Alternate Reality Games (ARGs) are being used increasingly in Higher
Education to provide a stimulating context for student learning. By combining a
narrative with puzzles that are solved by a community, both online and in the real
world, they offer the opportunity to create problem-based learning experiences
where students can work together to discover secrets and solve mysteries. Some
players become highly engrossed in these games, expending large amounts of effort
in solving challenges or creating artefacts. In the context of education, however,
while high levels of engagement are seen in many students, it is certainly not
universal. This paper draws on four case studies of the use of an ARG-based
learning environment to examine what can be learned about motivation, and how this
could be used to influence student engagement in learning. This paper first explores
the literature on motivation with games and learning, and presents a model for
understanding motivation with ARGs as a distinct genre. Then four cases studies are
used to explore different ways in which motivation can be facilitated in educational
ARGs (and activities that are inspired by ARGs). This includes two of games to
support student induction, an online problem-solving course to teach Historical
research skills, and the first charity ARG, presenting a comparative study from a
related sector. Each of these cases will be described and the lessons learned with
respect to motivation highlighted. Finally, the paper will explore and discuss
overarching issues raised in the case studies. In particular: pros and cons of
competition; appropriate levels of challenge for motivation; increasing participation
levels and the niche ARG aesthetic; assessment; and ways of increasing learner
autonomy. In all, this paper hopes to provide an insight into what can be learned
about motivation from alternate reality games.
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