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THE ESTABLISHMENT OF AN OPTIMIZED LEARNING MODEL IN VIDEO GAMES: CAN THE MODELS OF EDUCATIONAL SCIENCE BE APPLIED?
Université de Montréal (CANADA)
About this paper:
Appears in: INTED2011 Proceedings
Publication year: 2011
Pages: 1464-1472
ISBN: 978-84-614-7423-3
ISSN: 2340-1079
Conference name: 5th International Technology, Education and Development Conference
Dates: 7-9 March, 2011
Location: Valencia, Spain
Abstract:
Problematic: Players wish to be engaged very early in the often expensive games they buy. Since the early moments of these games are also the moments when the player is learning how to play, the teaching methods used should be as optimized as possible to offer a controlled and fun experience to the player and thus contribute, or at least maintain, the player’s engagement. It has been established that video games are a powerful medium of education (Prensky, 2006). Nevertheless, few research, exception made of those studying educational games, explain the learning process of the player. Moreover, the authors that are interested in this process often seek to draw new approaches to teaching (Gee, 2003; Becker, 2007) instead of optimizing the effectiveness of the process from game design point of view.

Objectives: The present study aims at 1) finding usable learning models in the field of video games design; 2) suggesting modifications or fusions of elements from these models to adapt them to the field of the video games design.

Methodology: A systematic literature review of the learning models from the educational science domain has been done for this purpose. Three inclusion criteria for selection of the models were used. First, the model must be concise. Then, the elements of the model must be operational. Finally, the model must target the population as a whole, not a specific population with special needs or specific learning styles.

Results and implications: The sample includes approximately 30 models selected from over 1500 abstracts. The teaching process in video games design is often built on an intuitive basis and on previous experiences given the absence of clear and relevant models for the designers. The adapted model will be operational and clear and can be used as a guide to the uninitiated designers of the game industry. Moreover, this model can be the foundation of deeper studies that take into account more aspects specific to video game theories, such as the control of the player’s attention, the feeling of immersion or the optimal experience (flow) in games.
Keywords:
Video games, learning, teaching, education.