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DiGRA
The paper notes that many 1990s 'edutainment' titles merely repackaged didactic content. It argues that games are most valuable when designed around authentic learning experiences.
This paper, by Lisa Galarneau of the University of Waikato, argues that games and simulations are most valuable when they are designed around authentic learning experiences rather than deployed as generic motivational wrappers. The author contends that many educational games from the 1990s "edutainment" era and later simply repackage traditional didactic content, and that their effectiveness depends on the pedagogical approach underlying their design. The central thesis holds that learning is fundamentally the formation of connections through experience, so the key design question is how to let learners experiment with knowledge in context and encounter a range of possible outcomes, including failure.
The paper draws on constructivist and connectivist theory, citing thinkers such as Gee, Prensky, Papert, Schank, Siemens, and Vygotsky. It proposes that effective educational games balance three elements identified by Clark Aldrich: pedagogical structure, simulation mechanics, and game features, with the simulation element being central to providing realistic practice. Among the benefits discussed are the capacity of simulations to model complex systems, to tune difficulty to a learner's zone of proximal development, and to build assessment directly into the experience by logging decisions and improvement over time.
The empirical grounding is limited to two design projects rather than a formal study. One was a virtual building-site layout simulation for carpentry students at Christchurch Polytechnic Institute of Technology, which addressed difficulties with geometric concepts such as the Pythagorean theorem. The other was a branching, video-based scenario simulation for mental health professionals learning calming and restraint techniques, featuring an escalation meter that tracks learner choices. The author acknowledges that no outcome evaluation data was yet available, with only early client feedback reported, so the claims about improved real-world capability remain untested and the paper's conclusions are best understood as a design framework and argument rather than established evidence.
DiGRA · 2007