant symbolism
behind each badge. Military ribbons and medals are awarded based on observed
achievements and real-life experiences. By looking at a military uniform, members of
that community can estimate how long a person has been in service, where have
they been, or whether he or she has experienced combat. So, whether you use lea-
derboards, narratives, badges, points or levels, considering the impact of gamification
mechanics on the dynamics and aesthetics needs to be paramount in the context of
relevancy to learners.
Although game engines are the most robust solution for games, gamification can be
achieved through easier-to-use applications and some custom designs in e-learning
authoring tools. “Gamification and microlearning have been used successfully in
several workplace environments with favorable results” (Orwoll et al., 2018;
Göschlberger & Bruck, 2017, p. 8). The following are some suggested strategies
combining MDA gamified approaches with microlearning.
Desktop Implementations
One scenario where the use of spaced repetition microlearning is combined with
gamification is that of desk-based employees. This type of worker can be best served
with specialized microlearning platforms that can provide daily challenges directly to
their computers via desktop notifications. Such an approach would not disrupt their
workflow as much as having to walk to a training center or stop working to log into
the organization’s Learning Management System (LMS). Microlearning technology
platforms vary from LMSs in that they often provide better web analytics with the
ability to indicate watch time on videos, click interactions engaged, and even the
device used. Some of these aspects may or may not be important for the organization
but, what is measured thoroughly depends on the project and the expected out-
comes. For example, in call centers, watch time metrics may be of high relevance
because personnel may not be making the best use of their allotted training time
causing potential monetary losses in make-up time during operational hours. Other
solutions that are not solely for microlearning may also be useful as in the case of
Freshdesk, a helpdesk software program that uses gamification for performance sup-
port. “The Freshdesk solution involves transforming customer inquiries (e.g., tele-
phone questions, comments posted on Twitter and Facebook) into virtual tickets
that are then randomly assigned to players (i.e., customer service employees)”
(Robson et al., 2016, p. 32). This is an innovating approach that combines social
mechanics and dynamics with real-world applications.
Hotkeys
A desktop gamified experience that can take advantage of enabling keystroke
interactions known as hotkeys can align well with several of the aforementioned
player types such as explorers, achievers, and killers. By using hotkeys, a player
can perform a designated action by one, two or a combined set of keyboard
strokes. An explorer-type player is likely to find the act of discovering hotkey
interactions as rewarding. The use of hotkeys may be seen as an efficiency and
speed advantage by killer-type players and a symbol of skill attainment by achievers.
Although, hotkey interactions can align well with gamified desktop experiences,
there are some limitations and challenges to their use. Table 12.1 (see p. 000) shows
some of the limitations and the best practices to mitigate their impact.
Personalization
Personalization is about giving the player agency in the game. Agency can be
easily provided with the autonomy of choice. Allowing players to choose their
name, their avatar, and their set of tools can support a player’s sense of control in
Gamifying Microlearning Elements 197
the game. “Gamification techniques should try to understand users, their personality,
feelings, behaviors and actions. Big data, behavioral insights and elements of psy-
chology can be used in gamification to provide a better end-user experience”
(Gonzalez, Toledo, & Muñoz, 2016, p. 535). Some basic practices of personalization
are capturing player data, like name and email address, and using it to interact with
the player. For example, a microlearning game interface may start by having a char-
acter welcome the players and ask for their names and job titles. Then, that character
can address the players by their names for the rest of the game. Personalization is the
aim to engage players as they create their identity within the game. Allowing the
player to have agency over the game and how it is played can contribute to higher
levels of engagement.
Feedback
Feedback is one of the main advantages game design offers as it often seems to be a
continual presence. Educational interventions often give the user corrective feedback
after the fact or as the result of an examination. However, most players encounter
feedback each time they interact daily with non-game objects like doorknobs,
computer screens, smart phones, etc. Games provide custom feedback through their
Heads Up Displays (HUDs), which show number of points, progress meters, health
levels, badges, time markers, and anything else players can use to stay informed about
how they are performing in the game. For example, when applying survival game
mechanics, a HUD may display a certain number of lives within the game signaling
the player the number of times mistakes are permitted before losing. Another good
example of feedback can be progress meters indicating to the players how close they
are from achieving the next level or end goal.
Storytelling
Storytelling is a foundational element of impactful games. “There are two per-
spectives on storytelling in games, the designer’s story and the player’s story”
(Rouse as cited in Winn, 2009). In an organizational context, the designer’s story
is closely related to what the organization needs the user to do or achieve, as a
result of the learning intervention. Winn (2009) explains the designer’s story as a
way to set the stage and purpose of the game for the player. The player’s story in
turn, is created as the player experiences the game. This dichotomy can be helpful
to quickly give learners context in gamified microlearning events. It is recom-
mended to remain relevant to the user’s role in the organization to prevent the
learner interaction from being gimmicky. Fantasy stories of unrelatable fiction
may deter busy professionals from engaging. For example, consider introducing
pirate stories in a setting of medical professionals who do not share this creative
affinity. It is recommended to quickly provide a relevant story setting which is
already familiar to the user. Referring to the previous example, present the
198 Alexander Salas
medical professional with a patient-related problem and ask him or her to solve it
with the tools provided in the game.
Discussion Questions
1. How would you incorporate the MDA framework in the development of
your microlearning solutions? Please provide specific examples.
2. What barriers should be considered before deciding to gamify microlearning?
3. How can you ensure the mechanics of a game do not cause undesired dynamics?
Gamifying Microlearning Elements 199
4. What are at least three considerations designers should have about mobile vs.
desktop design of gamified microlearning?
5. What are the foundational design elements of gamified microlearning?
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