Author:
Czauderna André,Guardiola Emmanuel
Abstract
The field of game design for educational content lacks a
focus on methodologies that merge gameplay and learning. Existing
methodologies typically fall short in three ways: they neglect the
unfolding of gameplay through players’ actions over a short period
of time as a significant unit of analysis; they lack a common
consideration of game and learning mechanics; and they falsely
separate the acts of playing and learning. This paper recommends the
gameplay loop methodology as a valuable tool for educational game
design, as it addresses these major shortcomings. Furthermore, this
paper outlines how this methodology can be supported by knowledge
from subject‑specific didactics—considering both the curriculum and
its mediation (contributed by experts from educational practice) as
well as methods of player‑centered design—in order to ensure the
appropriateness of learning objectives and techniques of mediation
in the context of a particular field of knowledge, the game’s appeal
to its target group, and the effectiveness of the learning
mechanics. A case study of the design and production phases of
Antura and the Letters, a literacy game for Arabic refugee children,
illustrates the uses of the gameplay loop methodology situated in
the described broader approach to educational game design. Finally,
this paper explains the results of an impact study revealing that
the approach indeed provides the opportunity to merge playing and
learning.
Publisher
Academic Conferences International Ltd
Subject
Computer Science Applications,Education
Cited by
17 articles.
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