Simulation and Gaming - Special 30th anniversary issue, part 2
Making a game of system design
Communications of the ACM - A game experience in every application
Video games and education: (Education in the Face of a “Parallel School”)
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
What video games have to teach us about learning and literacy
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
More than just fun and games: assessing the value of educational video games in the classroom
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Making educational computer games "educational"
Proceedings of the 2005 conference on Interaction design and children
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Games for science and engineering education
Communications of the ACM - Creating a science of games
Educational game design for online education
Computers in Human Behavior
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Tales from the front lines of a large-scale serious game project
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Of BATs and APEs: an interactive tabletop game for natural history museums
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Discovery-based games for learning software
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
An analysis of attention to student --- adaptive hints in an educational game
ITS'12 Proceedings of the 11th international conference on Intelligent Tutoring Systems
GamiCAD: a gamified tutorial system for first time autocad users
Proceedings of the 25th annual ACM symposium on User interface software and technology
Towards guidelines for educational adventure games creation (EAGC)
EC-TEL'12 Proceedings of the 7th European conference on Technology Enhanced Learning
A social gamification framework for a K-6 learning platform
Computers in Human Behavior
CHI and the future robot enslavement of humankind: a retrospective
CHI '13 Extended Abstracts on Human Factors in Computing Systems
From competition to metacognition: designing diverse, sustainable educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
SpatialEase: learning language through body motion
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A trace-based framework for analyzing and synthesizing educational progressions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A formative study of influences on student testing behaviors
Proceedings of the 45th ACM technical symposium on Computer science education
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There 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.