University of Lincoln
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Practical, appropriate, empirically-validated guidelines for designing educational games

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conference contribution
posted on 2024-02-09, 18:32 authored by Gail G. Chan, Shaun Lawson, Conor Linehan, ben kirman
<p>There has recently been a great deal of interest in thepotential of computer games to function as innovativeeducational tools. However, there is very little evidence ofgames fulfilling that potential. Indeed, the process ofmerging the disparate goals of education and games designappears problematic, and there are currently no practicalguidelines for how to do so in a coherent manner. In thispaper, we describe the successful, empirically validatedteaching methods developed by behavioural psychologistsand point out how they are uniquely suited to takeadvantage of the benefits that games offer to education. Weconclude by proposing some practical steps for designingeducational games, based on the techniques of AppliedBehaviour Analysis. It is intended that this paper can bothfocus educational games designers on the features of gamesthat are genuinely useful for education, and also introduce asuccessful form of teaching that this audience may not yetbe familiar with.</p>

Funding

This work was carried out as part of the Leonardo project Learn to Lead� funded by the EU Lifelong Learning Program (http://www.learn2lead.unina.it).

History

School affiliated with

  • School of Computer Science (Research Outputs)

Publisher

ACM

ISBN

9781450302289

Date Submitted

2011-05-17

Date Accepted

2011-05-01

Date of First Publication

2011-05-01

Date of Final Publication

2011-05-01

Event Name

2011 ACM Annual Conference on Human Factors in Computing Systems

Event Dates

May 7-12, 2011

Date Document First Uploaded

2013-03-13

ePrints ID

4475