CyGaMEs: A Full-Service Instructional Design Model Harnessing Game-Based Technologies for Learning and Assessment
CyGaMEs harnesses the power of game-based technologies for enhanced learning and embedded assessment. CyGaMEs is a principled and formal approach to instructional game design, assessment, and formative evaluation through applied analogical reasoning, learning science, entertainment game, and instructional design theories. CyGaMEs makes learning more intuitive by creating game-based environments that are analogs of targeted learning domains. Players construct viable intuitions (prior knowledge). Experimental research using CyGaMEs’ Selene, an instructional game targeting lunar geology, supports the approach.
KeywordsInstructional Design Relational Structure Goal State Target Domain Instructional Goal
This material is based upon work supported by the National Science Foundation under Grant No. 0814512. Grateful appreciation extends to the CyGaMEs staff, partners, and collaborators, recruiters, and players who help make CyGaMEs theory a reality, in particular Lisa McFarland, Andrew Harrison, Ben Hitt, Charles A. Wood, Barbara Tabachnick, Ralph J. Seward, Virginia A. Diehl, Larry Hedges, James Pustejovsky, Cassandra Lightfritz, Don Watson, Janis Worklan, Steven Nowak, and Matt Petrole. Portions of this [Selene] software are provided under license from Second Avenue Software, Inc., Copyright 2007–2010 Second Avenue Software, Inc. All rights reserved.
Any opinions, findings, and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation. This manuscript is based upon work previously presented at the 2008 and 2009 international conventions of the Association for Educational Communications and Technology as well as work presented at the 2009 annual meeting of the Association for Psychological Science and the 2010 meeting of the Society for Research on Educational Effectiveness.
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