“I Didn’t Realise I Knew That!” Higher Education Students’ Experiences of Incidental Learning Through OpenWorld Role-Playing Games
Abstract
1. Introduction
“The trick is not to teach the facts at all, but rather to have the facts be along the way to getting to something the student naturally wanted to know in the first place … we should use students′ natural interest, so they come across such facts incidentally, in the course of pursuing their interests.”
2. Methods
3. Summary of Literature
“The Discovery Tour series ... let visitors explore Ancient Greece, Ancient Egypt, the Viking Age and Medieval Baghdad to learn more about their history and daily life ... students, teachers, non-gamers, and players can discover these eras at their own pace. In the games, they can embark on guided tours and stories curated by historians and experts.”
3.1. Incidental Learning and Semiotic Domains
3.2. Principles of Learning in OpenWorld Video Games
3.3. Inclusive and Accessible Environments, and Universal Design for Learning
- Multiple Means of Engagement: to provide various ways for students to be interested, motivated, and connected to the material;
- Multiple Means of Representation: to offer different ways for students to access and process information;
- Multiple Means of Action and Expression: to give learners diverse ways to demonstrate their knowledge and skills (CAST, 2025).
OWRPGs offer digital environments in which to learn, with each of these three principles embedded explicitly. The open world offers Multiple Means of Engagement, Representation and Action and Expression through the choices made by the gamer from the outset, from their avatar’s appearance to their playstyle, their strategic approach, their moral compass, and how they navigate the in-game situations they encounter on their journey. Furthermore, the improvement of psychomotor skills, skills that require the brain to constantly process visual, auditory, and spatial stimuli while translating them into rapid, precise, and physical actions, was also apparent at the data analysis stage. Improved fine motor skills were mentioned repeatedly in participants’ responses. Such skills include hand–eye coordination, reaction times, precision of movement, and coordination.
4. Discussion
“I have noticed that my motor capabilities and ability to grasp more abstract concepts has definitely increased. I also tend to treat learning as ‘video-gamey quests’ to motivate myself. I think of learning as just an ability I need to ‘level up.’”“Gaming has improved my problem-solving skills, decision-making, and adaptability. Games with deep lore have also expanded my interest in history, philosophy, and storytelling. OWRPGs encourage exploration and curiosity, which can translate to real world learning and creativity.”
5. Limitations
6. Recommendations and Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Gee’s 36 Learning Principles of Learning in Video Games
| 1. Active, Critical Learning Principle |
| All aspects of the learning environment (including the ways in which the semiotic domain is designed and presented) are set up to encourage active and critical, not passive, learning. |
| Links to all self-improvement, employability, and academic skills |
| 2. Design Principle |
| Learning about and coming to appreciate design and design principles is core to the learning experience. |
| Links to all self-improvement, employability, and academic skills |
| 3. Semiotic Principle |
| Learning about and coming to appreciate interrelations within and across multiple sign systems (images, words, actions, symbols, artefacts, etc.) as a complex system is core to the learning experience. |
| Links to all academic skills |
| 4. Semiotic Domain Principle |
| Learning involves mastering, at some level, semiotic domains, and being able to participate, at some level, in the affinity groups connected to them. |
| Links to all self-improvement, employability, and academic skills |
| 5. Meta-Level Thinking about Semiotic Domain Principle |
| Learning involves active and critical thinking about the relationships of the semiotic domain being learned to other semiotic domains. |
| Links to all self-improvement, employability, and academic skills |
| 6. “Psychosocial Moratorium” Principle |
| Learners can take risks in a space where real-world consequences are lowered. |
| Links to all self-improvement, employability, and academic skills |
| 7. Committed Learning Principle |
| Learners participate in an extended engagement (lots of effort and practice) as extensions of their real-world identities in relation to a virtual identity to which they feel some commitment and a virtual world they find compelling. |
| Links to all self-improvement, employability, and academic skills |
| 8. Identity Principle |
| Learning involves taking on and playing with identities in such a way that the learner has real choices (in developing the virtual identity) and ample opportunity to meditate on the relationship between new identities and old ones. There is a tripartite play of identities as learners relate, and reflect on, their multiple real-world identities, a virtual identity, and a projective identity. |
| Links to all self-improvement and employability skills |
| 9. Self-Knowledge Principle |
| The virtual world is constructed in such a way that learners learn not only about the domain, but also about themselves and their current and potential capacities. |
| Links to all self-improvement and employability skills |
| 10. Amplification and Input Principle |
| For little input, learners get a lot of output. |
| Links to self-improvement and employability skills, with especially strong link to academic skills |
| 11. Achievement Principle |
| For learners of all levels of skill, there are intrinsic rewards from the beginning, customised to each learner’s level, effort, and growing mastery and signalling the learners’ ongoing achievements. |
| Links to all self-improvement, employability, and academic skills |
| 12. Practice Principle |
| Learners get lots of practice in a context where the practice is not boring (i.e., in a virtual world that is compelling to learners on their own terms and where learners experience ongoing success). They spend lot of time on tasks. |
| Links to all self-improvement, employability, and academic skills |
| 13. Ongoing Learning Principle |
| The distinction between learner and master is vague, since learners, thanks to the operation of the “regime of competence” principle must, at higher and higher levels, undo their routinised mastery to adapt to new or changed conditions. There are cycles of new learning, automatisation, undoing automatisation, and new reorganised automatisation. |
| Especially strong links to self-improvement and employability skills, with weaker links to academic skills |
| 14. “Regime of Competence” Principle |
| The learner gets ample opportunity to operate within, but at the outer edge of, his or her resources, so that at those points things are felt as challenging but not “undoable.” |
| Links to all self-improvement, employability, and academic skills |
| 15. Probing Principle |
| Learning is a cycle of probing the world (doing something); reflecting in and on this action and on this basis, forming a hypothesis; re-probing the world to test this hypothesis; and then accepting or rethinking this hypothesis. |
| Links to all self-improvement and employability skills |
| 16. Multiple Routes Principle |
| There are multiple ways to make progress or move ahead. This allows learners to make choices, relying on their own strength and styles of learning and problem solving, while also exploring alternative styles. |
| Links to all self-improvement, employability, and academic skills |
| 17. Situated Meaning Principle |
| The meanings of signs (words, actions, objects, artefacts, symbols, texts, etc.) are situated in embodied experience. Meanings are not general or decontextualised. Whatever generality meanings come to have is discovered bottom up via embodied experiences. |
| Links to all self-improvement, employability, and academic skills |
| 18. Text Principle |
| Texts are understood purely verbally (i.e., in terms of the definitions of the words in the text and the intertextual relationships to each other) but are understood in terms of embodied experiences. Learners move back and forth between texts and embodied experiences. More purely verbal understanding (reading texts apart from embodied action) comes only when learners have had enough embodied experience in the domain and ample experiences with similar texts. |
| Links to all academic skills |
| 19. Intertextual Principle |
| The learner understands texts as a genre of related texts and understands any one such in relation to others in the family, but only after having achieved embodied understandings of some texts. Understanding a group of texts as a family (genre) of texts is a large part of what helps the learner make sense of such texts. |
| Links to all academic skills |
| 20. Multimodal Principle |
| Meaning and knowledge are built through various modalities (images, texts, symbols, interactions, abstract design, sounds, etc.), not just words. |
| Links to all self-improvement, employability, and academic skills |
| 21. “Material Intelligence” Principle |
| Thinking, problem solving, and knowledge are stored in material objects and the environment. This frees learners to engage their minds with other things while combining the results of their own thinking with the knowledge stored in material objects and the environment to achieve yet more powerful effects. |
| Links to all self-improvement, employability, and academic skills |
| 22. Intuitive Knowledge Principle |
| Intuitive or tacit knowledge built up in repeated practice and experience, often in association with an affinity group, counts for a great deal and is honoured. Not just verbal and conscious knowledge is rewarded. |
| Links to all self-improvement, employability, and academic skills |
| 23. Subset Principle |
| Learning even at its start takes place in a (simplified) subset of the real domain. |
| Links to all self-improvement, employability, and academic skills |
| 24. Incremental Principle |
| Learning situations are ordered in the early stages so that earlier cases lead to generalisations that are fruitful for later cases. When learners face more complex cases later, the learning space (the number and type of guesses the learner can make) is constrained by the sorts of fruitful patterns or generalisations the learner found earlier. |
| Links to all self-improvement, employability, and academic skills |
| 25. Concentrated Sample Principle |
| The learner sees, especially early on, many more instances of fundamental signs and actions than would be the case in a less controlled sample. Fundamental signs and actions are concentrated in the early stages so that learners get to practice them often and learn them well. |
| Links to all self-improvement, employability, and academic skills |
| 26. Bottom-Up Basic Skills Principle |
| Basic skills are not learned in isolation or out of context; rather, what counts as a basic skill is discovered bottom-up by engaging in more and more of the game/domain or game/domains like it. Basic skills are genre elements of a given type of game/domain. |
| Links to all self-improvement, employability, and academic skills |
| 27. Explicit Information On-Demand and Just-in-Time Principle |
| The learner is given explicit information both on demand and just in time, when the learner needs it or just at the point where the information can best be understood and used in practice. |
| Links to all self-improvement, employability, and, to a greater extent, academic skills |
| 28. Discovery Principle |
| Overt telling is kept to a well-thought-out minimum, allowing ample opportunity for the learner to experiment and make discoveries. |
| Links to all self-improvement, employability, and, to a lesser extent, academic skills |
| 29. Transfer Principle |
| Learners are given ample opportunity to practice and support for transferring what they have learned earlier to later problems, including problems that require adapting and transforming that earlier learning. |
| Links to all self-improvement and employability skills |
| 30. Cultural Models about the World Principle |
| Learning is set up in such a way that learners come to think consciously and reflectively about some of their cultural models regarding the world, without denigration of their identities, abilities, or social affiliations, and juxtapose them to new models that may conflict with or otherwise relate to them in various ways. |
| Links to all self-improvement and employability skills |
| 31. Cultural Models about Learning Principle |
| Learning is set up in such a way that learners come to think consciously and reflectively about their cultural models of learning and themselves as learners, without denigration of their identities, abilities, or social affiliations, and juxtapose them to new models about this domain. |
| Links to all self-improvement and employability skills |
| 32. Cultural Models about Semiotic Domain Principle |
| Learning is set up in such a way that learners come to think consciously and reflectively about their cultural models about a particular semiotic domain they are learning, without denigration of their identities, abilities, or social affiliations, and juxtapose them to new models about this domain. |
| Links to all self-improvement and employability skills |
| 33. Distributed Principle |
| Meaning/knowledge is distributed across the learner, objects, tools, symbols, technologies, and the environment. |
| Links to all self-improvement, employability, and academic skills |
| 34. Dispersed Principle |
| Meaning/knowledge is dispersed in the sense that the learner shares it with others outside the domain/game, some of whom the learner may rarely or never see face-to-face. |
| Links to all self-improvement, employability, and academic skills |
| 35. Affinity Group Principle |
| Learners constitute an “affinity group,” that is, a group that is bonded primarily through shared endeavours, goals, and practices and not shared race, gender, nation, ethnicity, or culture. |
| Links to all self-improvement, employability, and to a lesser extent, academic skills |
| 36. Insider Principle |
| The learner is an “insider,” “teacher,” and “producer,” (not just a “consumer”) able to customise the learning experience and domain/game from the beginning and throughout the experience. |
| Links to all self-improvement, employability, and academic skills |
Appendix B. CAST Universal Design for Learning Guidelines

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Ferriday, R. “I Didn’t Realise I Knew That!” Higher Education Students’ Experiences of Incidental Learning Through OpenWorld Role-Playing Games. Behav. Sci. 2026, 16, 1123. https://doi.org/10.3390/bs16071123
Ferriday R. “I Didn’t Realise I Knew That!” Higher Education Students’ Experiences of Incidental Learning Through OpenWorld Role-Playing Games. Behavioral Sciences. 2026; 16(7):1123. https://doi.org/10.3390/bs16071123
Chicago/Turabian StyleFerriday, Rebecca. 2026. "“I Didn’t Realise I Knew That!” Higher Education Students’ Experiences of Incidental Learning Through OpenWorld Role-Playing Games" Behavioral Sciences 16, no. 7: 1123. https://doi.org/10.3390/bs16071123
APA StyleFerriday, R. (2026). “I Didn’t Realise I Knew That!” Higher Education Students’ Experiences of Incidental Learning Through OpenWorld Role-Playing Games. Behavioral Sciences, 16(7), 1123. https://doi.org/10.3390/bs16071123
