So, I lied on Twitter.
Theories, models, authors...
There's not much to tell about theories or models. The closest thing to a "model" I have come to face is a pattern found in most articles I have been studying, especially the ones about the introdution of digital game based learning in classes:
- Description about the class, subject and curriculum, what is expected to be taught to students;
- Several problems the class faces, especially the students (from extensive theory to boredom);
- Create a game concept especially for the class;
- Divide the class in two, test one with the game, the other with other learning methods;
- Compare results, discuss.
This is pretty much it, and it's what I'm going to do. Except these guys described the process in about ten pages. I'm describing it in 100-200 pages.
As for authors, meet Thomas W. Malone. This gentleman is found as a reference in many articles, but what left me more curious about him was his article "What makes things fun to learn?", which is from 1980. That's a long time, technology has changed a lot in almost 30 years, yet investigators keep citing his works.
It's no surprise. Malone names several characteristics which make computer games and learning fun (and not just games, these elements can be applied to other situations), and organizes them in three groups: Challenge, Fantasy and Curiosity. I'm certainly using part of his writings as guidelines for my game concept, as I'm most concerned about making sure the game is both educational and fun for the students.
I'll talk about other authors later.
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