Engaging by design: How engagement strategies in popular computer and video games can inform instructional design
By Michele D. Dickey. 2005
657 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/c609e5ec2d3b95baa69e749b4e63fee083c7e5ec
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Sara de Freitas
- Dennis Charsky
- Atsusi Hirumi
- Mansureh Kebritchi
- Suparna Sinha
- Sean Kelly
- Ian Glover
- Alan Amory
In Sociology and Political Science
- Sara de Freitas
- Dennis Charsky
- Atsusi Hirumi
- Mansureh Kebritchi
- Ian Glover
- Alan Amory
- Azita Iliya Abdul Jabbar
- Patrick Felicia
Citations in the corpus
- Gameplay Engagement and Learning in Game-Based Learning (2015, background): “This effect occurs because it was observed that games can engage players to learn (Dickey, 2005; Whitton, 2011), can include multisensory settings, and can stimulate players’ ability to think and create meaning (Ermi & Mayra, 2005).”
- Play As You Learn: Gamification as a Technique for Motivating Learners (2013, background): “There are three basic parts in most games: goal-focussed activity, reward mechanisms, and progress tracking (Dickey, 2005).”
- Are badges useful in education?: it depends upon the type of badge and expertise of learner (2013, background): “For example, badges can provide focused goals, challenging tasks, clear standards, affirmation of performance, novelty, choice, and authenticity (Dickey 2005).”
- Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation (2007, background): “…designers investigating how various aspects of game design support intrinsic motivation and how aspects of game design might be appropriated for educational materials (Bowman, 1982; Dickey, 2005, 2006b; Gee, 2003; Malone, 1981; Prensky, 2001; Provenzo, 1991; Rieber, 1996; Squire, 2003).”
- Student engagement as a function of environmental complexity in high school classrooms (2016, background): “…of environmental support that have been related to student engagement include supportive relations with the teacher (Skinner & Belmont, 1993) and peers (Akey, 2006), teachers' support for autonomy (Reeve, 2006), peer acceptance (Hughes & Kwok, 2006), and immediate feedback (Dickey, 2005).”
- Gaze tutor: A gaze-reactive intelligent tutoring system (2012, background): “The tutor could have highlighted relevant areas in the image, asked the student a question, provided a domain-relevant puzzle or challenge, or launched an alternate task that would increase cognitive arousal such as an engaging animation or a simulation (Dickey, 2005; Gee, 2003).”
- Game object model version II: a theoretical framework for educational game development (2007, background): “Here back-story ‘‘provides a dramatic content for the action and interaction’’ while cut scenes are story elements that are ‘‘interspersed and revealed during the course of gameplay’’ (Dickey, 2005, p. 73).”
- Learning in immersive worlds: A review of game-based learning (2006, methodology): “While the methods by which games are designed has often been neglected in research into educational games (Dickey, 2003), with the emergence of ‘modding’ a greater emphasis is being placed upon these methods (Dickey, 2005; Nieborg, 2004; Darken et al., 2005; Kiili, 2005).”
- Examining the pedagogical foundations of modern educational computer games (2008, methodology): “To design Global Conflicts: Palestine, Egenfeldt-Nielsen (2005) utilized Kolb's learning theory, delineating the four basic events associated with Kolb's cycle for game-based learning.”
- Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments (2006, background): “The design of popular computer and video games has been a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated, borrowed, and repurposed for the design of educational materials (Bowman, 1982; Dickey, 2003, in ”
- From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010, background): “Serious games could fulfill many of the goals of constructivism and Dickey (2005) has linked constructivist methods to engaging experiences in commercial video games.”