A framework to help analyze if creating a game to teach a learning objective is worth the work

Video games are a popular technology adopted by educators to help teach ideas. The benefits are due to pedagogically beneficial characteristics of such games including their ability to adapt to the learner, allow failure, and entertain and engage players. However, designing a video game is a significant effort that takes time and may not even teach the desired learning objective(s). In this work, we provide a framework that can be used by educators to help determine if the effort needed to create a video game is worth it for a given learning objective(s). Our framework blends four pedagogical ideas so that educators can consider if their game is worth the design effort; these pedagogical tools/theories include: (1) Bloom's taxonomy; (2) the Substitution Augmentation Modification Redefinition (SAMR) Model; (3) Wiggins & McTighe course design approach and filter for learning objectives; (4) what we call, pedagogical logistics. With this framework, we analyze two games we have created, and we determine if the games we created were actually worth the effort. The overall goal is to create a framework and show how it can be used to help other researchers determine if their video game idea is worth creating.

[1]  Naoki Mizuno,et al.  VerilogTown: cars, crashes and hardware design , 2015, Advances in Computer Entertainment.

[2]  Peter Jamieson,et al.  More missing the Boat — Arduino, Raspberry Pi, and small prototyping boards and engineering education needs them , 2015, 2015 IEEE Frontiers in Education Conference (FIE).

[3]  Tarja Susi,et al.  Serious Games : An Overview , 2007 .

[4]  James Paul Gee,et al.  Learning by Design: Good Video Games as Learning Machines , 2005 .

[5]  K. Squire Open-Ended Video Games: A Model for Developing Learning for the Interactive Age , 2007 .

[6]  Meng-Tzu Cheng,et al.  An educational game for learning human immunology: What do students learn and how do they perceive? , 2014, Br. J. Educ. Technol..

[7]  Benjamin S. Bloom,et al.  A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives , 2000 .

[8]  S. Thiagarajan,et al.  Barnga, a simulation game on cultural clashes , 1990 .

[9]  K. Squire,et al.  HARNESSING THE POWER OF GAMES IN EDUCATION , 2003 .

[10]  Anissa All,et al.  A systematic literature review of methodology used to measure effectiveness in digital game-based learning , 2013 .

[11]  A. Kohn Punished by Rewards: The Trouble with Gold Stars, Incentive Plans, A'S, Praise, and Other Bribes , 1999 .

[12]  S. Wilson What Video Games Have to Teach Us about Learning and Literacy , 2006 .

[13]  Tim Harford,et al.  Adapt: Why Success Always Starts with Failure , 2011 .

[14]  Benjamin Stokes Impact with games: a fragmented field , 2015 .

[15]  D. Krathwohl A Revision of Bloom's Taxonomy: An Overview , 2002 .

[16]  Christopher Spencer,et al.  Learning a new area with and without the use of tactile maps: a comparative study , 1985 .

[17]  Jichen Zhu,et al.  Little Newton: an educational physics game , 2014, CHI PLAY.

[18]  J. McGonigal Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .

[19]  Jeffrey Earp,et al.  An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games , 2016, Comput. Educ..

[20]  Andrés Navarro Cadavid,et al.  TEST: Serious games for radio communications learning , 2013, 2013 IEEE Frontiers in Education Conference (FIE).