Skip to main content
Log in

Preparing Instructional Designers for Game-Based Learning: Part 2

  • Published:
TechTrends Aims and scope Submit manuscript

Abstract

As noted in part I of this article (published in TechTrends 54(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and instructional design, and relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. In Part I, a panel of recognized and emerging experts in the design of instructional (digital video) games set the context for this three part series and one of four panelists discussed what he believes instructional designers should know about instructional game design (Hirumi, Appleman, Rieber, Van Eck, 2010). In Part II, two faculty members who teach courses on instructional game design presents their perspectives on preparing instructional designers for game-based learning. Part III will present a fourth perspective along with conclusion that compares the four views.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

References

  • Abt, C. C. (1970). Serious games. Canada: Macmillan Company.

    Google Scholar 

  • Anderson, R. C., & Ausubel, D. P. (Eds.). (1966). Readings in the Psychology of Cognition. New York: Holt, Rinehart and Winston, Inc.

    Google Scholar 

  • Appelman, R. L. (2005a). Designing experiential modes: A key focus for immersive learning environments. Tech-Trends, 49(3), 64-74.

    Article  Google Scholar 

  • Appelman, R. L. (2005b). Experiential modes: a common ground for serious game designers. International Journal of Continuing Engineering Education and Life-long Learning, 15(3-6), 240-251.

    Article  Google Scholar 

  • Appelman, R. L. (2006). Studies in IMMersive Simulations. Retrieved from http://www.indiana.edu/~simms/, accessed 14 August 2007.

  • Barab, S. A., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 5(1), 86–108.

    Article  Google Scholar 

  • Bethke, E. (2003). Game development & production. Plano, TX: Wordware Publishing, Inc.

    Google Scholar 

  • Bonk, C., Appelman, R., & Hay, K. (1996). Electronic conferencing tools for student apprenticeship and perspective taking. Educational Technology, 36(5), 8-18.

    Google Scholar 

  • Bruner, J. S., Olver, R. R., & Greenfield, P. M. (Eds.). (1967). Studies in cognitive growth. New York: John Wiley & Sons, Inc.

    Google Scholar 

  • Clinton, G. (2007). Creativity and design: A study of the learning experience of instructional design and development graduate students. Unpublished doctoral dissertation, The University of Georgia, Athens.

  • Csikszentmihalyi, M. (1996). Creativity: Flow and the psychology of discovery and invention. New York: Harper Collins.

    Google Scholar 

  • Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. Harper Perennial.

  • Dale, E. (1946). Audio-visual methods in teaching. New York: Dryden Press.

    Google Scholar 

  • Dewey, J. (1938). Experience and education. New York: Touchstone: Simon & Schuster.

  • Elkind, D. (2006). The power of play. Cambridge, MA: Da Capo Press.

    Google Scholar 

  • Fleming, M., & Levie, H. W. (1993). Instructional message design, 2nd ed. Englewood Cliffs, New Jersey: Educational Technology Publications.

    Google Scholar 

  • Fromme, J. (2003). Computer games as a part of children’s culture. Game Studies: The International Journal of Computer Game Research, 3(1), 1-23.

    Google Scholar 

  • Gagné, R.M. (1985). The conditions of learning, 4th ed. New York: Holt, Rinehart & Winston.

    Google Scholar 

  • Gardner, H. (1993). Multiple intelligences: The theory in practice. New York: BasicBooks.

    Google Scholar 

  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave MacMillan.

    Google Scholar 

  • Gerbner, G. (1956). Toward a general model of communication. Audio-Visual Communication Review, 4, 171-199.

    Google Scholar 

  • Gibbons, A. S. (2000). The Practice of Instructional Technology. Paper presented at the annual Association for Educational Communications and Technology conference, Denver, CO.

  • Hirumi, A., Appleman, R. L., Rieber, L., Van Eck, R. (2010). Preparing instructional designers for game-based learning: Part I. TechTrends, 54(3).

  • Hughes, H. (2007). BioInteractive. Virtual Lab, Retrieved from http://www.hhmi.org/biointeractive/vlabs/index.html.

  • Jonassen, D. (1999). Designing constructivist learning environments. In C. Reigeluth (Ed.), Instructional-design theories and models (Vol. II). Hillsdale, N.J.: Erlbaum.

    Google Scholar 

  • Kirkley, J. R., Kirkley, S.E., Myers, T. E., Lindsay, N., & Singer, M.J. (2003). Problem-based embedded training: an instructional methodology for embedded training using mixed and virtual reality technologies. Paper presented at the Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2003, Orlando, FL.

  • Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomic model of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction: III. Cognitive and affective process analysis (pp. 223-253). Hillsdale, NJ: Erlbaum.

  • Mitchell, C. T. (1993). Redefining designing: From form to experience. New York: Van Nostrand Reinhold.

    Google Scholar 

  • Nickerson, R.S. (1999). Enhancing creativity. In Sternberg, R.J. (Ed.), Handbook of Creativity. Cambridge: University Press.

    Google Scholar 

  • Noah, D. (2002). An analysis of narrative-based educational software. Unpublished doctoral dissertation, The University of Georgia, Athens.

  • Piaget, J. (1950). The psychology of intelligence. London: Routledge and Kegan Paul.

    Google Scholar 

  • Rieber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research & Development, 44(2), 43-58.

    Article  Google Scholar 

  • Rieber, L. P., Barbour, M., Thomas, G., & Rauscher, D. (2008). Learning by designing games: Homemade powerpoint games. In C. T. Miller (Ed.), Games: Their purpose and potential in education. New York: Springer Publishing Company.

    Google Scholar 

  • Rollings, A. M. (2000). Game architecture and design. Scottsdale, AZ: Coriolis.

    Google Scholar 

  • Salen, K., & Zimmerman, E. (2004). Rules of play. Harvard, MA: MIT Press.

    Google Scholar 

  • Sellers, M. (2002, September 16). Creating Effective Groups and Group Roles in Massive Multiplayer Games. Paper presented at the Gamasutra, San Jose, Ca.

  • Shreve, J. (2005). Let the games begin. Edutopia (April/May).

  • Sue, O. C., & Anne, R. (2004). WebCT Role-playing: Immediacy versus e-mediacy in learning environments. Learning Environments Research, 7(2), 183-201.

    Article  Google Scholar 

  • Sternberg, R. J. (Ed.). (1999) Handbook of creativity. New York: Cambridge University Press.

    Google Scholar 

  • Streibel, M. J. (1991). Instructional plans and situated learning: The challenge of Suchman’s theory of situated action for instructional designers and instructional systems. In G. J. Anglin (Ed.), Instructional technology: Past, present, and future (pp. 117-132). Englewood, CO: Libraries Unlimited.

    Google Scholar 

  • Sutton-Smith, B. (1997). The ambiguity of play. Cambridge, Mass: Harvard University Press.

    Google Scholar 

Download references

Author information

Consortia

Additional information

“I make the case that a focus on Designing Instructional Environments will give much needed energy and revitalization to Instructional Design.”

Rights and permissions

Reprints and permissions

About this article

Cite this article

Atsusi Hirumi, Bob Appelman, Lloyd Rieber, Richard Van Eck. Preparing Instructional Designers for Game-Based Learning: Part 2. TECHTRENDS TECH TRENDS 54, 19–27 (2010). https://doi.org/10.1007/s11528-010-0416-1

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s11528-010-0416-1

Keywords

Navigation