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What is Learning Game Affordances

Handbook of Research on Effective Electronic Gaming in Education
Learning game affordances are the kinds of actions and perceptions a player-learning recognizes as being available at any given time within a game, including available learning styles and available play styles. Affordances are based on how the game was created (intended affordances) as well as player knowledge, experience, and imagination and how clearly what is possible is communicated to the player. In addition to intended affordances, some games also enable player-generated content and goals whereas other games are much more narrow in what is possible.
Published in Chapter:
Play Styles and Learning
Carrie Heeter (Michigan State University, USA)
Copyright: © 2009 |Pages: 21
DOI: 10.4018/978-1-59904-808-6.ch047
Abstract
This chapter reviews player types found in commercial MMOs and educational games and a palette of play styles and learning is proposed from which game designers and educators can more easily imagine (or perhaps “paint”) their target audience. Two studies show how the palette might be applied. Study 1 examines the impact of different in-game reward schemas on player types. Study 2 compares classroom play with one child per computer versus paired play of the same educational game. Educational game design and the way a teacher structures in-class educational game play both influence emergent play and learning. Player archetypes (more commonly called player types) help game designers imagine the needs and interests of potential players. Considering learner types would be similarly useful. Learning styles relevant to educational game design and classroom use are described, including intrinsic and extrinsic achievement orientation, motivation, individual traits, and competition and other social factors.
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