Connecting Game and Instructional Design Through Development
PROCEEDINGS
Matthew Boyer, Clemson University, United States ; Mete Akcaoğlu, Georgia Southern University, United States ; Silvia Pernsteiner, Knowledge One, Canada
EdMedia + Innovate Learning, in Montreal, Quebec, Canada ISBN 978-1-939797-16-2 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
Abstract
The challenge when creating digital game-based learning applications is to simultaneously consider and satisfy theory and practice in the fields of both game and instructional design in order to construct successful learning games. A concern often raised about this process is that emphasis on game design will result in a lack of learning opportunities in the game and focus on instruction will produce a game that lacks fun and engagement. We believe finding the common elements in these design processes can begin to bridge this perceived gap between game and instructional design. To gain a shared understanding of methods and goals among project developers and construct a learning game that is enjoyable and educative, these processes should be connected within the context of development. In this paper, we discuss a current case study as a means towards understanding how game and instructional design can be connected through the development process.
Citation
Boyer, M., Akcaoğlu, M. & Pernsteiner, S. (2015). Connecting Game and Instructional Design Through Development. In S. Carliner, C. Fulford & N. Ostashewski (Eds.), Proceedings of EdMedia 2015--World Conference on Educational Media and Technology (pp. 1641-1650). Montreal, Quebec, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved August 14, 2024 from https://www.learntechlib.org/primary/p/151439/.
© 2015 Association for the Advancement of Computing in Education (AACE)
Keywords
References
View References & Citations Map- Akcaoğlu, M. (2011). Using games in classroom: All tutors and no stories make a virtual world a dull game. In M.J. Koehler& P. Mishra (Eds.), Proceedings of Society for Information Technology& Teacher Education International Conference 2011 (pp. 64-69). Chesapeake, VA: AACE.
- Amory, A. (2007). Game object model version II: A theoretical framework for educational game development. Educational Technology Research and Development, 55(1), 51-77. Doi:10.1007/s11423-006-9001-x
- An, Y.-J., & Bonk, C.J. (2009). Finding that special place: Designing digital game-based learning environments. TechTrends, 53(3), 43-48.
- Annetta, L.A. (2010). The "I's" have it: A framework for serious educational game design. Review of General Psychology, 14(2), 105-112.
- Appelman, R. (2005). Designing experiential modes: A key focus for immersive learning environments. TechTrends, 49(3), 64-74.
- Barr, P., Noble, J., & Biddle, R. (2007). Videogame values: Human–computer interaction and games. Interacting with Computers, 19(2), 180-195.
- Bayliss, J.D., & Schwartz, D.I. (2009). Instructional design as game design. Paper presented at the 4th International Conference on Foundations of Digital Games.
- Boyer, D.M. (2011). Understanding player activity in a game-based virtual learning environment. Doctor of Philosophy Dissertation, Michigan State University, East Lansing, Michigan. Proquest UMI database.
- Collins, A., Joseph, D., & Bielaczyc, K. (2004). Design Research: Theoretical and Methodological Issues. Journal of the Learning Sciences, 13(1), 15-42. Doi:10.1207/s15327809jls1301_2
- Crookall, D. (2010). Serious games, debriefing, and simulation/gaming as a discipline. Simulation& Gaming, 41(6), 898-920.
- De Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning: JISC.
- Evans, M.A. (2009). Mobility, games, and education. In R.E. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 96-110). Hershey, PA: IGI Global.
- Gee, J.P. (2003). What videogames have to teach us about learning and literacy (P. 256). New York: Palgrave Macmillan.
- Gee, J. (2005). What would a state of the art instructional videogame look like. Innovate Journal of online education, 1(6).
- Greeno, J.G., Collins, A.M., & Resnick, L.B. (1996). Cognition and learning. In D.C. Berliner & R.C. Calfee (Eds.), Handbook of educational psychology (pp. 15-46). New York: Simon& Schuster Macmillan.
- Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of Research on Technology in Education, 50(1), 23-38.
- Huang, W.D., & Johnson, T.E. (2009). Let's get serious about e-games: A design research approach toward an emerging perspective. In B. Cope& M. Kalantzis (Eds.), Ubiquitous learning (pp. 144-155). Urbana, Ill.:
- Lai, C., Ni, R. & Zhao, Y. (2012). Digital games and language learning. In M. Thomas, H. Reinders & M. Warschauer (Eds.). Contemporary Computer-Assisted Language Learning. Continuum Contemporary Linguistics Series. London& New York: Continuum.
- Lave, J., & Wenger, E. (1991). Situated learning: legitimate peripheral participation. Cambridge, England; New York: Cambridge University Press.
- Mitchell, A., & Čišić, D. (2006). Using mobile game-based technologies to engage young adults in lifelong learning. Paper presented at the International Convention on Information and Communication Technology, Electronics and Microelectronics.
- Mitchell, A., Millwood, R., & Fallenboeck, M. (2006). Towards a pedagogical framework for the mobile gamebased learning project– key considerations Paper presented at the International Conference on Interactive Collaborative Learning.
- Paras, B., & Bizzocchi, J. (2005). Game, motivation, and effective learning: An integrated model for educational game design. Paper presented at the DiGRA Conference.
- Reeves, T. (2006). Design research from a technology perspective. In J.J.H.V.D. Akker, K. Gravemeijer, S. McKenney& N. Nieveen (Eds.), Educational design research (pp. 52-66). London; New York:
- Squire, K., Giovanetto, L., Devane, B., & Durga, S. (2005). From users to designers: Building a self-organizing game-based learning environment. TechTrends, 49(5), 34-42. Doi:10.1007/BF02763688
- Sykes, J.M., Reinhardt, J., & Thorne, S.L. (2010). Multiuser Digital Games as Sites for Research and Practice. In F.M. Hult (Ed.), Directions and Prospects for Educational Linguistics (Vol. 11, pp. 117–135). Dordrecht:
- Wang, F., & Hannafin, M.J. (2005). Design-Based Research and Technology-Enhanced Learning Environments. Educational Technology Research and Development, 53(4), 5-23.
- Westera, W., Nadolski, R.J., Hummel, H.G.K., & Wopereis, I.G.J.H. (2008). Serious games for higher education: a framework for reducing design complexity. Journal of Computer Assisted Learning, 24(5), 420-432. Doi:10.1111/J.1365-2729.2008.00279.x
- Wright, P., & McCarthy, J. (2010). Experience-centered design: Designers, Users, and Communities in Dialogu. Morgan& Claypool.
- Zaibon, S.B., & Shiratuddin, N. (2010). Adapting learning theories in mobile game-based learning development Paper presented at the IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning.
- Zhao, Y., & Lai, C. (2009). MMORPGs and Foreign Language Education R. Ferdig, E. (Ed.) Handbook of Research on Effective Electronic Gaming in Education (pp. 402-421).
These references have been extracted automatically and may have some errors. Signed in users can suggest corrections to these mistakes.
Suggest Corrections to References