Professional Documents
Culture Documents
The case study begins with a discussion between Paul (a professor This idea came from the principal, Bob, who was also a teacher and
who specialized in Ed Tech) and his team of 4 grads from Walker played professional baseball in the past. He thought about WWII and
University. Paul was approached by a local alternative HS to create an the role baseball played with the prisoners. They then gathered more
Ed video game for High School. It opens with them talking about books, documentaries and Bobs workbook and module standards and
various video games like Harry Potter and Grand Theft Auto and how do research on the history.
there were sandbox environments.
Why We Chose this Case
The Team’s Constraints and Resources
Constraints Resources
Team Constraints: - Clear and enthusiastic stakeholders and a
module to convert
- Lack of shared knowledge about games - Paul has experience with educational game
- Lack of knowledge of subject matter, no design
clear subject matter expert - Two team members have gaming experience
- Time constraints for making game - Additional books and documentaries on
- No shared vision subject
School Constraints:
In a recent study,
Nadolny et al (2020)
examined 194
publications on game-
based learning, released
in 2007-2017. It found
six primary and 14
secondary
characteristics.
We especially note
importance of tutorials.
"People learn in many different
ways, and video game tutorials
have recognized this by
enabling users to essentially
learn how they want. They
provide the relevant information
when it is needed [...] so as to
not overwhelm users and
convey it several different ways
to ensure that different learning
methodologies are accounted
for” (Midford, 2019, pp. 48-49). (Midford, 2019, p. 46)
Characteristics of Engaging and Effective Games
Perhaps the Most Crucial Factors
Ravyse et al (2017) did their own extensive study and made this
summation:
“[Learners] want to have fun [emphasis added] before they value
the subsequent learning-benefit serious games can offer them.
Serious games producers must not impede this hunger for fun, but
rather use it to stealthily engage [emphasis added] the player
with the required learning material. This implies that the games
need to have replay value [emphasis added] rather than be a
once-off learning endeavor” (p. 53).
Design Challenges with Appealing &
Educationally Effective Games
Accessibility: Ease of use, internet requirements, captions, consideration for disabled
students, hardware/software requirements, cultural sensitivity issues, etc.
Objective-based Focus:
● Effective educational games must keep student interest and be engaging while still
respecting the mandated curriculum.
● Games must be quick-to-use
○ not too much focus on “side quests”
○ focus on the main training goal
● Games should both tie into the learning objectives and relate to the learner
● Players must “feel like they are in control” (Watson, 2019, p. 22)
Design Challenges with Appealing &
Educationally Effective Games (cont.)
Time Constraints:
Instructor’s role:
- Support and scaffold gameplay for students who might struggle
- Assess students’ learning
- Guide learning
- Play the game too!
Guiding Principles:
- Make sure the game you are playing doesn’t make a traumatic event “fun” because that
gets you on the news and is offensive.
- Connect to standards
References
Alexiou, A., & Schippers, M.C. (2018). Digital game elements, user experience and learning: A conceptual framework.
Education and Information Technologies, 23(6), 2545-2567. https://doi.org/10.1007/s10639-018-9730-6
Midford, G. (2019). Video Game Tutorials Exhibit Good Design Techniques. TD Magazine, 74(4), 44-49.
Mitgutsch, K., & Alvarado, N. (2012). Purposeful by design?: A Serious Game Design Assessment Framework. FDG
'12: Proceedings of the International Conference on the Foundations of Digital Games, 121-128.
https://doi.org/10.1145/2282338.2282364
Nadolny, L., Valai, A., Cherrez, N.J., Elrick, D., Lovett, A., & Nowatzke, M. (2020). Examining the characteristics of
game-based learning: A content analysis and design framework. Computers and Education, 156(103936), 1-13.
https://doi.org/10.1016/j.compedu.2020.103936
Ravyse, W.S., Blignaut, A.S., Leendertz, V., & Woolner, A. (2017). Success factors for serious games to enhance
learning: a systematic review. Virtual Reality, 21, 31–58. https://doi.org/10.1007/s10055-016-0298-4
Shi, Y., & Shih, J. (2015). Game Factors and Game-Based Learning Design Model. International Journal of Computer
Games Technology, 1-11. https://doi.org/10.1155/2015/549684
Watson, W.R. (2019). Paul Lindley: Designing a Video Game for History Education. In P.A. Ertmer (Ed.), The ID
CaseBook: Case Studies in Instructional Design (5th ed.), pp. 20-25. Routledge.