A tool for evaluating and quantifying learning outcomes of popular games for the purposes of improved discoverability of transferable skills and learning outcomes.
Abstract
Discoverability of connected learning outcomes associated with popular games can be challenging for educators, with thousands of new games released each year and a consistent desire among students to play with the newest games and try the latest experiences. Existing tools that aid with discoverability of games do not link learning outcomes directly to games as the focus is often primarily concerned with games for the purpose of entertainment.
This thesis devised a means of enhancing discoverability of popular games for educational use through the creation and subsequent testing of a tool using the methods of surveys and observational testing. The tool aims to quantify and categorise games based on learning outcomes, with learning outcomes linked to existing research literature.
As part of creating this tool, a database of games was established, with background theory presented within this thesis linked directly to all learning outcomes presented within the database. This thesis explores a wide range of learning outcomes tied to digital games, board games, esports games and categorises learning areas into four main categories of communication, collaboration, information processing and problem solving.
Additional learning areas related to game based learning covered are, language, reading, comprehension, efficiency of language, teamwork, planning, self-expression, critical thinking, abstract thinking, logical reasoning, focus and attention to detail, pattern recognition, data analysis, visual processing, auditory processing, decision making, speed of thought, impulse control, memory, numeracy and mathematics, empathy, negotiation, fitness and health.
User testing revealed the tool to be a success, and finds it has the potential to serve as a solution to the outlined problems with further development and refinement. Testing also revealed potential additional areas of research within this field and new development pathways which were unforeseen when creating the initial concept and prototype.