A Comparative Analysis of Design Methods for Educational Games

교육용 게임디자인 방법들의 비교분석

  • 장희동 (호서대학교 게임공학과)
  • Received : 2010.06.09
  • Accepted : 2010.10.18
  • Published : 2010.12.20

Abstract

The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.

성장기에 게임을 경험하면서 살아온 세대를 게임세대라 부른다. 이들 게임세대는 이전 세대와 달리 사고방식과 행동방식이 전혀 다르다. 그러나 현재 게임세대를 위한 교육방법은 이전 세대의 교육방법과 기본적으로 차이가 없다. Prensky는 게임세대를 위해, 정보시대의 필요사항들을 만족시킬 수 있는 소수의 방법들 중 하나로 디지털 게임을 통한 교육이라고 주장하였다. 본 논문에서는 문헌조사를 통해 수집된 4개의 교육용게임 디자인 방법들의 적합성에 대해 비교분석하였다. 적합성 분석은 전체적인 설계방법, 게임부문 설계방법, 교육부문 설계방법, 설계방법의 명시성 그리고 설계방법의 장단점에 대해 이루어졌다. 그리고 이러한 분석결과를 근거로 앞으로 연구되어야 할 필요가 있는 교육용 게임 디자인 방법에 대한 연구 토픽들을 제안하였다.

Keywords

References

  1. Personal Information for Nolan K. Bushnell from Wikipedia, the free encyclopedia.
  2. John C. Beck, Mitchell Wade, "Got Game: How the Gamer Generation Is Reshaping Business Forever", 1st Ed., p.17, Harvard Business School Press, 2004.
  3. Marc Prensky, "Digital Game-Based Learning", Paragon House Ed., p.52, Paragon House, 2007.
  4. Definition of educational games from Wikipedia, the free encyclopedia.
  5. 임규혁, 임웅, "학교학습 효과를 위한 교육심리학", 제2판, 학지사, 2009.
  6. Ernest Adams, "Fundamentals of Game Design", 2nd Ed., New Riders, 2010.
  7. Bradley D. Cress, "Design and Development of a Digital Game-Based Learning Module on Transportation", A Thesis of Master of Education the Graduate College of Bowling Green State University, 2009.
  8. Nor Azan Mat Zin, Azizah Jaafar, Wong Seng Yue, "Digital Game-based learning model and development methodology for teaching history", WSEAS Transactions on COMPUTERS, Vol. 8, Issue 2, pp. 322-333, 2009.
  9. Scott J. Warren, Richard A. Stein, Mary Jo Dondlinger, Sasha A. Barab, "A Look Inside A MUVE Design Process: Blending Instructional Design and Game Principles to Target Writing Skills", J. Educational Computing Research, Vol. 40, No. 3, pp. 295-321, 2009. https://doi.org/10.2190/EC.40.3.c
  10. Willian R. Watson, "Formative Research on An Instructional Design Theory for Educational Video Games".
  11. Sonny E. Kirkley, Steve Tomblin, Jamie Kirkley, "Instructional Design Authoring Support for the Development of Serious Games and Mixed Reality Trainging", Proceedings of Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), 2005 Paper No. 2420, 2005.14
  12. Marcy P. Driscoll, "Psychology of Learning for Instruction", 3rd Ed., Pearson, 2005.
  13. J. S. Brown, A. Collins, and P. Duguid, "Situated cognition and the culture of learning", Educational Researcher, Vol. 18, No. 1, pp. 32-42, 1989. https://doi.org/10.3102/0013189X018001032
  14. J. R. Savery, "Overview of problem-based learning: definitions and distinctions", The Interdisciplinary Journal of Problem-based Learning, Vol. 1, No. 1, pp. 9-20, 2006.
  15. B. W. Mott, C. B. Callaway, L. S. Zettlemoyer, S. Y. Lee, and J. C. Lester, "Towards narrative-centered learning environments", Proceedings of the AAAI Fall Symposium on Narrative Intelligence.
  16. Sandra R. Brooks, Susan M. Freiburger, and Debra R. Grotheer, "Improving Elementary Student Engagement in the Learning Process through Integrated Thematic Instruction", Unpublished master's thesis, Saint Xavier University, Chicago, IL, 1998.
  17. L. Davidovitch, A. Parush, and A. Shtub, "Simulation-based learning: the learning forgetting-relearning process and impact of learning history", Computers & Education, 2006.
  18. 문승한, 정미례, "교수-학습의 사회구성주의적 관점과 수업 스캐폴딩", 한국교육 제 27권 제2 호, pp.113-138, 2000.
  19. Katie Salen and Eric Zimmerman, "Rules of Play: Game Design Fundamentals", MIT Press, 2003.
  20. J. M. Keller, "Instructional design theories and models: An overview of their current status", In C. M. Reigeluth Ed., I, Hillsdale, 1983.
  21. R. V. Small, "Motivation in instructional design , Eric digest.
  22. M. Csizkszentmihalyi, "Flow: The psychology of optimal experience", Harper Perennial, 1990.
  23. J. W. Savery and T. Brush, "Student engagement with social issues in multimedia-supported learning environment", Theory and Research in Social Education, Vo. 27, No. 4, pp.468-500, 1999.
  24. M. D. Dickey, "Engaging by design: How engagement strategies in popular computer and video games can inform instructional design", ETR&D, Vo. 53, no. 2, pp. 67-83, 2005. https://doi.org/10.1007/BF02504866
  25. S. D. Tripp, and B. Bichelmeyer, "Rapid prototyping: An alternative instructional design strategy", ETR&D, Vol. 38, No. 1, pp.31-44, 1990. https://doi.org/10.1007/BF02298246
  26. J. D. Gould and C. Lewis, "Designing for usability: Key principles and what designers think", Communications of the ACM, Vol. 28, No. 3, pp. 300-311, 1985. https://doi.org/10.1145/3166.3170
  27. C. Crawford, "The art of computer game design",.
  28. E. Adams and A. Rollings, "Fundamentals of game design", Pearson Education, Inc., 2007.