Very often one sees the words “games” or “gaming” in phrases along with the words “learning” and “education.” Gaming is no longer a synonym to entertainment (or least, no longer one of the synonyms) but an area that has become a significant tool in (digital) pedagogy. Teachers, scholars, and practitioners of gaming who use it as a scholarly instrument typically are affiliated with English departments, Media studies, Communication studies, or Journalism. (Apparently, one can also get a Ph.D. in gaming now, too.) It’s fascinating to observe how and which games might be used in the classroom, library, or school programs–useful books are written on this topic including, for instance, the recently published volume Learning, Education and Games (2019), edited by Karen Schrier. It’s already the third book in the series and is available in open access here.
With that in mind, I registered for the workshop “Intro to Educational Game Design” facilitated by Zachary Loyd and offered by GC Digital Initiatives at CUNY. The workshop was based on several main goals. First, it was decided to discuss how games can lead to new learning outcomes; (2) explore some of the foundational concepts of game design for educational purposes and its implementation; and (3) provide an overview of the game design landscape–meaning, tools and software used for this.
One of the first questions discussed gaming is its relation vis-a-vis education and entertainment. Apparently, even when one plays for entertainment, one is still learning to do things–i.e., learning how to play and also develops a sense that allows one to retry, keep making efforts, and not to give up immediately (almost like a famous Samuel Beckett motto: “Ever tried. Ever failed. No matter. Try again. Fail again. Fail better”). Another important component is that one is also learning to navigate and use skills in one system (for instance, video games) that can have a beneficial effect on one’s learning in other areas, like history, literature, or science.
When discussing the approaches to education game design, two significant areas were pointed out: gamification and game-based learning. The key conceptual differences between the two are the following. Gamification is about adding to a scenario that can be called a non-game; game-like elements are there to improve a lesson. Whereas game-based learning makes use of games to construct the course from the very beginning. In other words, with gamification, as summed up by Michael J. Cripps elsewhere, one establishes Experience Points (XPs), badges/levels, and leaderboards whereas game-based learning usually embeds learning with game-like structures. While teaching and choosing a particular direction, both approaches might be considered and could be fruitful; things to think about in advance include one’s interest in the students’ specific learning outcomes as well as how an assessment can be incorporated. Not to forget: accessibility — are all students able to find tools, access, and work with them?
In 2013, James Gee published a piece “Good Video Games and Good Learning.” In it, the author pointed out sixteen principles of game-based learning: identity; interaction; production; risk taking; customization; agency; well-ordered problems; “just in time” or “on demand”; situated meanings; pleasantly frustrating; explore, think literally, rethink goals; smart tools and distributed knowledge; cross-functional teams; and performance before competence.
While talking about tools and software, the following are suggested for interactive stories (both have pros and cons):
— Ren’Py
— Twine
As for virtual spaces:
— Mozilla Hubs
— Second Life
Computer games:
— GameMaker Studio
— Unity
— PyGame

