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European Conference on Games Based Learning (ECGBL)
The model uses practice-discourse and messaging-agency as its two dimensions. Its aim is to help designers conceptualize how learning and play can be designed together rather than treated as opposing forces.
The MAPeD framework, introduced by Peadar Callaghan, addresses shortcomings in existing learning game design models, which are often overly complex, confined to digital games, or structured around a false binary between learning and play. The framework proposes a deliberately simple two-axis model, with practice-discourse and messaging-agency as its dimensions, integrating education and game design theory into a single reflective tool. Its central aim is to give designers a clear, adaptable way to conceptualize how learning and play can be designed together rather than treated as opposing forces.
The framework was validated through semi-structured interviews with 14 practitioners, analyzed thematically. Participants praised its clarity (cited by 11 respondents), simplicity (8), and flexibility across game types and learning domains (8). They found it especially valuable for team communication, stakeholder discussions, sharpening learning objectives, and ongoing reflection during development. Several cautioned, however, that it is only one component of a broader design toolkit rather than a complete methodology.
The validation also surfaced clear limitations. Respondents noted the absence of definitive criteria for placing a game along each axis, which can make positioning subjective. Mapping large-scale, multi-quadrant games proved difficult, and the framework's applicability to non-educational serious games, such as therapeutic or data-gathering titles, was judged limited. These findings suggest the model is best suited to educational game contexts and would benefit from more precise positioning guidance.
The document's closing reference list draws on the broader literature of game-based learning, including work on the changing roles of trainers and teachers, organizational case studies, and research on video games for learning. Notable sources include studies on the future of learning through video games and a systematic review of open educational games for programming. Its scope is conceptual and practitioner-focused, with the empirical evidence limited to the 14-participant interview study rather than broader quantitative testing.
European Conference on Games Based Learning (ECGBL) · 2026