Relationships Between Game Attributes and Learning Outcomes

Games are an effective and cost-saving method in education and training. Although much is known about games and learning in general, little is known about what components of these games (i.e., game attributes) influence learning outcomes. The purpose of this article is threefold. First, we review the literature to understand the “state of play” in the literature in regards to learning outcomes and game attributes—what is being studied. Second, we seek out what specific game attributes have an impact on learning outcomes. Finally, where gaps in the research exist, we develop a number of theoretically based proposals to guide further research in this area.

[1]  Steven C. Gold,et al.  Developments in Business Gaming , 2009 .

[2]  Christopher P. Barlett,et al.  Video Game Effects—Confirmed, Suspected, and Speculative , 2009 .

[3]  P. Anderson,et al.  Business Simulations and Cognitive Learning , 2009 .

[4]  S. Thompson Social Learning Theory , 2008 .

[5]  Robert D. Pritchard,et al.  Managing Motivation: A Manager's Guide to Diagnosing and Improving Motivation , 2008 .

[6]  Takamichi Nakamoto,et al.  Cooking Up an Interactive Olfactory Game Display , 2008, IEEE Computer Graphics and Applications.

[7]  Simon Egenfeldt-Nielsen,et al.  Third generation educational use of computer games , 2007 .

[8]  Punya Mishra,et al.  The Claims of Games: A Comprehensive Review and Directions for Future Research , 2007 .

[9]  Gwenda Fong,et al.  Adapting COTS games for military experimentation , 2006 .

[10]  Michelle F. Wright,et al.  Computer Gaming and Interactive Simulations for Learning: A Meta-Analysis , 2006 .

[11]  Michael Woodman,et al.  Cognitive training transfer using a personal computer-based game: A close quarters battle case study , 2006 .

[12]  Richard N. Van Eck Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. , 2006 .

[13]  H. O'Neil,et al.  Classification of learning outcomes: evidence from the computer games literature , 2005 .

[14]  Shaaron E. Ainsworth,et al.  Endogenous fantasy and learning in digital games , 2015 .

[15]  Robert T Hays,et al.  The Effectiveness of Instructional Games: A Literature Review and Discussion , 2005 .

[16]  Kurt Squire,et al.  From users to designers: Building a self-organizing game-based learning environment , 2005 .

[17]  Maria Virvou,et al.  Combining Software Games with Education: Evaluation of its Educational Effectiveness , 2005, J. Educ. Technol. Soc..

[18]  Stefan Strohschneider,et al.  MS ANTWERPEN: Emergency Management Training for Low-Risk Environments , 2004 .

[19]  Eduardo Salas,et al.  Optimizing e‐learning: Research‐based guidelines for learner‐controlled training , 2004 .

[20]  Michael D. Proctor,et al.  Considerations for Training Team Situation Awareness and Task Performance Through PC-Gamer Simulated Multiship Helicopter Operations , 2004 .

[21]  James Belanich,et al.  Instructional Characteristics and Motivational Features of a PC-based Game , 2004 .

[22]  E. Serrano,et al.  THE EVALUATION OF FOOD PYRAMID GAMES, A BILINGUAL COMPUTER NUTRITION EDUCATION PROGRAM FOR LATINO YOUTH , 2004 .

[23]  Jesper Juul,et al.  The game, the player, the world: looking for a heart of gameness , 2010, DiGRA Conference.

[24]  Barbara Chamberlin Creating entertaining games with educational content: Case studies of user experiences with the children's Website, Food Detectives Fight Bac!® , 2003 .

[25]  Jenny Pange,et al.  Teaching Probabilities and Statistics to Preschool Children , 2003 .

[26]  Ximena López,et al.  Beyond Nintendo: design and assessment of educational video games for first and second grade students , 2003, Comput. Educ..

[27]  James E. Driskell,et al.  Games, Motivation, and Learning: A Research and Practice Model , 2002 .

[28]  Hugh M. Cannon,et al.  Constructs of Simulation Evaluation , 2002 .

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

[30]  E. Borodzicz,et al.  Individual and Group Learning in Crisis Simulations , 2002 .

[31]  E. A. Locke,et al.  Building a practically useful theory of goal setting and task motivation. A 35-year odyssey. , 2002, The American psychologist.

[32]  Richard N. Van Eck,et al.  The effect of competition and contextualized advisement on the transfer of mathematics skills a computer-based instructional simulation game , 2002 .

[33]  A. McFarlane,et al.  Report on the educational use of games , 2002 .

[34]  Patricia D. Mautone,et al.  Pictorial aids for learning by doing in a multimedia geology simulation game. , 2002 .

[35]  S. Gander Does Learning Occur through gaming , 2002 .

[36]  E. Day,et al.  Knowledge structures and the acquisition of a complex skill. , 2001, The Journal of applied psychology.

[37]  Amitai Ziv,et al.  Simulation in Medical Education: A Review , 2001 .

[38]  Stephen Crown,et al.  Improving Visualization Skills of Engineering Graphics Students Using Simple JavaScript Web Based Games , 2001 .

[39]  David M. Gaba,et al.  Simulation-Based Training in Anesthesia Crisis Resource Management (ACRM): A Decade of Experience , 2001 .

[40]  Clint A. Bowers,et al.  7. Use of commercial, off-the-shelf, simulations for team research , 2001 .

[41]  Florian Jentsch,et al.  Aviation Crew Resource Management Training With Low-Fidelity Devices , 2001 .

[42]  Shu-Ling Lai,et al.  Controlling the Display of Animation for Better Understanding , 2001 .

[43]  Miky Ronen,et al.  Simulation - a bridge between theory and reality: the case of electric circuits , 2001, J. Comput. Assist. Learn..

[44]  M. Marks A Critical Analysis of Computer Simulations for Conducting Team Research , 2000 .

[45]  J. D. Fletcher,et al.  Training & retraining : a handbook for business, industry, government, and the military , 2000 .

[46]  D. Best,et al.  Is an arcade-style computer game an effective medium for providing drug education to schoolchildren? , 2000, Education and Health.

[47]  D. Schunk,et al.  Self-Efficacy and Academic Motivation , 2002 .

[48]  Hendrik H. Leemkuil,et al.  Review of educational use of games and simulations. , 2000 .

[49]  Tina K. Veale,et al.  Targeting Temporal Processing Deficits Through Fast ForWord®: Language Therapy With a New Twist. , 1999, Language, Speech & Hearing Services in Schools.

[50]  Susan C. Awe American Society for Training and Development (ASTD) , 1999 .

[51]  Thomas M. Sherman,et al.  Seven Principles for Designing Developmentally Appropriate Web Sites for Young Children. , 1999 .

[52]  David Harris,et al.  Computer-Based Simulation as an Adjunct to Ab Initio Flight Training , 1998 .

[53]  Martyn Wild,et al.  Motivation and interface design: maximising learning opportunities , 1998, J. Comput. Assist. Learn..

[54]  P. Adams Teaching and Learning with SimCity 2000 , 1998 .

[55]  L. Santilli,et al.  Using an Interactive Computer Game to Increase Skill and Self-Efficacy Regarding Safer Sex Negotiation: Field Test Results , 1997, Health education & behavior : the official publication of the Society for Public Health Education.

[56]  J. Potters,et al.  Assessing the efficacy of gaming in economics education. , 1997 .

[57]  Katrina E. Ricci,et al.  Do Computer-Based Games Facilitate Knowledge Acquisition and Retention? , 1996 .

[58]  Lloyd P. Rieber,et al.  Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games , 1996 .

[59]  Steven L. Miller,et al.  Temporal Processing Deficits of Language-Learning Impaired Children Ameliorated by Training , 1996, Science.

[60]  M. Lepper,et al.  Intrinsic motivation and the process of learning: Beneficial effects of contextualization, personalization, and choice. , 1996 .

[61]  Richard E. Boyatzis,et al.  From learning styles to learning skills: the executive skills profile , 1995 .

[62]  Terri Gullickson,et al.  Encyclopedia of human behavior , 1995 .

[63]  D. Gopher,et al.  Transfer of Skill from a Computer Game Trainer to Flight , 1994 .

[64]  A. Bandura Self-efficacy. I: V. S. Ramachandran (red.), Encyclopedia of human behavior (vol. s. ). New York: Academic Press. , 1994 .

[65]  Betty V. Whitehill,et al.  Improving Learning Persistence of Military Personnel by Enhancing Motivation in a Technical Trainiing Program , 1993 .

[66]  Ivar Oswalt Current Applications, Trends, and Organizations in U.S. Military Simulation and Gaming , 1993 .

[67]  E. Salas,et al.  Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. , 1993 .

[68]  C. Douglas Wetzel,et al.  The Effectiveness of Games for Educational Purposes: A Review of Recent Research , 1992 .

[69]  Marv Westrom,et al.  Intrinsic Motivation in Microcomputer Games , 1992 .

[70]  M. Lepper,et al.  Effects of fantasy contexts on children's learning and motivation: making learning more fun. , 1992, Journal of personality and social psychology.

[71]  Helen L. Carlson Learning style and program design in interactive multimedia , 1991 .

[72]  Henry L. Tosi A Theory of Goal Setting and Task Performance , 1991 .

[73]  Jocelyn Wishart,et al.  Cognitive factors related to user involvement with computers and their effects upon learning from an educational computer game , 1990 .

[74]  Donald C. Thatcher Promoting Learning through Games and Simulations , 1990 .

[75]  M. Lepper,et al.  Intrinsic Motivation and instruction: conflicting Views on the Role of Motivational Processes in Computer-Based Education , 1985 .

[76]  M. Lepper Microcomputers in education: Motivational and social issues. , 1985 .

[77]  R. Gagne Learning outcomes and their effects: Useful categories of human performance. , 1984 .

[78]  James E. Driskell,et al.  Microcomputer Videogame Based Training. , 1984 .

[79]  Barbara Y. White,et al.  Designing Computer Games to Help Physics Students Understand Newton's Laws of Motion , 1984 .

[80]  Chris Crawford,et al.  The Art of Computer Game Design , 1984 .

[81]  Richard F. Bowman A "Pac-Man" theory of motivation: Tactical implications for classroom instruction. , 1982 .

[82]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[83]  M. Bredemeier,et al.  The Educational Effectiveness of Simulation Games , 1981 .

[84]  Thomas W. Malone,et al.  What makes things fun to learn? heuristics for designing instructional computer games , 1980, SIGSMALL '80.

[85]  D. Ilgen,et al.  A Theory of Behavior in Organizations , 1980 .

[86]  J. Kagan Motives and development. , 1972, Journal of personality and social psychology.

[87]  Scott B. Parry The Name of the Game ... Is Simulation. , 1971 .

[88]  B. Bloom,et al.  Taxonomy of Educational Objectives. Handbook I: Cognitive Domain , 1966 .

[89]  E. Simpson THE CLASSIFICATION OF EDUCATIONAL OBJECTIVES, PSYCHOMOTOR DOMAIN. , 1966 .

[90]  R. W. White Motivation reconsidered: the concept of competence. , 1959, Psychological review.

[91]  Benjamin S. Bloom,et al.  Taxonomy of Educational Objectives: The Classification of Educational Goals. , 1957 .