Microworlds are environments which learners can explore in a non-linear way. They describe a situation where learners do not study a particular domain, but become part of the scenario and are able to interact with and explore complex ideas within such spaces (Rieber, 1996).
Published in Chapter:
A First Step towards Integrating Educational Theory and Game Design
Jan-Paul van Staalduinen (Delft University of Technology, The Netherlands)
Copyright: © 2011
|Pages: 20
DOI: 10.4018/978-1-60960-495-0.ch005
Abstract
As of yet, there is no clear relationship between game elements and deep learning. This chapter used a literature review to create an overview of 25 game elements that contribute to learning. The TOPSIM game, by TATA Interactive Systems, was used in a case study to delve into the educational impact of 16 of these game elements. Using pre-game and post-game tests, it was concluded that the students learned from the game, and that they considered the following elements to contribute to their learning: ‘action-domain-link’, ‘adaptation’, ‘debriefing’, ‘conflict’, ‘control’, ‘fantasy’, ‘goals/objectives’, ‘mystery’, and ‘safety’. These results will be used in the construction of a game-based learning model that also incorporates theory on education game design, research on educational elements and principles in games, and theory on core elements that make up all games, whether educational or entertaining.