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Knowledge Area Module V:
A Framework for the Pedagogical Evaluation of
Video Game-Based Learning Environments
Richard D. Blunt
Applied Management and Decision
Sciences
Student Mentor: Dr. Ruth Maurer
Walden University
March 7, 2005
Abstract
Currently, there is no framework for the pedagogical
evaluation of video game-based learning. A host of research issues have
emerged to create the next generation of games to support learning in math,
science, and engineering. Yet little to no research has emerged in the area
of game-based learning to improve the combat readiness of the armed forces.
This paper explores, compares, contrasts, and synthesizes prevailing
learning design theories from such noted learning experts as Gagne, Bloom,
Kirkpatrick and Keller with video game design theories in order to create an
evaluation framework for video game-based learning. It adds definitive
research in the badly needed area of military game-based learning that the
Department of Defense needs that proves, or disproves, the idea that digital
game-based learning can improve individual, or collective, performance in
the field.
March 7, 2005
Copyright © 2005
Richard D. Blunt
CONTENTS
Abstract *
Table of Figures *
List of Tables *
Adult Learning Theory *
Pedagogy Versus Andragogy
*
Gagné’s Nine Events of Learning
*
Keller’s ARCS Model *
Bloom’s Taxonomy *
Cognitive Domain: Knowledge
*
Cognitive Domain: Intellectual Abilities and
Skills *
The ADDIE Model of Design
*
Kirkpatrick Evaluation Levels
*
Video Game Design Theory *
Video Game History *
Pre- Technology *
Post- Technology *
Gaming Theory *
Chris Crawford *
Andrew Rollings and Ernest Adams
*
Video Game Genres *
Action Games *
Role Playing Games *
Simulation games *
Sports games *
Strategy games *
Puzzle games *
Adventure games *
Video Game Design *
Rules *
Goals / Objectives *
Outcomes / Feedback / Consequences
*
Challenge / Competition / Opposition /
Conflict *
Interaction / Interactivity
*
Story *
Video Game Capabilities *
2-D *
3-D *
Immersive worlds *
Massively Multiplayer Online Games (MMOGs)
*
Video Game Form and Aesthetics
*
Conclusion *
References *
Table of Figures
Figure 1: ADDIE Model of Instructional Design
*
Figure 2: Gaming Model Adapted from Chris Clark's
Principles of Game-Based Learning *
List of Tables
Table 1: Gagné’s Nine Events Of Learning
*
Table 2: Bloom’s Taxonomy Of Learning
*
Table 3: The Knowledge Domain
*
Adult Learning
Theory
Currently, there is no framework for
the pedagogical evaluation of video game-based learning. A host of research
issues have emerged to create the next generation of games to support
learning in math, science, and engineering. Yet little to no research has
emerged in the area of game-based learning to improve the combat readiness
of the armed forces. This paper is designed to explore, compare, contrast,
and synthesize prevailing learning design theories from such noted learning
experts as Gagne, Bloom, Kirkpatrick and Keller with video game design
theories in order to create an evaluation framework for video game-based
learning. The objective is to add definitive research in the badly needed
area of military game-based learning. The Department of Defense needs
research that proves, or disproves, the idea that digital game-based
learning can improve individual, or collective, performance in the field.
This project will fill one of the many areas of research needed by creating
an evaluation framework of video game-based learning. It will be created
through the kind of thought leadership arrived at through scholarly research
which emphasizes analysis, synthesis and critical thinking.
As an educational tool, gaming simulation has been
around for thousands of years, with the depiction of strategic military
problems in games like Chess. In modern times, the use of flight simulators
to train pilots and astronauts is a highly developed example. Other examples
include business gaming such as the Top Management Decision Simulation,
developed by the American Management Association in the 1950s (Coppard,
1976). From the late 1950s to the mid-1960s gaming simulations appeared in
political science and international affairs, and the field of urban
planning.
An early example of computer assisted instruction was
a system called PLAN (Weisgerber, 1971). This system was used in schools
throughout the United States in the mid-1970s. In this system, the computer
kept records about each student’s previous study, progress, and performance.
Teachers received daily reports on completion of lesson objectives as well
as activities started or completed by each student. Periodic student
progress reports were also generated. The information in the computer
database was used to help plan individualized learning activities.
Early examples of computer-based instruction (CBI),
even those that included some variation resulting from user control, such as
limited branching, tended to be designed in such a way that everyone
received basically the same program. A better approach is to incorporate
adaptive motivational conditions which reflect the changes in a student’s
motivation over time (Keller, 1999).
Today, gaming simulation applications can be found in
almost every field. Coppard suggests, "some of the most appropriate games
are not found in one’s own field, but instead were developed for another
purpose and may be easily adapted to similar applications in a different
field." (Coppard, 1976, p. 40-2) For more on the design process for gaming
simulations, see Coppard (1976, pp. 40-9 to 40-13). For a detailed technical
consideration of the game design process, see A Guide for Simulation Design,
by Adair and Foster (1972).
Pedagogy Versus
Andragogy
Malcolm S. Knowles (1980) coined the faux-Greek term "andragogy"
(sometimes spelled "androgogy") to distinguish teaching practices
specifically aimed at adult learners from those used to teach young people
in primary and secondary education. Knowles theory of andragogy assumes that
adults (1) want to know why they need to learn something (although this
would seem to apply to adolescents as well), (2) need to learn
experientially, (3) approach learning as problem-solving, and (4) learn best
when the subject is of immediate value. Furthermore, adults tend to be
self-directed and expect to take responsibility for decisions that affect
them.
E-learning courses based on the principles of
androgogy ask the questions: What do you want to learn? How and when do you
want to learn? (Islam, K., 2002). Adult learners process information
differently from their youthful counterparts. Nevertheless, the assumptions
for adult learners can in many cases be reasonably applied to young people
when discussing video game-based learning systems.
Brookfield (1986) says that adult learners:
Are not beginners, but are in a continual
state of growth;
Bring with them a package of experiences and
values, each one unique;
Come to education with intentions;
Bring expectations about the learning process;
Have competing interests; and
Already have their own set patterns of
learning.
Adult learning is therefore most productive when:
Learners are engaged in the design of
learning;
Learners are encouraged to be self-directed;
Educators function as facilitators rather than
didactic instructors;
The individual learners’ needs and learning
styles are taken into account;
A climate conducive to learning is
established;
The learner’s past experiences are used in the
learning process; and
Learning activities seem to have some
relevance to the learners’ circumstances.
Gagné’s Nine
Events of Learning
Gagné defines instruction as "a set of events external
to the learner designed to support the internal processes of learning"
(Gagné, 1977, 1985). Proceeding from this definition, he has formulated nine
instructional events which relate to internal learning processes. These are
summarized in the following table (Table 1):
|
Instructional Event |
Relation to Learning Process |
|
1. Gain attention
|
Reception
of patterns of neural impulses
|
|
2. Inform learner of the
objective
|
Activates a process of executive control
|
|
3. Stimulate recall of previous
learning
|
Retrieval
of prior learning to working memory
|
|
4. Present the material
|
Emphasize features for selective perception
|
|
5. Provide learning guidance
|
Semantic encoding;
cues for retrieval
|
|
6. Elicit performance (practice)
|
Activate response organization
|
|
7. Provide feedback about
performance
|
Establish reinforcement
|
|
8. Assess the performance
|
Activate retrieval,
making reinforcement possible
|
|
9. Enhance retention and
transfer
|
Provide cues and strategies for
retrieval
|
Table 1: Gagné’s
Nine Events Of Learning
Five different purposes for evaluation of student
performance are:
1. Student Placement. Tests are administered in
order to identify an appropriate starting point for instruction.
2. Diagnosis of Difficulties. Tests can
indicate areas in which a student needs remedial instruction for earlier
skills that have not been mastered, making it difficult to learn material
that builds upon those skills. Remedial instruction may require the use of
different methods and materials.
3. Checking Student Progress. Routine tests to
check student progress may be used less often when students appear to be
progressing consistently well. Such progress checking may need to be used
more often when students are experiencing difficulties.
4. Reports to Parents or Supervisors. In
addition to the function of supplying reassurance that the learner is
progressing well, accumulated assessment results may provide a basis for
promotion, certification or other benefits.
5. Evaluation of the Instruction. Instruction
methods can be evaluated with overall scores as well as evaluation of
individual items. A common evaluation process (particularly applicable to
computer-based instruction) is formative evaluation, in which a series of
tryouts and revisions result in improved effectiveness.
The various types of individualized instruction can
differ substantially from traditional classroom instruction. Adult learners
can benefit from materials and procedures that are less highly structured
than those used for younger students.
Keller’s ARCS
Model
In an article summarizing the research upon which his
ARCS Model is based and giving examples of actual use of the system, Keller
notes that "no matter how motivated learners are when they begin a course,
it is not too difficult to bore them, if not kill their interest totally"
(1987, pg. 2). The ARCS Model consists of four conceptual categories related
to human motivation as well as a set of specific strategies (see Tables 1-4,
Keller, 1987, pp. 4-5) which may be used to improve the general motivational
aspects of a course of study. It also makes use of Keller’s process called
motivational design.
Expectancy-value theory, based on the work of Tolman
(1932) and Lewin (1938), provides the foundation of ARCS. "Expectancy-value
theory assumes that people are motivated to engage in an activity if it is
perceived to be linked to the satisfaction of personal needs (the value
aspect), and if there is a positive expectancy for success (the expectancy
aspect)" (Keller, 1987, pp. 2-3). Keller separated "value" into two
categories: "interest," which refers to attention-related issues, and
"relevance," which refers to matters of perceived benefit and usefulness. He
added a category for "outcomes" to cover the application of applied
reinforcement and environmental outcomes that contribute to intrinsic
motivation. Interest, relevance, expectancy and outcomes subsequently became
attention, relevance, confidence and satisfaction respectively, giving rise
to the acronym ARCS.
Attention — Many simple
techniques can be used to get attention, but the difficulty lies in
sustaining attention. "The goal is to find a balance between boredom and
indifference versus hyperactivity and anxiety" (Keller, 1987, p. 3).
Relevance — Perceived
relevance with regard to schoolwork or future career goals may or may not be
present intrinsically in a given course of study. Keller holds that a
perception of relevance can come from the method of instruction, whether or
not it is inherent in the content.
Confidence — Whether one
succeeds or not, regardless of external factors or innate ability, depends
to a great degree on one’s feelings of confidence in the possibility of
success. This can particularly affect a student’s persistence. Keller points
out that "fear of failure is often stronger in students than teachers
realize" (Keller, 1987, p. 5). The Confidence strategies offered by ARCS are
designed to help create the impression that some degree of success is
possible given an appropriate effort on the part of the learner. Keller
cautions, however, that it is important to "avoid creating this impression
if it is false," thereby setting up unrealistic expectations.
Satisfaction — According
to operant conditioning theory, the definition of task and reward, together
with an appropriate reinforcement schedule, should cause people to be more
motivated. A problem can arise if the use of these techniques is perceived
to intrude on the student’s rightful sphere of control. This is particularly
likely to happen when the activities in question are those from which the
student derives intrinsic satisfaction. "A challenge is to provide
appropriate contingencies without over controlling, and to encourage the
development of intrinsic satisfaction" (Keller, 1987, p. 6).
The ARCS Model incorporates a systematic seven-step
approach to the design process (Keller, 1997) which has been revised and
refined based on further study (see Keller, 1999). This process can be
summarized as define, design, develop, and evaluate. According to Keller, it
is appropriate to use the ARCS Model "if the problem is one of improving the
motivation appeal of instruction for a given audience" (Keller, 1987, p. 6).
A point which may be particularly relevant to video
game-based learning is that, for students who have a high degree of initial
motivation, overuse of motivational strategies can actually interfere with
the instructional objectives.
In the evolution of the ARCS process, a simplified
design strategy was developed (Suzuki and Keller, 1996; Keller, 1997). This
process has been utilized successfully in studies in several different
countries, suggesting a multicultural validity. The process is presented in
a two-dimensional matrix with the ARCS categories on the horizontal axis,
and specific design factors on the vertical axis (see Table 4.1, Keller,
1999, p. 41).
A principle application of this system is to identify
areas in which motivational strategies are appropriate. As mentioned
earlier, overuse of motivational strategies can interfere with a student’s
intrinsic interest in a subject. The motivational design process requires an
audience analysis to decide which motivational tactics are appropriate.
Keller points out, "Learner motivation changes over time, however, and
sometimes in unpredictable ways" (1999, p. 42). According to Keller, "When
students are motivated to learn, they want to work on highly task-relevant
activities. They do not want to be distracted with unnecessary motivational
activities. For this reason it would be nice to have computer or multimedia
software that can sense a learner’s motivation level and respond
adaptively."
Song (1998) developed an approach to motivationally
adaptive CBI. At predetermined points in the instructional program, a screen
was presented which asked questions pertaining to the students’ motivational
attitudes. The responses in conjunction with actual performance levels were
used to personalize motivational tactics for each student.
Another variation relevant to CBI concerns the
motivational problems faced by distance learners. These students must
overcome feelings of isolation, feelings associated with a lack of evidence
of steady progress, and doubts about their ability to complete the material.
Visser (1998) used a variation of the ARCS approach to address these
problems. Her approach, which dealt with traditional distance learning
materials, could be adapted to CBI and video game-based learning. She sent
messages in the form of greeting cards to students according to two parallel
schedules. The first schedule was based on specific points in the course and
the messages were the same for all students. The second schedule consisted
of personalized messages sent at times that were deemed appropriate based on
the student’s performance.
Bloom’s Taxonomy
Benjamin S. Bloom of the University of Chicago headed
a group of distinguished academics who, in a series of conferences held from
1949 to 1953, set out to develop a taxonomy, or classification system, to be
used in working with educational objectives and outcomes. The first volume
of the work, subtitled Handbook 1: Cognitive Domain, was published in 1956.
A second volume covering the affective domain was published in 1964. The
primary focus of this work was to aid college-level instructors analyzing
test items. "The major purpose in constructing a taxonomy of educational
objectives is to facilitate communication," Bloom says (1956, p. 10). This
would enable those involved with educational research, curriculum
development and testing to "compare and exchange tests and other evaluative
devices intended to determine the effectiveness of these programs." In
deciding how to proceed with the construction of the taxonomy, Bloom states,
"We are of the opinion that although the objectives and test materials and
techniques may be specified in an almost unlimited number of ways, the
student behaviors involved in these objectives can be represented by a
relatively small number of classes" (1956, p. 12).
The classification system presented in this work has
been widely accepted throughout the educational system, though several
alternatives and revisions have been presented. Bloom’s Taxonomy, as it is
commonly known, is considered hierarchical, ordered in terms of increasing
complexity, and consists of the following categories and sub-categories:
Cognitive Domain: Knowledge
1.00 Knowledge
1.10 Knowledge of Specifics
1.11 Knowledge of Terminology
1.12 Knowledge of Specific
Facts
1.20 Knowledge of Ways and
Means of Dealing with Specifics
1.21 Knowledge of Conventions
1.22 Knowledge of Trends and
Sequences
1.23 Knowledge of
Classifications and Categories
1.24 Knowledge of Criteria
1.25 Knowledge of Methodology
1.30 Knowledge of the
Universals and Abstractions in a Field
1.31 Knowledge of Principles
and Generalizations
1.32 Knowledge of Theories and
Structures
Cognitive Domain:
Intellectual Abilities and Skills
2.00 Comprehension
2.10 Translation
2.20 Interpretation
2.30 Extrapolation
3.00 Application
4.00 Analysis
4.10 Analysis of Elements
4.20 Analysis of Relationships
4.30 Analysis of
Organizational Principles
5.00 Synthesis
5.10 Production of a Unique
Communication
5.20 Production of a Plan, or
Proposed Set of Operations
5.30 Derivation of a Set of
Abstract Relations
6.00 Evaluation
6.10 Judgments in Terms of
Internal Evidence
6.20 Judgments in Terms of
External Criteria
Bloom’s Handbook contains many specific
examples of test items illustrating each subcategory of the taxonomy.
Testing of the various stages of learning incorporate these general
principles:
Knowledge — When testing
a student’s ability to recognize or cite accurate statements, the form of
the question and the level of precision required should not differ
significantly from the way the knowledge was initially learned.
Translation — This is
the ability to convert the learned material into other words. When testing
this stage of learning, Bloom notes, "If the evaluation is to be of a
behavior transcending knowledge, the context in which the terms or symbols
appear must be to some extent novel context" (Bloom, 1956, p. 97).
Interpretation — Testing
a student’s ability to interpret learned material can be done either with a
question requiring an essay type response, multiple-choice selections,
classifying items relative to the material presented, or questions as to
whether the data presented is sufficient to prove the truth or falsity of
given statements. Exercises of this last type may either ask for an
evaluation based solely on the information presented, or may utilize the
given data as well as other knowledge the student may possess.
Extrapolation —
Exercises testing extrapolation, often used in conjunction with
Interpretation, "attempt to determine whether or not the student can go
beyond the limits of the data or information given and make correct
applications and extensions of the data or information" (Bloom, 1956, p.
117).
Application — When a
student’s ability to apply learning is to be tested, the situations
presented "must either be situations new to the student or situations
containing new elements as compared to the situation in which the
abstraction was learned" (Bloom, 1956, p. 125). When testing effect of
instruction on application ability, it is necessary to differentiate between
solutions based on general problem-solving ability and solutions that are
the result of instruction. One can make this determination by testing
individuals who are equal in general ability to those who are the target of
the application items, but who have not received the instruction in
question. It is important for purposes of evaluation to distinguish between
inability to apply and inability to comprehend. This can be done by testing
the degree of the student’s comprehension of the situation before the
application items are attempted. When accurate knowledge of the
problem-solving process employed by the student is required, actual
recording of the steps taken by the student (an operation particularly
suited to computer-based systems) is preferable to attempts to infer the
process from the construction of the test items. Bloom notes that "students
can come up with ways of arriving at answers, often correct, that no teacher
seems to have anticipated" (Bloom, 1956, p. 127).
Analysis — In discussing
Analysis, Bloom indicates a variant of the hierarchy of the published
taxonomy which is adopted by Anderson and Krathwohl in their revised
version. Bloom writes, "No entirely clear lines can be drawn between
analysis and comprehension at one end or between analysis and evaluation at
the other" (Bloom, 1956, p. 144). This statement and the subsequent
discussion omit the Synthesis classification, which in the Handbook is
placed between Analysis and Evaluation. Anderson and Krathwohl (2001)
reverse the order of the elements corresponding to Synthesis (Create) and
Evaluation (Evaluate).
Bloom further divides Analysis into the ability to
classify "elements" of the material, specifying the "relationships" among
the elements, and recognition of "organizational principles" of arrangement
and structure (Bloom, 1956, p. 145). Testing the student’s ability to
analyze material is most effective when the material to be analyzed is
presented in the test situation, as opposed to relying on the student’s
familiarity with it. While student answers may be free-form or guided
responses, selecting the best answers in multiple-choice format offers the
advantage of structuring items to include common errors.
Synthesis — Synthesis is
defined as combining elements in order to form a whole. (Compare to Anderson
and Krathwohl’s "Create") "This is a process of working with elements,
parts, etc., and combining them in such a way as to constitute a pattern or
structure not clearly there before" (Bloom, 1956, p. 162). Bloom’s
subcategories of Synthesis are distinguished "primarily on the basis of
product" (p. 163). These products may be a "unique communication" of some
form, the purpose of which is "to inform, to describe, to persuade, to
impress, or to entertain." The second subcategory consists of "a plan or
proposed set of operations." Items in this subcategory are distinguished
from the previous subcategory in that they are incomplete until translated
into action. The product of Synthesis in the final subcategory is "a set of
abstract relations." Here the distinguishing factor is that the relations
"are not explicit from the start; they must be discovered or deduced" (p.
164).
Testing for Synthesis is made more difficult by the
necessity of providing conditions favorable to creative output — primarily
freedom. "The student should be made to feel that the product of his efforts
need not conform to the views of the instructor, or the community, or some
other authority, if such freedom is otherwise consistent with the nature of
the task" (Bloom, 1956, p. 173). Evaluation of Synthesis poses formidable
problems because of the lack of objective criteria to be used. The
idiosyncratic nature of creative output can make judgment, even by experts,
appear arbitrary. Bloom addresses this issue to a degree by indicating that
a synthesis can be considered faulty because it fails to fit the
requirements of the problem.
Table 2 summarizes Bloom’s Taxonomy of Learning.
|
Evaluation |
appraise, argue, assess,
attach, choose compare, defend estimate, judge, predict, rate, core,
select, support, value, evaluate |
|
Synthesis |
arrange, assemble,
collect, compose, construct, create, design, develop, formulate, manage,
organize, plan, prepare, propose, set up, write |
|
Analysis |
analyze, appraise,
calculate, categorize, compare, contrast, criticize, differentiate,
distinguish, examine, experiment, question, test |
|
Application |
apply, choose,
demonstrate, dramatize, employ, illustrate, interpret, operate,
practice, schedule, sketch, solve, use, write |
|
Comprehension |
classify, describe,
discuss, explain, express, identify, indicate, locate, recognize,
report, restate, review, select, translate |
|
Knowledge |
arrange, define,
duplicate, label, list, memorize, name, order, recognize, relate,
recall, repeat, reproduce state |
Table 2: Bloom’s
Taxonomy of Learning
Bloom’s original Taxonomy has been revised utilizing
advances in education theory since its original publication (Anderson and
Krathwohl, 2001). The revised version was changed to focus on a broader
audience, especially elementary and secondary teachers. One fundamental
change was to replace the noun forms of the classifications used in the
Handbook with verb forms. "Verbs of the kind used by teachers in statements
of objectives and during instruction seemed more helpful in framing and
categorizing objectives, instructional activities, and assessment tasks"
(Anderson and Krathwohl, 2001, p. 307). These verb forms (as illustrated in
Table 2) are distinguished as "Cognitive Processes" and are used to form a
separate dimension for analysis. The reorganized and renamed noun forms
making up the original "Knowledge" category and sub-categories became
another dimension, called the "Knowledge Dimension." Table 3 shows a
simplified version of this new, multi-dimensional framework.
|
The Cognitive Process Dimension |
|
Remember |
Understand |
Apply |
Analyze |
Evaluate |
Create |
|
Knowledge
|
|
|
|
|
|
|
|
Conceptual Knowledge
|
|
|
|
|
|
|
|
Procedural Knowledge
|
|
|
|
|
|
|
|
Meta-cognitive Knowledge
|
|
|
|
|
|
|
Table 3: The
Knowledge Domain
The simplest activities (i.e., remembering facts) are
in the upper left of the table, and complexity increases as we move down and
to the right. The categories of the Knowledge Dimension and the Cognitive
Process Dimension are further divided into subcategories for classification
purposes (Anderson & Krathwohl, 2001; Krathwohl, 2002). As noted above, the
order of "Evaluate" and "Create" are reversed from their corresponding
categories in the original Bloom Taxonomy ("Synthesis" and "Evaluation").
This ordering, while not without some difference of opinion, arises in part
from an analysis of empirical evidence and a decision to order the
categories from most simple to most complex. "Simply stated, induction,
which is involved in Creating, is a more complex process than deduction."
(Anderson and Krathwohl, 2001, p. 294)
The new category of Metacognitive Knowledge is defined
as "Knowledge of cognition in general as well as awareness and knowledge of
one’s own cognition." (Anderson and Krathwohl, 2001, p. 29) This category in
the revised taxonomy is of increasing significance as research shows how
being made aware of their metacognitive activity can help students adapt the
ways they think and approach learning activities (Krathwohl, 2002).
The Taxonomy Table, derived from the two-dimensional
representation of the Knowledge (noun) and Cognitive Process (verb)
components, provides a concise representation for classifying objectives,
activities and assessments. By plotting course objectives on the table grid,
for example, one can easily see the extent to which more complex kinds of
knowledge and cognitive processes are represented. Blank spaces on the grid
suggest what might have been included but wasn’t. This helps to identify
opportunities to enhance the course objectives (Krathwohl, D. R., 2002).
The ADDIE Model
of Design
The ADDIE Model of instructional system development
(ISD) seems to have evolved informally rather than being the product of a
single author. ADDIE is an acronym for Analysis (or Assessment), Design,
Development, Implementation, and Evaluation. Molenda (2003) traces the
origins of the ADDIE acronym, which appears to be an afterthought of various
related descriptions of ISD concepts. One of the earliest antecedents to
ADDIE appears to be a report by Branson (1978) of a model developed in
conjunction with the U.S. military called the Interservice Procedures for
Instructional Systems Development (IPISD). Branson provides a graphic
labeled "Analyze, Design, Develop, Implement, and Control." The model is
not, however, referenced by the acronym ADDIC.
Thiagarajan (1976) is sometimes cited as the
originator of the ADDIE label, but he refers only to A-D-E in his work.
ADDIE begins to appear in the late 1980s in a variety
of sources with no clear attribution. According to Molenda, "It is only in
the recent literature that the term is beginning to take on a more fully
elaborated meaning. However, these authors are essentially creating their
own interpretations as there does not appear to be an original,
authoritative version of ‘the ADDIE Model’ " (2003, p.4).

Figure 1: ADDIE
Model of Instructional Design
Kirkpatrick
Evaluation Levels
Kirkpatrick’s system of evaluation has been widely
used in the area of professional training for over 40 years. This system
consists of four steps or levels of increasing complexity. Kirkpatrick’s
four levels can be summarized as follows:
Level 1 — Reaction. This
level, which is the easiest to test for, represents the feelings of the
learners about the training received. A variety of testing examples show a
familiar series of questions where the student is asked to rate various
aspects of the training on some kind of quantitative scale. While most
questions are given in an objective form, some space is generally allowed
for additional comments not addressed by the other questions. Kirkpatrick
emphasizes that this level of evaluation "does not include a measurement of
any learning that takes place" (Kirkpatrick, 1976, p. 18-2).
Level 2 — Learning.
Kirkpatrick defines learning in this context as "the principles, facts, and
skills which were understood and absorbed by the conferees" (Kirkpatrick,
1976, p. 18-11). In other words, the learning he describes corresponds to
Bloom’s (1956) Knowledge category and subcategories. Kirkpatrick recommends
that this level of evaluation include before-and-after testing as well as a
control group when possible in order to assess the actual impact of the
training, the use of objective questions to provide quantifiable data which
can then be subjected to a statistical analysis.
Level 3 — Behavior (also called Transfer).
At this evaluation level, the focus is on behavioral changes that are
brought about by the learning which has presumably taken place. Kirkpatrick
saw this as a way to quantify the common knowledge that there is often "a
big difference between knowing principles and techniques and using them"
(Kirkpatrick, 1976, p. 18-16). Here again, the use of before-and-after
testing, a control group, and statistical analysis are recommended. In
addition, he suggests appraisal by persons other than the individual being
evaluated to aid in the objectivity of the results. He also recommends a
post-training appraisal three months or more after the training has been
completed in order to assess the lasting effect of behavioral changes
resulting from the training.
Level 4 — Results. This
is the most vague of Kirkpatrick’s levels. The desired results can vary
greatly from one type of training program to another, and therefore the
testing to determine the degree to which those results have been met vary as
well. For this reason, in the context of job-related training, Kirkpatrick
suggests that evaluations focus on the first three levels. "From an
evaluation standpoint, it would be best to evaluate training programs
directly in terms of results desired. There are, however, so many
complicating factors that it is extremely difficult, if not impossible, to
evaluate certain kinds of programs in terms of results. Therefore, it is
recommended that training directors evaluate in terms of reaction, learning,
and behavior" (Kirkpatrick, 1976, p. 18-21).
Kirkpatrick’s evaluation levels have been widely
accepted in industrial and organizational environments. "The power of
Kirkpatrick’s model is its simplicity and its ability to help people think
about training evaluation criteria" (Alliger & Janak, 1989, p.331).
Three assumptions associated with Kirkpatrick’s system
are "implicit in the minds of researchers and trainers, although to all
appearances unintended by Kirkpatrick himself when the model was proposed" (Alliger
& Janak, 1989, p.332). These assumptions are: (1) Levels are hierarchical,
with each providing more information than the last, (2) There is a causal
relationship between each successive level, and (3) There is a positive
correlation between levels. The authors challenge the validity of these
assumptions with a detailed analysis of the available literature.
Evaluation of training using the Kirkpatrick system
can suffer if care is not taken to define needs and resources or to
determine how the results will be applied. Problems can occur if the system
comes to shape the questions and results. Emphasis on return on investment (ROI)
in a business context tends to skew evaluation. Measurements based mainly on
financial indicators focus on past performance and encourage a short-term
strategic view (Abernathy, 1999).
It can be useful to divide results into categories of
"hard data" and "soft data" (Phillips, 1996). Hard data, the kind
traditionally used to evaluate performance, includes things such as output
(units produced, tasks completed, etc.), quality (waste, defects, etc.),
time (project completion time, overtime, etc.), and cost (overhead, variable
costs, etc.). Soft data are more subjective and harder to assign a monetary
value. This includes work habits (punctuality, safety, etc.), work climate
(grievances, job satisfaction, etc.), attitudes (loyalty, perception of
responsibilities, etc.), new skills (decisions made, conflicts avoided,
etc.), development (promotions, performance ratings, etc.), and initiative
(implementation of new ideas, employee suggestions, etc.).
"How do we value training that has tangible results
versus that which has intangible results?" Abernathy asks. "Should we try to
measure it?" Abernathy quotes Fred Nickols, executive director of strategic
planning and management services at the Educational Testing Service as
saying, "The best measure of anything, including training, is sometimes
gauged by its absence. Only when it is absent does its value dawn on those
who take it for granted" (1999, p.22).
Kaplan and Norton (1992) offer a scorecard method that
seeks to balance business management by measuring performance across four
perspectives: finance, customers, internal business processes, and learning
and growth. "The learning and growth perspective directs attention to the
basis of all future success" (Abernathy, 1999, p. 21).
Video Game
Design Theory
A half a century ago, video games came to life. On
large television screens, man discovered that technology could be fun. The
video game industry has changed drastically since then, morphing into one of
the biggest and most popular entertainment forms in the world. Video games
have thrived, overcoming early criticism as being nothing more than a fad,
emerging as the preeminent popular art form of the 21st century.
As a form of entertainment, video games engage us
emotionally, can hold even the most distracted teen’s attention and even
help adults learn. Video gaming is the most popular form of entertainment
today and this popularity has spawned many books on the subject. In his
book, Trigger Happy: Videogames and the Entertainment Revolution, Poole
(2000) states that, "according to the European Leisure Software Association,
the British videogame software market already grosses 60 percent more than
total movie box office receipts and 80 percent more than movie rentals"
(p6).
Video games are more than just fun, they are art, and
science mixed together. Many people have tried to dismiss video games as a
passing fancy or for techno geeks without a social life. However, there are
many who take video gaming seriously. By reading about, discussing and, even
playing games, it is possible to gain a better understanding video game
design theories in order to create an evaluation framework for video
game-based learning.
Video Game
History
Videogames have certainly changed the face of gaming
yet the world of video games continues to evolve. But, where did it all
begin? The history of video games is not just about people. It's also about
inventions, dreams and companies.
Pre- Technology
Video gaming, in its earliest form, dates back to 1889
when Fusajiro Yamauchi established the Marufuku Company to manufacture and
distribute Hanafuda, Japanese playing cards. In 1907, Marufuku began
manufacturing Western playing cards. The company changed its name to The
Nintendo Playing Card Company in 1951 ("The History of Video Games" 2001;
Herz 1997).
In America, a key development in the game industry
occurred in 1945 when Harold Matson and Elliot Handler began producing
picture frames in their garage workshop. They come up with the name "Mattel"
by combining letters from their names. In 1952, A.S. Douglas created the
first graphical computer game - a version of Tic-Tac-Toe. In 1954, a former
US Korean War veteran named David Rosen started Service Company Games to
export coin operated machine games to Japan. Over the next decade, Rosen
began to create his own coin-operated games, and SEGA, is born ("The History
of Video Games" 2001; Herz 1997).
Perhaps the most well known bit of pre-technology
history occurred in 1961, when Spacewar was created by then student Steve
Russell. Spacewar was the first interactive computer game, originally built
on a Digital PDP-1 (Programmed Data Processor-1) mini computer. Limited by
the computer technology of the time, Spacewar utilized new teletype
terminals with Cathode Ray Tube (CRT) screens to display the primitive
graphics ("The History of Video Games" 2001; Herz 1997).
A few years after this, Nolan Bushnell and Ralph Baer
entered the picture. Ralph Baer, originally tasked with creating a deluxe
and modern television set, expanded on his idea for a secondary use for
them. He began studying and researching interactive television gaming and
was able to get his employer interested enough to fund his efforts.
Eventually, Ralph Baer and his team succeeded in creating an interactive
game that could be played on a television screen. They developed a chase
game and followed it up with a video tennis game. This same team also
modified a plastic toy gun so that it could ‘shoot’ dots on the television
screen. These games were patented in 1968 and licensed by Magnavox in 1970.
This game was called the Odyssey. Magnavox displayed the Odyssey at a
convention in Burlingame, California, on May 24. A few years later, Magnavox
began selling the Odyssey exclusively through its own stores, selling a
modest 100,000 units ("The History of Video Games" 2001; Herz 1997).
During this same time period, Nolan Bushnell
successfully created an arcade version of Spacewar, called Computer Space.
Computer Space did not sell well. Shortly after, Bushnell left the company
and started Atari in 1972. The newly formed Atari’s first game was Pong,
which was extremely successful. In 1976, Nolan Bushnell sold Atari to Warner
Communications for $28 million. He remained with Atari as chairman of the
board ("The History of Video Games" 2001; Herz 1997).
In 1978, Atari released the Video Console System
(VCS). The combination joystick and addle controllers were an instant hit,
though disputes over money caused several Atari programmers to leave Atari,
and form Activision in 1979. Emboldened by Atari's success, several
companies began to release home video game consoles including Coleco's
Telstar. Bally released a programmable console called the Bally Professional
Arcade. In 1980, Mattel Electronics introduced the Intellivision game
console. The next year, Nintendo released Othello, an arcade cocktail-table
game based on the board game Othello. That same year, Midway, a Japanese
company, began importing Space Invaders from Taito. Colecovision debuted in
1982. In 1993 people spent 22 billion dollars in arcades and video games
[made by Atari and their competitors] ("The History of Video Games" 2001;
Herz 1997; Saltzman 2004).
The video game industry continued to evolve and in
1986, Nintendo released the Nintendo Entertainment System (NES). The system
debuted with Super Mario Bros., an arcade conversion, which became an
instant hit. Coleco, however, soon filed for bankruptcy, with most of its
catalog goes to Milton Bradley and Parker Brothers ("The History of Video
Games" 2001; Herz 1997).
Video games popularity increased demand for portable
machines or handheld devices on which the games could be played. The video
games were cumbersome, and not easily portable. The manufacturers recognized
this demand, and Nintendo released its handheld Game Boy. Atari also tried
to get into the handheld game but, its attempt, the Lynx, was a failure
("The History of Video Games" 2001).
Post- Technology
In the 1990’s the major players were Nintendo, Sega,
Sony, Hasbro and eventually, Microsoft. Atari was never able to return to
its early glory. Nintendo remained at the head of the pack, releasing Super
Mario 3, the all-time best-selling video game. Sega continued to turn out
games to trade on its established arcade successes ("The History of Video
Games" 2001).
Video game popularity had become so ingrained in
popular culture and everyday life, that even Congress began to take notice.
Outraged by the violence in Mortal Kombat and Night Trap, Senators Joseph
Lieberman (Connecticut) and Herbert Kohl (Wisconsin) launched a Senate
investigation into video game violence which led to an industry-wide rating
system. In 1994, The Entertainment Software Rating Board (ESRB) was
established to rate video games. Large letter icons began to appear on game
boxes to let consumers know the recommended age of players for each game and
whether the game is violent or sexual in nature. By the end of 1997, most
software featured ratings on its packaging ("The History of Video Games"
2001).
In 1998, a newly formed development company headed by
former Activision veterans announced that it would publish new games. Sony
released the PlayStation and it was a success. The N64 is released in United
States and Nintendo announced that Pokémon will be coming to the United
States. Not to be undone, Microsoft entered the video game market with the
XBox and Nintendo's Game Cube was released. At the end of the 1990’s and
early new millennium, cellular phone games entered the market, creating the
third medium with which video games could be played (the first two being on
a television screen and online). Today, video games are everywhere ("The
History of Video Games" 2001; Herz 1997; Mencher 2002).
Gaming Theory
Wolf and Perron (2003) have written that "game theory
seems to be teetering on a threshold: Many academics want to see game theory
establish itself as predominantly academic discipline, while others seek to
broaden the conversation between game designers, consumers, journalists and
scholars" (p 26).
According to Rollings and Adams (2003), "game design
is the process of: Imagining a game. Defining the way it works. Describing
the elements that make up the game (conceptual, functional, artistic, and
others). Transmitting that information to the team that will build the game"
(p 4). Designing video games is a daunting task. But how do you turn an idea
for a game into a game design? What qualities must the game contain? Most
game designers are game players themselves. To answer these questions, one
must look to the experts or game designers, such as Chris Crawford, Andrew
Rollings and Ernest Adams.
Chris Crawford
Chris Crawford started his career with the top name in
the industry, Atari, in 1979 where he worked under Alan Kay as a manager of
games research. He has published fourteen computer games and five books. He
is the founder of Game Developers Conference (GDC), and is an expert in
interactive story telling.
Crawford (2003) advises "Game design is not at all the
same as game programming" (p2). He advises all ambitious would-be game
designers to get an education and learn as much as they possibly can. Why?
Because video games are an extension of life, and ourselves; to keep others
attention and entertain them, it is important to know how humans interact
with each other and the subconscious stimuli that influence them. Chris
Crawford’s approach is interesting in that it encompasses a great deal of
psychology as well as biological and physiological considerations. Crawford
(2003) even pays attention to the subtlest of influences, as "most games
have some subconscious element of mythology to them; you should understand
the basic forces at work" (p131).
One of the more radical parts of his gaming theory
involves taking up dangerous or exciting hobbies and adventure to create
memories for the game. Learning how your own body reacts under pressure, to
fear, to anticipation is important. One cannot put into a game or describe
what one has not experienced. Including these experiences into a game will
help create a realistic, engaging video game. He also suggests growing as a
person, putting yourself in unfamiliar social situations and being creative
as an essential experience for game creation (Crawford 2003).
Also important to Chris is communication. He feels
that video games are a medium of communication; therefore, game designers
must understand communication and human language. Humans communicate in
order to share knowledge and experiences. Chris maintains that games are a
form of entertainment, not art. It is this "fun factor" that makes gaming a
unique expression (Crawford 2003).
Andrew Rollings
and Ernest Adams
Ernest Adams is a member of the International Hobo
design consortium. He developed a wide variety of games including games for
the Sony Playstation. Ernest Adams has worked as a technical consultant
spanning the games industry and the financial industry since 1995.
According to Rollings and Adams, their approach to
game creation is that video game design is neither art nor science, but
something in between. The goal of a game design is entertainment; therefore,
designing a game requires both creativity and science. Their game theory
focuses on core mechanics, interactivity, and storytelling. Core mechanics
are the rules that define the operation of the game world. It is this area
that they advise more focus, as it can make the difference between a
lackluster game and a truly great one. Interactivity is defining what the player will see, hear, react
and behave in the game (Rollings & Adams 2003).
Storytelling is just that, telling a story that
unfolds as the game is played or simply adds to the drama of the game. A
game must have a goal, or a reason for the player to be playing the game. It
also details where the player will go in the game, encounter, win, etc.
Narrative is another part of telling a story. It simply means that part of
the story that is told by the author and designer to the player. Without an
intriguing story for the player to become emotionally involved in the game-
whether by competitiveness or curiosity, etc - the game simply will not
engage the player, failing to reach its goal (Rollings & Adams 2003).
Video Game
Genres
Like people, not all video games are the same. Games
are designed to appeal to both genders, different age groups and to achieve
separate goals. Though different, games may share the same characteristics,
and can be classified into the same category or genre. Genre is defined in
the Webster’s dictionary (2004) as "A category of artistic composition, as
in music or literature, marked by a distinctive style, form, or content."
There are several video game genres, including Action, Adventure, Fighting,
Puzzle, Role-playing, Simulation, Sports and Strategy games.
Action Games
An action game or "twitch" game is one that focuses on
hand-eye coordination under pressure and reaction time. The majority of
arcade games are action games. Action games usually have a lot going on at
the same time, forcing the player to multi-task and make split second
decisions. Popular backgrounds and themes for action games involve shooters,
fighting games, non-shooters, driving games, war games and rescue missions.
Some examples of popular action games are Mortal Kombat and Street Fighter
Action. They are available in both 2D and 3D graphic modes (Herz, 1997).
Shooter games focus on the actions of a type of
weapon, usually a gun. This type of game covers the majority of action
games. Fighting games are games that involve two players who fight each
other. These games are can be played in single player (allowing one person
to play against the computer) or multi-player (two players against one
another) modes. Non-shooter games do not have the violence associated with
shooter games and usually focus on fantasy or adventure type scenarios (Herz,
1997; Rollings & Adams 2003).
Action games, as with action movies, are usually
popular with the male demographic, however, exceptions do exist. One good
example of this is Asteroids, which was immensely popular with women and
girls. Some common elements of action games are lives, reaction tests, and
hand-eye coordination tests (Herz, 1997; Rollings & Adams 2003).
Role Playing
Games
Computer role-playing games are games in which the
players acts out a fantasy or story within the game. Role playing games
should improve with experience and contain strong storylines. Ideally, the
player will become emotionally invested in the game due to the story line
and characterization of the player and game world. Some examples of role
playing games are Neverwinter Nights and Elder Scrolls III: Morrowind. A new
trend that is being seen today in computer role playing games are manual
game editors, which allow the player to edit the game as they wish to
enhance their enjoyment, make the game more interesting, and increase their
investment in the drama (Rollins & Adams 2003; Herz, 1997).
Simulation games
Simulation games are just that – they simulate
actions, behaviors or environments. Simulation games are designed to place
the player in the cockpit or drivers seat, as applicable, and depict what
would be seen, felt or experienced by that individual if their actions were
to occur in real life. Some examples of different types of simulation games
are driving games and flight simulators. These games are first person, and
may include physical elements of the simulation, including a game shaped
like a car or plane, jarring with shooting or turns, and sound effects
(Bates 2002; Herz 1997).
Some types of the simulation games are used to give
the player the experience of driving a car or flying a plane, and therefore
offer extraordinary training benefits. This type of simulation game is
heavily used in the military. Other games involve game play, point systems
and victory conditions. Racing simulators are a popular arcade type of
simulation game. The object of these games is to win a race without crashing
(Herz, 1997).
Sports games
Sports games are immensely popular today, especially
with men and boys. There are games for almost every sport, including bass
fishing, golf and soccer. Sports games are often endorsed by famous athletes
or celebrities, and they have become multi-million dollar ventures. Sports
games are designed to depict an actual game, play and the game’s
surroundings. These games will be set in stadiums, basketball courts, and
even ‘street’ basketball courts. The settings are usually sports specific,
can be very detailed, and include announcers, cheerleaders, coaches and fans
(Bates, 2002; Rollings & Adams, 2003).
Sports games should be written with a complete and
detailed set of rules, including special situations and exceptions. Though
some games such as football or basketball may be played multiplayer, they
can be played single player or computer against the computer (demo mode).
Characterizations of the players have become more detailed with
personalities that show responses to anger, jubilation, frustration and even
egos. Popular sports games include Madden NFL, ESPN Basketball, and Athens
2004 (Bates, 2002; Rollings & Adams, 2003; Herz, 1997).
Strategy games
There are basically two types of strategy games –
classic and consolidation of power games, also known as war games. Examples
of classic games are chess, scrabble or hearts. This type of strategy game
is depicted as an electronic version of a board game. The games playing
board is on screen and the players are represented as game pieces. Strategy
games must be well written to include a complete set of rules and exceptions
for game play.
Other types of strategy games are war games, or "god
games", where the strategy involved is complex decision-making directed at
conquering a kingdom or country. Examples of this type of game are Risk and
Battle Chess. These games award points for decisions made, and the ultimate
goal is to gain power or win the war. The player must decide turn-based
strategy based upon changing criteria and factors. Strategy games can be
played out many different ways, and are played at a slow rate of pace. These
games can be played single or dual player mode (Bates, 2002; Rollings &
Adams 2003; Herz, 1997).
Puzzle games
Puzzle games involve a set of obstacles that must be
overcome to "win" the game. One of the most popular puzzle games is Tetris.
Most puzzle games cannot be won, however, and are played for fun or to
accumulate points.
Adventure games
Adventure games include the immensely popular Legend
of Zelda. This type of game involves accumulating items in order to solve
puzzles and accumulate points to win the game. The goal of this type of game
is pick up useful items which help the player move on to the next level,
getting the player closer to the ultimate goal which may be a rescue
scenario or similar mission. Bates (2002) advises "players generally expect
an adventure game to have a large, complex world to explore, along with
interesting characters and a good story (p9).
Video Game
Design
Video game design has changed tremendously over the
years. It has gone from a single programmer designing a game to a team of
individuals with multi-million dollar budgets working for several years to
produce a single game.
It seems as if every devoted gamer wants to be a game
designer. Many think they can do it easily, because they know how to program
or have a great idea for a game. But how do you go from having a great idea,
to producing a great game?
Rules
The rules of a game depend on the game genre. These
rules define what actions or moves a player can and cannot make; where they
can and cannot go, and how they will win the game. Most of the games rules
are not given to the player, or in the games instructions. They are inherent
to the game and govern the playing process. For instance, in a puzzle game
such as Tetris, the player can only move pieces where they will fit. If the
shapes are not an exact match, the piece cannot be moved. The rules of a
game also define the obstacles or challenges the player will face throughout
the game (Bartle, 2003; Rollings & Adams, 2003).
Goals /
Objectives
The goals and objective of a game establish how the
game will be played and won. It defines the victory condition, or how the
game will decide the winner.
Outcomes /
Feedback / Consequences
The outcome of a game will be win, lose, draw or
depending on the nature of the game, no outcome. A game should have one or
more loss conditions, as well as the victory condition. Some games, however,
have no outcome – they are to be played purely for fun, or in competition
with others, to get the highest score.
Challenge /
Competition / Opposition / Conflict
Games can be competitive in different ways. Some games
have clearly defined competition, one player wins and the other loses. Other
games are played in competition to achieve the highest score. The
competition can be with another player, non-player or the player themselves.
Interaction /
Interactivity
Interactivity is how the player interacts or acts
within the game world. The way the player jumps, shoots or dunks, how they
interact with their competition or enemies, what motions and actions they
can make. The way a player operates in the game world is called the games
interaction model.
There are two prevalent interaction models, avatar and
omnipresent. In the avatar interaction model, the player plays on one screen
or level until he/she completes the objective, or loses. In the omnipresent
model, the player can enter and exit different screens or levels at will.
Perspective is also a facet of interactivity. It defines how the player
views the game world. Perspective can be third person, though the eyes of
another, first person, through the player’s eyes, or side scrolling (Rollings
& Adams, 2003).
Story
To create a great game, the game itself must be fun to
play and give the player a reason to play. This reason to play is called the
story. The story can be as simple as instructions for the player e.g. save
the princess or it can be long, drawn out and convoluted.
The story is inherent to the game; it
describes why the players are there, what the goal is, and what obstacles
they will face along the way. Computer games create fantasy, and allow the
player to become immersed in the game. Some stories are abstract and the
player is told more about the story as the game unfolds. The game play is
actively involved in the story. Other stories have nothing to do with the
game play, but simply make the game more interesting (Rollings & Adams
2003). Figure 2 captures all the elements cited above necessary for good
game design.

Figure 2: Gaming Model Adapted from
Chris Clark's Principles of Game-Based Learning
Video Game
Capabilities
2-D
Games can be 2-D or 3D. A dimension is essentially a
degree of freedom or movement the player is allowed to make. In 2D games,
the player can only move right to left and up and down. The older arcade
games with flat shapes moving in a plane were all two-dimensional. Asteroids
was the first game with two-dimensional player motion. While some
games continue to be 2D, the trend is the offer them in 3D (Morrison, 2002).
3-D
3D games have the same movement as 2D games but offer
forward and backward movement as well. Omerick (2004) teaches that "the form
of a three-dimensional object can be either revealed or hidden depending on
how the light hits the object and at what angle with respect to the camera"
(p158). Newer console and computer games where the player moves about in a
virtual reality are three-dimensional. Popular examples of this are the
Maxis games SimCity and The Sims.
Immersive worlds
Immersive worlds are worlds that are so engaging and
realistic that the player becomes "immersed" in the world, forgetting that
the world is a fantasy. They are virtual worlds, and are also known as
persistent worlds. This type of game can be single or multi player and the
environment can be controlled by the player. In multi player mode, the
players interact with one another as well as the environment. Bartle (2003)
states "because the environment continues to exist and develop internally
(at least to some degree) even when there are no people interacting with it;
this means it is persistent" (p1).
Massively
Multiplayer Online Games (MMOGs)
Massively Multiplayer Online Games are games that
allow at least 128 players to interact with each other in the game world.
These persistent or virtual world games usually charge a fee to join. MMOGs
have grown in popularity over the years, though the industry is currently in
a wait and see state. However, Mulligan and Patrovsky (2003) believe that
"most current game manufacturers, however, are planning to enter the MMOG
market, with the exception of Nintendo" (p7).
MMOG’s actually date back to the late 1960’s, but
experienced a large growth during the 1990’s. MMOG’s are defined by a set of
rules so that the realm of possibilities is known by the players. There are
3 types of MMOGS - classic games such as chess or scrabble, hybrid games
that can be used at home or with an internet connection, and persistent or
immersive worlds (Mulligan & Patrovsky 2003).
Video Game Form
and Aesthetics
The functionality of the user interface
is the most important
consideration and the user interface should fit the game. In adventure
games, aesthetics is more important to support the notion of a fantasy
world, but in a puzzle game, for instance, aesthetics is not as important.
However, for most games, the colors used in video game
graphics should be carefully chosen to support the game play and storyline.
For example, Omerick (2004) tells us the "red means hot and dangerous; blue
means cool and safe. There is no doubt that these colors can evoke those
particular emotions and feelings if presented properly, but it is important
to remember that you as an artist can evoke any emotion you want with any
color" (p158). The bottom line? The environment should
support game play and complement game play, not detract from it (Meigs,
2003; Omerick, 2004).
Conclusion
Video games utilizing modern computer and artificial
intelligence technology offer the potential to waste countless hours in
meaningless, isolated activity. They also offer some of the most intriguing
possibilities for individualized learning since the invention of writing.
The challenge is to find ways to harness the entertainment power of this
technology along with its ability to change in response to input from a user
in such a way that useful educational goals can be accomplished. Developers
of video game-based learning can benefit from advances in learning theory to
help direct instructional content and measure the effectiveness of their
products. This paper will attempt to provide an overview of some of the
principle areas of knowledge, with special emphasis on adult learning
theory, which can aid in the creation and evaluation of new, more
sophisticated educational tools.
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