Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/800088.802839acmotherconferencesArticle/Chapter ViewAbstractPublication PagessmallConference Proceedingsconference-collections
Article
Free access

What makes things fun to learn? heuristics for designing instructional computer games

Published: 18 September 1980 Publication History

Abstract

In this paper, I will describe my intuitions about what makes computer games fun. More detailed descriptions of the experiments and the theory on which this paper is based are given by Malone (1980a, 1980b). My primary goal here is to provide a set of heuristics or guidelines for designers of instructional computer games. I have articulated and organized common sense principles to spark the creativity of instructional designers (see Banet, 1979, for an unstructured list of similar principles). To demonstrate the usefulness of these principles, I have included several applications to actual or proposed instructional games. Throughout the paper I emphasize games with educational uses, but I focus on what makes the games fun, not on what makes them educational.
Though I will not emphasize the point in this paper, these same ideas can be applied to other educational environments and life situations. In a sense, the categories I will describe constitute a general taxonomy of intrinsic motivation—of what makes an activity fun or rewarding for its own sake rather than for the sake of some external reward (See Lepper and Greene, 1979).
I think the essential characteristics of good computer games and other intrinsically enjoyable situations can be organized into three categories: challenge, fantasy, and curiosity.

References

[1]
Banet, B. Computers and early learning: A new direction for High/Scope Foundation. Calculators/Computers, 1979, 3, 17.
[2]
Berlyne, D. E. Structure and direction in thinking. New York: Wiley, 1965.
[3]
Burton, R.R. & Brown, J.S. An investigation of computer coaching for informal learning activities. International Journal of Man-Machine Studies, 1979, 11, 5-24.
[4]
Hollan, J., McCandless, T., Prince. R., Putz, S. Sharp, J., & Williams, M. Tactical memorization software. Technical Note, Navy Personnel Research and Development Center, San Diego, Calif., forthcoming (1980).
[5]
Lepper, M. R., & Greene, D. The hidden costs of reward. Morristown, N. J.: Lawrence Erlbaum, 1979.
[6]
Malone, T. W. What makes things fun to learn? A study of intrinsically motivating computer games. Unpublished Ph.D. dissertation, Department of Psychology, Stanford University, Stanford, Calif., 1980a.
[7]
Malone, T. W. What makes things fun to learn? A study of intrinsically motivating computer games. Technical report, Xerox Palo Alto Research Center, Palo Alto, Calif., forthcoming, (1980b)
[8]
Moore, O. K. & Anderson, A. R. Some principles for the design of clarifying educational environments. In Goslin, D. (Ed.) Handbook of socialization theory and research, New York: Rand McNally, 1969.
[9]
Morozova, N.G. {The psychological conditions for the arousal and modification of interest in children in the process of reading popular scientific literature.} Izvestiia Akad. Pedag. Nauk, 1955, 73, 100-149. (cited and summarized by Berlyne, 1965.)
[10]
Piaget, J. The origins of intelligence in children. N.Y.: International University Press, 1952.

Cited By

View all
  • (2024)Review on Commercial Games for Digital Game-based LearningJournal of Digital Contents Society10.9728/dcs.2024.25.8.227325:8(2273-2289)Online publication date: 31-Aug-2024
  • (2024)Analyzing the Bibliometric Trends in Gamification Research using the Bibliometrix R-toolLevel Up! Exploring Gamification's Impact on Research and Innovation10.5772/intechopen.1005580Online publication date: 19-Jun-2024
  • (2024)Participatory Design of an Embodied Mixed Reality Experience Aimed to Assessing Individual and Collaborative Behaviors of ChildrenProceedings of the ACM on Human-Computer Interaction10.1145/36770938:CHI PLAY(1-27)Online publication date: 15-Oct-2024
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
SIGSMALL '80: Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
September 1980
215 pages
ISBN:0897910249
DOI:10.1145/800088
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • SIGSMALL: ACM Special Interest Group on Small and Personal Computing Systems and Applications
  • SIGPC: SIGPC

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 September 1980

Permissions

Request permissions for this article.

Check for updates

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)837
  • Downloads (Last 6 weeks)136
Reflects downloads up to 09 Nov 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Review on Commercial Games for Digital Game-based LearningJournal of Digital Contents Society10.9728/dcs.2024.25.8.227325:8(2273-2289)Online publication date: 31-Aug-2024
  • (2024)Analyzing the Bibliometric Trends in Gamification Research using the Bibliometrix R-toolLevel Up! Exploring Gamification's Impact on Research and Innovation10.5772/intechopen.1005580Online publication date: 19-Jun-2024
  • (2024)Participatory Design of an Embodied Mixed Reality Experience Aimed to Assessing Individual and Collaborative Behaviors of ChildrenProceedings of the ACM on Human-Computer Interaction10.1145/36770938:CHI PLAY(1-27)Online publication date: 15-Oct-2024
  • (2024)Applying Reflective Game Design Frameworks (RGD) through the Lens of Design Thinking in Developing Serious GameProceedings of the 2024 5th International Conference on Education Development and Studies10.1145/3669947.3669959(14-20)Online publication date: 24-Apr-2024
  • (2024)"See, Hear, Touch, Smell, and,...Eat!": Helping Children Self-Improve Their Food Literacy and Eating Behavior through a Tangible Multi-Sensory Puzzle GameProceedings of the 23rd Annual ACM Interaction Design and Children Conference10.1145/3628516.3655801(270-281)Online publication date: 17-Jun-2024
  • (2024)Using a Chatbot to Provide Formative Feedback: A Longitudinal Study of Intrinsic Motivation, Cognitive Load, and Learning PerformanceIEEE Transactions on Learning Technologies10.1109/TLT.2024.336401517(1404-1415)Online publication date: 2024
  • (2024)Can Underprivileged Children Learn Effectively at Home? A Six-Month Study of Game-Based Traditional Chinese Learning During the Pandemic LockdownIEEE Transactions on Learning Technologies10.1109/TLT.2023.325588217(294-309)Online publication date: 1-Jan-2024
  • (2024)Possibilities of Algorithmic Thinking Development for Students of Economics2024 47th MIPRO ICT and Electronics Convention (MIPRO)10.1109/MIPRO60963.2024.10569491(532-537)Online publication date: 20-May-2024
  • (2024)Evaluating User Experience and Data Quality in Gamified Data Collection for Appearance-Based Gaze EstimationInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2399873(1-17)Online publication date: 12-Sep-2024
  • (2024)Player Types in Gamified Learning: Conceptualization, Validation, and ProfilingInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2338664(1-19)Online publication date: 15-Apr-2024
  • Show More Cited By

View Options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Get Access

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media