Practical, appropriate, empirically-validated guidelines for designing educational games

dc.contributor.authorLinehan, Conor
dc.contributor.authorKirman, Ben
dc.contributor.authorLawson, Shaun
dc.contributor.authorChan, Gail
dc.contributor.authorHodgson, Timothy L.
dc.contributor.funderEuropean Commissionen
dc.date.accessioned2017-01-10T12:06:29Z
dc.date.available2017-01-10T12:06:29Z
dc.date.issued2011-01
dc.date.updated2017-01-10T10:13:16Z
dc.description.abstractThere has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with.en
dc.description.sponsorshipEuropean Commission (Lifelong Learning Program: Leonardo da Vinci project "Learn to Lead”)en
dc.description.statusNot peer revieweden
dc.description.urihttp://www.chi2011.org/en
dc.description.versionAccepted Versionen
dc.format.mimetypeapplication/pdfen
dc.identifier.citationLinehan, C., Kirman, B., Lawson, S. and Chan, G. (2011) ‘Practical, appropriate, empirically-validated guidelines for designing educational games’, in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '11), Vancouver, BC, Canada, 7-12 May. New York, NY, USA: ACM, pp. 1979-1988. doi: 10.1145/1978942.1979229en
dc.identifier.doi10.1145/1978942.1979229
dc.identifier.endpage1988en
dc.identifier.isbn978-1-4503-0228-9
dc.identifier.startpage1979en
dc.identifier.urihttps://hdl.handle.net/10468/3456
dc.language.isoenen
dc.publisherAssociation for Computing Machineryen
dc.rights© 2011, ACM. This is the author’s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '11)en
dc.subjectEducationen
dc.subjectEducational gamesen
dc.subjectSerious gamesen
dc.subjectGames designen
dc.subjectApplied behaviour analysisen
dc.subjectPsychologyen
dc.subjectBehavioural psychologyen
dc.titlePractical, appropriate, empirically-validated guidelines for designing educational gamesen
dc.typeConference itemen
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
linehan et al ABA games Final.pdf
Size:
266.59 KB
Format:
Adobe Portable Document Format
Description:
Accepted Version
License bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
2.71 KB
Format:
Item-specific license agreed upon to submission
Description: