MAPPING GAMES AND GAMING STYLE WITH LEARNING
GOALS AND STYLE
Adelina Aleksieva-Petrova
Faculty of Computer Systems and Control, Technical University - Sofia, Kl. Ohridski Str. 8, Sofia, Bulgaria
Milen Petrov
Department of Software Engineering, Sofia University, J. Baucher 5 Blvd., Sofia, Bulgaria
Keywords: Game, Learner style, Gamer style, e-Learning.
Abstract: In the era of e-services such as e-learning, e-government, e-business, etc. enhancing such services and
adapting them to one's personal needs is a very promising way for the user to benefit even further from
them. As a step forward in the development of adaptive learning systems with integrated game elements it is
first necessary to review different types of games and their characteristics. Moreover, it is important to take
into account gaming styles as well as to summarize the processes of learning and playing by mapping
learning styles corresponding to different gaming styles. This paper attempts to investigate and describe
different gaming issues as a first step toward building a software framework for the integration of game
elements utilized in e-learning.
1 INTRODUCTION
In the era of e-services in the fields of education (e-
learning), government (e-government), business (e-
business) and many others, the enrichment of such
services with adaptation according personal needs is
both promising and challenging. E-learning services
are especially important tools that can expand
learning opportunities. Thus, the development of
modern learning systems that are adaptable to one's
own learning characteristics is often oriented toward
the integration of game elements and their
application in ways that take into account the
learner's unique learning style (Vassileva, 2009).
How to make education more effective, while
increasing the learner's involvement, are very
important issues. Using educational games or so-
called game elements in learning is one possible
approach to achieving that goal. An educational
game can be defined as an instructional method that
can provide students with real-time response, thus
enabling them to gauge how well they retain the
main concepts presented in the instruction session
(Virvou, 2008). Then it is necessary to create the
framework for evaluation of the game and game
elements and helping to understand how to use these
elements in e-learning.
This paper discusses the main problem of how to
choose appropriate games and how to apply them to
achieve the learning objectives best suited to the
learner as a gamer. To achieve this aim it is first
necessary to answer two main questions:
How should a game or activity be chosen that
will address the learning objectives?
What are the existing different gaming styles
and how can these styles be adapted to the
style of user as a learner?
Next section gives a literature review of the
current state of the art of educational games and
related game elements. The third section of the paper
we define games and gaming styles which we will
need in achieving our goal - to map game elements
and gamer style to learner goals and learner style.
Also, we separate games into several groups, i.e. in
different categories, according to the literature being
reviewed. The last section points out conclusions
and outlines future work, as this paper is a starting,
nevertheless important step toward further design
and development of a software framework for
successfully incorporating games and game elements
into e-learning with possibility to be adapted to the
learner according to his or her needs.
169
Aleksieva-Petrova A. and Petrov M. (2010).
MAPPING GAMES AND GAMING STYLE WITH LEARNING GOALS AND STYLE.
In Proceedings of the Multi-Conference on Innovative Developments in ICT, pages 169-172
DOI: 10.5220/0003046801690172
Copyright
c
SciTePress
2 LITERATURE REVIEW OF
GAME ELEMENTS IN
EDUCATION
Yacci, Haake, and Rozanskiv (Virvou, 2008) have
identified three types of learning which are not
necessarily usable and valuable outside the
edutainment environment: operations, strategy and
instructional goals and outcomes. Operations refers
to the ‘‘legal’’ movements and actions that a player
can make inside the game. Strategy learning refers to
the overall plot or mission of the game. Finally,
instructional goals and outcomes refer to educational
goals and outcomes that have value beyond the
game itself. That separation is useful and we use
these three elements as starting point for integration
of games with educational environment.
Another six structural elements of games
(Prensky, 2001) which we can use in addition are:
rules, goals, outcomes and feedback, competition or
challenge, interaction and representation or story.
Furthermore, Finneran and Zhang (Kiili, 2005)
have proposed a person-artifact-task (PAT) model
that conceptualizes the major components of a
person working on a computer-related activity.
According to the model, the likelihood of experience
flow is dependent on the interplay between the
person, the task and the artefact and all these three
components should be taken into account when
designing educational games.
One important type of educational game is the
Alternate Reality Game (ARG), proposed by
(Whitton, 2009). It consists of three elements: an
underlying narrative or story, a series of challenges
or puzzles and a collaborative community. While all
three elements were facilitated online, many
challenges took place in the real world and some
were designed to be individual, while others were
collaborative - see the classifications in Figure 1
below. He also proposes ten characteristics of
games: competition, challenge, exploration, fantasy,
goals, interaction, outcomes, people, rules and
safety.
As shown in the diagram, the main elements of
games can be used in evaluating the software used to
create successful educational games. These elements
are separated both according to individual vs. group
elements and the separation between online (virtual)
worlds vs. real (in-person) worlds.
Online
Group
Real
Individual
classic puzzles
puzzles
collaborative
research
urban quests
treasure hunts
group
problem-solving
Figure 1: Games classifications according group work and
the real world.
In the next section the literature review goes into
more details about some different types of games.
3 GAME TYPES AND GAMING
STYLE
Four different types of games are defined in
(Caillois, 1961):
those that involve competition;
those that involve chance;
those that involve simulation; and
those that involve what he terms vertigo, such
as fairground rides.
According to (Kiili, 2005) five other learning
activities commonly associated with games –
simulations, virtual worlds, role play, puzzles and
stories – were also discussed and according to us are
important in relation to this inclusive definition.
There are several types of games: adventure,
platform, puzzle, role play, shooter, sports and
strategy.
The adventure games involve the player
undertaking a series of tasks or sub-tasks in which
they must interact with the virtual world. The player
performs different actions, as talking to characters
and manipulating objects in order to achieve the
objectives of the game or solve some mystery and
complete a quest.
Platform games involve the movement of the
player character through a landscape and jumping up
and down between platforms. The player avoids
obstacles and enemies and picks up treasure, usually
with some overall goal in mind and often in the
context of a narrative.
Puzzle games primarily involve problem-solving
and can take many forms, including words, logic,
INNOV 2010 - International Multi-Conference on Innovative Developments in ICT
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and mathematics.
Role play games involve the player taking on the
role of a character in another world, for example
fantasy-based world. The player can undertake a
range of activities including solving quests, fighting,
hunting and interacting with other characters.
Shooter games are another genre in which multi-
player games are common. They are generally
played from a first person viewpoint and are played
in real time. These games have the primary aim of
using weapons to defeat opponents, although the
action is often embedded within a wider narrative
context. They involve a combination of strategy and
dexterity, exploring virtual worlds and defeating
enemies and targets.
Sports games allow the player to simulate taking
part in a sporting event or tournament and are
generally based on physical dexterity and interaction
with the gaming interface.
Strategy games involve the player making
strategic decisions within a scenario in order to meet
the goal of the game, which is usually completing a
level or solving a particular problem.
Another type of game, the so-called quiz game,
is based on short-answer questions. Such games
include hangman, crosswords and to be millionaire.
As a result of scientific research and according to
the review we summarized the following main
gaming styles:
Logician
– likes logic and used spatial
awareness, verbal skills, numeracy skills and
spelling.
Competitor/Shooter
– a person who enjoys
action and shooting and focussed on the
competition itself. This gaming style uses not
only shooting but also various instruments in a
sports game.
Strategist
– a person who likes resolving
complex problems within a game.
Dreamer
– a person who likes playing roles and
thrives in the fantasy world of avatars.
4 MAPPING GAMES AND
LEARNING GOALS RELATIVE
TO GAMING STYLE
Using games as instructional tools can help learners
to make a connection between theory and taught
skills. Additionally, gamers use their own playing
style in the role of learners; therefore, we can divide
different games into groups according to their type
as shown in Figure 2 below.
Figure 2: Games classifications according group work and
relation to the real world.
Gaming style, learning activity and possible
games are given below according to style and
activities as outlined in Table 1.
Table 1: Gamer style, learning activity and possible game
types.
Gamer
style
Learning activity Possible
games
Logician
logic, spatial awareness, verbal
skills, numeracy skills, and
spelling
puzzle, quiz
Dreamer problem-solving and lateral
thinking, collaborative skills,
social interaction, negotiation,
management of complex systems,
strategy and working through
scenarios
role-playing
games,
adventu-re
games
Compe-
titor
hand–eye coordination, planning
and strategizing, problem-
solving, teamwork and the ability
to think quickly
sports,
platform,sh
ooter
Strate-
gist
Strategy games can be used to
teach planning, decision-making,
testing hypotheses, strategic
thinking, management skills and
seeing the consequences of
actions taken.
strategy
games
Classification of gamers' style, which we relate
to learning activities in the table is mapped by us to
the four learning styles: Reflector, Theorist,
Pragmatist, and Activist (Honey and Mumford,
MAPPING GAMES AND GAMING STYLE WITH LEARNING GOALS AND STYLE
171
2000). According to the research we can point out
following important conclusions:
1. Learning style, which characterizes the activist
learner can be mapped and used with competitor or
shooter style of gamer. Typical for gamers with that
style are that they are open minded for new ideas
and tend to experiment. They also like teamwork
and prefer to be active.
2. On the opposite of activist is theorist learning
style. That learning style can be mapped in higher
degree to logician style of gamer. In that case is
valid logical thinking and step-by-step solution of
the problems.
3. Third learning style is known as reflector.
That style can be mapped to gamers' style named
dreamer in the classification above. Usually that
style of gamer prefers to stay aside and to analyse
problem from different birth-eye views.
4. Last learning style we used is pragmatist. That
style can be mapped to strategy games and
corresponding gamers' style of strategist.
Pragmatists tend to describe and conceptualize the
things which can be applied to their work.
5 CONCLUSION, LIMITATIONS
AND FUTURE WORK
So call serious games are already well proven mean
for effective learning the entire life cycle of products
and processes. Research in the area of gaming styles
has been and continues to be undertaken in order to
understand the relationship between a person’s
gaming style and his or her preferred method of
learning.
As result in paper we achieved merging of
learning style and gaming style through learning
activities. The analysis and research will be used in
two directions:
to choose appropriated game according learning
style and
to adapt and transform learning content into
game content.
The limitation of this paper is that a complete
user model that takes into account also learner
preferences have not been built yet. Nevertheless,
this research is a very important step toward
building such a model.
In our future work we will use this model to
develop an application platform designed to create
and run certain types of educational games focused
on adaptive e-learning (Bontchev, 2010). Such
games can help for example gaining practical
experience in strategic manufacturing through
intensive and fascinating gaming and e-learning.
ACKNOWLEDGEMENTS
Research is partially supported by the SISTER
project, funded by the European Commission in
FP7-SP4 Capacities via agreement no. 205030 and
ADaptive technOlogy-enhanced Platform for
eduTAinment (ADOPTA) project, started 01.2009,
no. D002/155 funded by funded by the Bulgarian
Ministry of Education and Science.
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