Abstract

How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define each factor and analyze the relationships among the 11 factors to construct a game-based learning design model. Two application examples are analyzed to verify the usability of the model and the performance of these factors. It can assist educational game designers in developing interesting games.

Highlights

  • Digital materials have recently provided considerable audiovisual stimulation to students, causing them to focus less attention on traditional lectures [1]

  • Developing useful digital learning games is worthy of examination

  • More and more computer-assisted instruction (CAI) systems added game elements into their system, and that causes the boundaries between boring educational games and CAI are unclear [10]

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Summary

Introduction

Digital materials have recently provided considerable audiovisual stimulation to students, causing them to focus less attention on traditional lectures [1]. Developing useful digital learning games is worthy of examination. Abundant resources have been invested in game-based learning (GBL) studies worldwide, how to design a game to promote effective learning remains unclear [8]. If a player does not feel that he was playing a game, the educational game is boring and not interesting. Choi et al [12] developed a scale framework that is difficult to apply when designing a puzzle game because some items may not be applicable, such as making players feel like a hero and telling an engaging story. How to employ game factors when developing an educational game is critical, and past studies have not solved this problem appropriately. Game genres were created to generalize the current games, but the classification would change when a new International Journal of Computer Games Technology

Literature search
Research Methods
Literature Review
GBL Design Model
Application Examples
Questionnaire
Conclusion
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