Towards a Brewery Educational Game: Would Existence of a Game Goal Improve Learning?
One useful but neglected approach to investigating instructional effectiveness of digital games is to manipulate presence of a game element and compare how the game with and without the element promote learning. In this work-in-progress paper, we introduce a comparative study we are preparing on investigating whether presence of a motivating game goal has a positive effect on learning gains. We also present a brewery simulation/game, which we have developed for the study’s purpose. The simulation is the same as the game and contains the same educational materials, but it lacks an explicit game goal: the learners acquire a mental model of the beer production in both applications, but the learning process is “gamified” in the game. We believe that this research approach could help to identify useful features of educational applications.
KeywordsLearning Gain Clostridium Acetobutylicum Interactive Simulation Digital Game Brewing Process
- 2.Clark, R., et al.: An Analysis of the Failure of Electronic Media and Discovery-based Learning: Evidence for the Performance Benefits of Guided Training Methods. In: Handbook of Training and Improving Workplace Performance. Instructional Design and Training Delivery, vol. I, pp. 263–297. Wiley, Somerset (2009)Google Scholar
- 3.Egenfeldt-Nielsen, S.: Beyond Edutainment: Exploring the Educational Potential of Computer Games. PhD thesis. University of Copenhagen (2005)Google Scholar
- 4.Esslinger, H.M. (ed.): Handbook of Brewing: Processes, Technology, Markets. Wiley (2009)Google Scholar
- 5.Gee, J.P.: What video games have to teach us about learning and literacy. Palgrave/St. Martin’s, New York (2003)Google Scholar
- 6.Hays, R.T.: The Effectiveness of Instructional Games: A Literature Review and Discussion, Technical Report 2005-004, Orlando: Naval Air Warfare Center Training Systems Division (2005)Google Scholar
- 9.Mayer, R.E., Clark, R.C.: Simulations and Games in e-Learning. In: E-Learning and the Science of Instruction, 3rd edn., pp. 369–400. John Wiley & Sons (2011)Google Scholar
- 10.Prensky, M.: Digital Game-Based Learning. McGraw Hill, New York (2001)Google Scholar
- 12.Wilensky, U.: NetLogo, Center for Connected Learning and Computer-Based Modeling. Northwestern University (1999), http://ccl.northwestern.edu/netlogo/ (accessed March 11, 2012)