Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance
Abstract
:1. Introduction
2. Designing Games for DGBL
2.1. Model Approach
2.2. Learner-Centered Approach
2.3. Game-Centered Approach
3. Factors That Influence Learning Performance
3.1. Intrinsic Motivation
3.2. Game Features
3.3. Experience in Playing Games
4. Looking Forward and Future Perspective
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Construct | Indicator | Description | Sources |
---|---|---|---|
Game Development for Learning | Learning Theory | Learning theories are used to underpin educational digital game design. In determining the engagement and type of gameplay, it helps game designers and game developers to produce specific learning outcomes depicting the design. | [26,27,28,29] |
Instructional Design/Content | Instructional design is a systematic approach to design instruction/content that facilitates knowledge transfer. Content is an important part of educational digital games. The identified/selected learning content should be integrated into the specific game mechanics. | [26,29,30,31,32,33,34] | |
Pedagogy Element | The approach in promoting and ensuring the target learning may affect the learning of the player while interacting with the digital games. The pedagogical elements help the player to trigger the use of their set of learning styles to complete the gaming task. | [26,35] | |
Game Design Elements/Characteristics | Game design elements are game components that make up a digital game with the purpose of making the games more engaging and appealing. | [26,30,31,32,33,36,37,38,39] | |
Learners’ Needs/Preferences | Specific needs to provide individualization of game elements is important when it comes to design digital games for children’s levels. Their cognitive ability must be central to the designer’s careful design of a playable game for specific targeted users. | [30,34,36] |
Author | Educational Content | Process Involved |
---|---|---|
Kuk et al. [41] | Computer engineering. | GBLm |
Ross et al. [54] | System engineering concept. | Game-based system engineering framework. |
Hussain at al. [40] | Remedial mathematics game. | IDDTI model. |
Lester et al. [47] | Science education. | Narrative-centered learning perspective. |
Waiyakoon et al. [45] | Mathematics’ learning disability student. | GBL with scaffolding. |
Ku et al. [36] | Customized game-based learning system and personalized GBL system. | Learner’s cognitive style. |
Law and Chen [42] | Science learning. | Question prompts (knowledge vs. application prompts) and feedback types (knowledge of correct response vs. elaborated response). |
Pedersen et al. [44] | Learning physics. | Game-based mathematics. |
Pilegard and Mayer [32] | Improved academic learning. | Computer-based narrative games. |
Hwang et al. [43] | English language student | Problem-based gaming and learning anxiety. |
Stages | Description |
---|---|
Idea | |
Design | |
Development | |
Test | |
Implementation |
Reference | Study Item | Methodology | Participant | Result |
---|---|---|---|---|
Ku et al. [36] | Customization game-based learning (CGBL) and personalized game-based learning (PGBL) were studied as types of GBL that are useful to improving learning performance, regardless of the cognitive style. Identification of variables considers that players have their own gaming preferences | The variables that can attract learners are identified as: Hint—helps player find the correct direction Music—allows player to mute the music or choose a better one Narrative—guides player throughout the game | Students in northern Taiwan with the necessary computer skills to use a GBL system: 60 undergraduates 60 postgraduates | Most participants favored narratives, which shows that game designers and developers must consider incorporating these elements for all learners, regardless of their cognitive style. Customization is useful to both learning performance and perception while personalization is helpful to learning performance only. |
Hou [72] | Learners’ flow experiences and learning behaviors in simulation games with situated-learning contexts were analyzed by combining sequential behavioral and cluster analyses based on a large number of videos recorded during gaming. An integrated sequential and cluster analysis was used to explore the learners’ flow state and learning behavioral patterns. | Qualitative method was applied by using content analysis. | 86 students with an average age of 18 years old: 62 males 24 females | Integrated behavioral pattern analysis is helpful in exploring the traits and limitations of role-playing simulation games in science education and learners’ reflective behavior patterns. |
Ferguson and Olson [70] | Children’s motivations for video game play in a large sample were examined. The study seeks to understand what motivates children to use games and how those with symptoms of psychosocial problems may differ from their peers. | Quantitative approach was applied to obtain statistical results. | 1254 seventh- and eighth-grade students from four middle schools in the mid-Atlantic region of the United States, including those with significant English-language difficulties or cognitive impairment. | The use of video game is common and often becomes a social activity. Social play is mainly predicted by motivations related to socialization, fun/challenge, and current stress level. Male participants prefer to play violent games predicted by fun/challenge motivations and beliefs that such games can be cathartic for stress. |
Hamari et al. [74] | The impact of flow (operationalized as heightened challenge and skill), engagement, and immersion on learning in GBL environments is identified. | Survey method | 134 high school students in 11 classrooms across the United States 40 undergraduate mechanical engineering students | Engagement in the game has a clear positive effect on learning, but immersion in the game has no significant effect. Game challenges and acquiring gaming skills both have a positive effect on players being engaged and immersed in the game. |
Tsai et al. [84] | Eye-tracking technology was used to find the patterns of learners’ visual behaviors in a GBL environment. | Prior knowledge, gaming flow, comprehension test scores, and eye-tracking measures were collected and analyzed to examine the differences between players with different levels of conceptual comprehension. | 22 university students | Players with low comprehension level have higher mental loads, which result in low chances for achievement due to the difficulty in reading the conceptual representations in the game. Players with high comprehension levels have more efficient text-reading strategies and better metacognitive controls of visual attention in game plays. They also show a high sense of control and concentration. |
Nand et al. [65] | To identify the engaging elements required for educational digital games | Survey | Primary school children | The key features provide gaming experience included graphics, feedback, and challenge. |
Melander et al. [68] | Examine the design critics of educational digital games. | Drawing on ethnomethodology and conversation analysis by using Scratch software | Teachers and primary school students | The critics covered four themes that concern the aesthetic, functional and ethical aspects of the games and the design process within educational digital games. |
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Ishak, S.A.; Hasran, U.A.; Din, R. Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance. Educ. Sci. 2023, 13, 102. https://doi.org/10.3390/educsci13020102
Ishak SA, Hasran UA, Din R. Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance. Education Sciences. 2023; 13(2):102. https://doi.org/10.3390/educsci13020102
Chicago/Turabian StyleIshak, Shahrul Affendi, Umi Azmah Hasran, and Rosseni Din. 2023. "Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance" Education Sciences 13, no. 2: 102. https://doi.org/10.3390/educsci13020102
APA StyleIshak, S. A., Hasran, U. A., & Din, R. (2023). Media Education through Digital Games: A Review on Design and Factors Influencing Learning Performance. Education Sciences, 13(2), 102. https://doi.org/10.3390/educsci13020102