Table of Contents Author Guidelines Submit a Manuscript
International Journal of Computer Games Technology
Volume 2015, Article ID 549684, 11 pages
http://dx.doi.org/10.1155/2015/549684
Review Article

Game Factors and Game-Based Learning Design Model

Department of Information and Learning Technology, National University of Tainan, Tainan City 70005, Taiwan

Received 30 April 2015; Revised 20 July 2015; Accepted 26 July 2015

Academic Editor: Yiyu Cai

Copyright © 2015 Yen-Ru Shi and Ju-Ling Shih. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Linked References

  1. H. Tüzün, M. Yilmaz-Soylu, T. Karakuş, Y. İnal, and G. Kızılkaya, “The effects of computer games on primary school students' achievement and motivation in geography learning,” Computers & Education, vol. 52, no. 1, pp. 68–77, 2009. View at Publisher · View at Google Scholar · View at Scopus
  2. W.-H. Huang, W.-Y. Huang, and J. Tschopp, “Sustaining iterative game playing processes in DGBL: the relationship between motivational processing and outcome processing,” Computers & Education, vol. 55, no. 2, pp. 789–797, 2010. View at Publisher · View at Google Scholar · View at Scopus
  3. K. Becker, “Digital game-based learning once removed: teaching teachers,” British Journal of Educational Technology, vol. 38, no. 3, pp. 478–488, 2007. View at Publisher · View at Google Scholar · View at Scopus
  4. M. de Aguilera and A. Mendiz, “Video games and education,” Computers in Entertainment, vol. 1, no. 1, article 1, 2003. View at Publisher · View at Google Scholar
  5. S. Çankaya and A. Karamete, “The effects of educational computer games on students' attitudes towards mathematics course and educational computer games,” Procedia—Social and Behavioral Sciences, vol. 1, no. 1, pp. 145–149, 2009. View at Google Scholar
  6. S. de Freitas, J. Earp, M. Ott et al., “Hot issues in game enhanced learning: the GEL viewpoint,” Procedia Computer Science, vol. 15, pp. 25–31, 2012. View at Google Scholar
  7. G. A. Gunter, R. F. Kenny, and E. H. Vick, “Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games,” Educational Technology Research and Development, vol. 56, no. 5-6, pp. 511–537, 2008. View at Publisher · View at Google Scholar · View at Scopus
  8. K. Kiili, S. de Freitas, S. Arnab, and T. Lainema, “The design principles for flow experience in educational games,” Procedia Computer Science, vol. 15, pp. 78–91, 2012. View at Google Scholar
  9. K. Squire, “Video games in education,” International Journal of Intelligent Games & Simulation, vol. 2, no. 1, pp. 49–62, 2003. View at Google Scholar
  10. T.-Y. Chuang, Y.-R. Shi, T.-H. Tsai et al., “Uncover the ambiguity between GBL and CAI,” in Proceedings of the 20th International Conference on Computers in Education (ICCE '12), pp. 616–622, Singapore, November 2012. View at Scopus
  11. A. F. S. Barbosa, P. N. M. Pereira, J. A. F. F. Dias, and F. G. M. Silva, “A new methodology of design and development of serious games,” International Journal of Computer Games Technology, vol. 2014, Article ID 817167, 8 pages, 2014. View at Publisher · View at Google Scholar · View at Scopus
  12. B. Choi, J. Huang, A. Jeffrey, and Y. Baek, “Development of a scale for fantasy state in digital games,” Computers in Human Behavior, vol. 29, no. 5, pp. 1980–1986, 2013. View at Publisher · View at Google Scholar · View at Scopus
  13. W. Swartout and M. van Lent, “Making a game of system design,” Communications of the ACM, vol. 46, no. 7, pp. 32–39, 2003. View at Publisher · View at Google Scholar · View at Scopus
  14. T. Hartmann and C. Klimmt, “Gender and computer games: exploring females' dislikes,” Journal of Computer-Mediated Communication, vol. 11, no. 4, pp. 910–931, 2006. View at Publisher · View at Google Scholar · View at Scopus
  15. R. Bartle, “Hearts, clubs, diamonds, spades: players who suit MUDs,” August 2008, http://www.mud.co.uk/richard/hcds.htm.
  16. M. Prensky, Digital Game-Based Learning, Paragon House, Paul, Minn, USA, 2007.
  17. J. Schell, The Art of Game Design: A Book of Lenses, Morgan Kaufmann, San Francisco, Calif, USA, 2008.
  18. L. R. Coutinho, V. M. Galvão, A. de Abreu Batista Jr., B. R. S. Moraes, and M. R. M. Fraga, “Organizational gameplay: the player as designer of character organizations,” International Journal of Computer Games Technology, vol. 2015, Article ID 731031, 11 pages, 2015. View at Publisher · View at Google Scholar
  19. F. Laamarti, M. Eid, and A. El Saddik, “An overview of serious games,” International Journal of Computer Games Technology, vol. 2014, Article ID 358152, 15 pages, 2014. View at Publisher · View at Google Scholar · View at Scopus
  20. J. W. de Felix and R. T. Johnson, “Learning from video Games,” Computers in the Schools, vol. 9, no. 2-3, pp. 119–134, 2008. View at Publisher · View at Google Scholar
  21. G. C. Thornton III and J. N. Cleveland, “Developing managerial talent through simulation,” American Psychologist, vol. 45, no. 2, pp. 190–199, 1990. View at Publisher · View at Google Scholar · View at Scopus
  22. R. Bailey, K. Wise, and P. Bolls, “How avatar customizability affects children's arousal and subjective presence during junk food-sponsored online video games,” CyberPsychology & Behavior, vol. 12, no. 3, pp. 277–283, 2009. View at Google Scholar
  23. C.-I. Teng, “Customization, immersion satisfaction, and online gamer loyalty,” Computers in Human Behavior, vol. 26, no. 6, pp. 1547–1554, 2010. View at Publisher · View at Google Scholar · View at Scopus
  24. K. A. Wilson, W. L. Bedwell, E. H. Lazzara et al., “Relationships between game attributes and learning outcomes: review and research proposals,” Simulation & Gaming, vol. 40, no. 2, pp. 217–266, 2009. View at Publisher · View at Google Scholar · View at Scopus
  25. R. Tamborini and P. Skalski, “The role of presence in the experience of electronic games,” in Playing Computer Games: Motives, Responses, and Consequences, pp. 225–240, Erlbaum, Mahwah, NJ, USA, 2006. View at Google Scholar
  26. D. Crookall, R. Oxford, and D. Saunders, “Towards a reconceptualization of simulation: from representation to reality,” Simulation/Games for Learning, vol. 17, no. 4, pp. 147–171, 1987. View at Google Scholar
  27. H. W.-H. Din, “Play to learn: exploring online education games in museums,” in Proceedings of the International Conference on Computer Graphics and Interactive Techniques, vol. 13, pp. 39–42, Boston, Mass, USA, 2006.
  28. J. H. Kim, “The Threefold Model,” 2008, http://www.darkshire.net/~jhkim/rpg/theory/threefold.
  29. K. Kiili, “Digital game-based learning: towards an experiential gaming model,” The Internet and Higher Education, vol. 8, no. 1, pp. 13–24, 2005. View at Publisher · View at Google Scholar · View at Scopus
  30. R. Edwards, “GNS and Other Matters of Role-playing Theory,” 2001, http://www.indie-rpgs.com/articles/1/.
  31. W. D. Huang, T. E. Johnson, and S.-H. C. Han, “Impact of online instructional game features on college students' perceived motivational support and cognitive investment: a structural equation modeling study,” The Internet and Higher Education, vol. 17, no. 1, pp. 58–68, 2013. View at Publisher · View at Google Scholar · View at Scopus
  32. Y. Cai, B. Lu, J. Zheng, and L. Li, “Immersive protein gaming for bio edutainment,” Simulation and Gaming, vol. 37, no. 4, pp. 466–475, 2006. View at Publisher · View at Google Scholar · View at Scopus
  33. B.-W. Park and K. C. Lee, “Exploring the value of purchasing online game items,” Computers in Human Behavior, vol. 27, no. 6, pp. 2178–2185, 2011. View at Publisher · View at Google Scholar · View at Scopus
  34. T. W. Malone, “Toward a theory of intrinsically motivating instruction,” Cognitive Science, vol. 5, no. 4, pp. 333–369, 1981. View at Publisher · View at Google Scholar · View at Scopus
  35. J. P. Gee, “What video games have to teach us about learning and literacy,” ACM Computers in Entertainment, vol. 1, no. 1, 2003. View at Google Scholar
  36. M. Owen, An Anatomy of Games: A Discussion Paper, FutureLab, London, UK, 2004.
  37. L. P. Rieber and D. Noah, “Games, simulations, and visual metaphors in education: antagonism between enjoyment and learning,” Educational Media International, vol. 45, no. 2, pp. 77–92, 2008. View at Publisher · View at Google Scholar
  38. W. Westera, R. J. Nadolski, H. G. K. Hummel, and I. G. J. H. Wopereis, “Serious games for higher education: a framework for reducing design complexity,” Journal of Computer Assisted Learning, vol. 24, no. 5, pp. 420–432, 2008. View at Publisher · View at Google Scholar · View at Scopus
  39. N. Ravaja, T. Saari, M. Turpeinen, J. Laarni, M. Salminen, and M. Kivikangas, “Spatial presence and emotions during video game playing: does it matter with whom you play?” Presence, vol. 15, no. 4, pp. 381–392, 2006. View at Publisher · View at Google Scholar · View at Scopus
  40. J.-H. Wu, S.-C. Wang, and H.-H. Tsai, “Falling in love with online games: the uses and gratifications perspective,” Computers in Human Behavior, vol. 26, no. 6, pp. 1862–1871, 2010. View at Publisher · View at Google Scholar · View at Scopus
  41. M. G. Kim and J. Kim, “Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale,” Computers in Human Behavior, vol. 26, no. 3, pp. 389–398, 2010. View at Publisher · View at Google Scholar · View at Scopus
  42. K. Y. A. McKenna and J. A. Bargh, “Causes and consequences of social interaction on the internet: a conceptual framework,” Media Psychology, vol. 1, no. 3, pp. 249–269, 1999. View at Publisher · View at Google Scholar · View at Scopus
  43. C.-S. Wan and W.-B. Chiou, “Why are adolescents addicted to online gaming? An interview study in Taiwan,” CyberPsychology and Behavior, vol. 9, no. 6, pp. 762–766, 2006. View at Publisher · View at Google Scholar · View at Scopus
  44. R. L. Mandryk, K. M. Inkpen, and T. W. Calvert, “Using psychophysiological techniques to measure user experience with entertainment technologies,” Behaviour and Information Technology, vol. 25, no. 2, pp. 141–158, 2006. View at Publisher · View at Google Scholar · View at Scopus
  45. J. L. Sherry, K. Lucas, B. S. Greenberg, and K. Lachlan, “Video game uses and gratifications as predictors of use and game preference,” in Playing Video Games: Motives, Responses, and Consequences, pp. 213–224, 2006. View at Google Scholar
  46. D. Weibel, B. Wissmath, S. Habegger, Y. Steiner, and R. Groner, “Playing online games against computer- vs. human-controlled opponents: effects on presence, flow, and enjoyment,” Computers in Human Behavior, vol. 24, no. 5, pp. 2274–2291, 2008. View at Publisher · View at Google Scholar · View at Scopus
  47. J. Billieux, M. Van der Linden, S. Achab et al., “Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth,” Computers in Human Behavior, vol. 29, no. 1, pp. 103–109, 2013. View at Publisher · View at Google Scholar · View at Scopus
  48. R. Garris and R. Ahlers, “A game-based training model: development, application, and evaluation,” in Proceedings of the Interservice/Industry Training, Simulation & Education Conference, Orlando, Fla, USA, 2001.
  49. D.-M. Koo, “The moderating role of locus of control on the links between experiential motives and intention to play online games,” Computers in Human Behavior, vol. 25, no. 2, pp. 466–474, 2009. View at Publisher · View at Google Scholar · View at Scopus
  50. M. D. Griffiths, M. N. O. Davies, and D. Chappell, “Online computer gaming: a comparison of adolescent and adult gamers,” Journal of Adolescence, vol. 27, no. 1, pp. 87–96, 2004. View at Publisher · View at Google Scholar · View at Scopus
  51. R. T. A. Wood, M. D. Griffiths, D. Chappell, and M. N. O. Davies, “The structural characteristics of video games: a psycho-structural analysis,” CyberPsychology and Behavior, vol. 7, no. 1, pp. 1–10, 2004. View at Publisher · View at Google Scholar · View at Scopus
  52. M. DiPietro, R. E. Ferdig, J. Boyer, and E. W. Black, “Towards a framework for understanding electronic educational gaming,” Journal of Educational Multimedia and Hypermedia, vol. 16, no. 3, pp. 225–248, 2007. View at Google Scholar
  53. P. Moreno-Ger, D. Burgos, I. Martínez-Ortiz, J. L. Sierra, and B. Fernández-Manjón, “Educational game design for online education,” Computers in Human Behavior, vol. 24, no. 6, pp. 2530–2540, 2008. View at Publisher · View at Google Scholar · View at Scopus
  54. L. Hoffmann, “Learning through games,” Communications of the ACM, vol. 52, no. 8, pp. 21–22, 2009. View at Publisher · View at Google Scholar
  55. S. C. Jheng, J. L. Shih, and Y. J. Wang, “4D sandbox-MMORPG for cooperative learning in the historical context,” in Proceedings of the 6th International Conference on Collaboration Technologies (CollabTech '12), University of Tsukuba, Tsukuba, Japan, March 2012.
  56. S. C. Jheng, J. L. Shih, and Y. J. Wang, “Creating simulations in history game that enhance players' sense of cultural reality,” in Proceedings of the AECT International Conference on the Frontier in e-Learning Research 2013 (AECT '13), National Museum of Natural Science, Taipei, Taiwan, 2013.
  57. D. Shih, Pussy, Inventec Tomorrow Studio, Taipei, Taiwan, 2008.
  58. S. C. Jheng, 3D role-play digital history game with simulationist immersion design [M.S. thesis], National University of Tainan, Tainan, Taiwan, 2013.
  59. M. Csíkszentmihályi, Flow: The Psychology of Optimal Experience, Harper and Row, New York, NY, USA, 1990.
  60. M. J. Dondlinger, “Educational video game design: a review of the literature,” Journal of Applied Educational Technology, vol. 4, no. 1, pp. 21–31, 2007. View at Google Scholar
  61. R. Garris, R. Ahlers, and J. E. Driskell, “Games, motivation, and learning: a research and practice model,” Simulation & Gaming, vol. 33, no. 4, pp. 441–467, 2002. View at Publisher · View at Google Scholar · View at Scopus
  62. P. Sweetser and P. Wyeth, “GameFlow: a model for evaluating player enjoyment in games,” ACM Computers in Entertainment, vol. 3, no. 3, pp. 1–24, 2005. View at Google Scholar
  63. N. Yee, “Motivations of play in online games,” Journal of CyberPsychology and Behavior, vol. 9, no. 6, pp. 772–775, 2007. View at Google Scholar
  64. J. J. Vogel, D. S. Vogel, J. Cannon-Bowers, G. A. Bowers, K. Muse, and M. Wright, “Computer gaming and interactive simulations for learning: a meta-analysis,” Journal of Educational Computing Research, vol. 34, no. 3, pp. 229–243, 2006. View at Publisher · View at Google Scholar · View at Scopus
  65. C. Schrader and T. J. Bastiaens, “The influence of virtual presence: effects on experienced cognitive load and learning outcomes in educational computer games,” Computers in Human Behavior, vol. 28, no. 2, pp. 648–658, 2012. View at Publisher · View at Google Scholar · View at Scopus