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The paper argues that evidence-based DGBL research, though methodologically rigorous, cannot on its own guide educational decisions. Researchers must also assess normative validity.
This paper argues that evidence-based research on digital game-based learning (DGBL), while methodologically rigorous, is insufficient on its own for guiding educational decisions, and that researchers must also attend to normative validity, asking whether they are measuring what is actually valued in education. Drawing on Mayer's (2014) taxonomy, the author examines three dominant research approaches: media comparison studies, which struggle to identify representative games, appropriate control conditions, and to control for the many contextual variables in classrooms; value-added studies, which isolate specific game mechanics but often require self-developed games of lower quality than commercial titles, ignore the interplay between design elements, and are slow relative to rapidly changing technology; and cognitive consequences studies, which measure observable effects such as visuospatial skills that may not meaningfully alter educational practice.
The central proposition is that normative validity can be strengthened by broadening the scope of DGBL research through five perspectives: a sociocultural perspective attending to classroom interaction and the wider social purposes of game-based learning; a critical perspective examining power relations and who is able to participate; a design perspective treating research as, or through, design; a participation perspective adopting a strategic interventionist approach; and a "let's see" perspective remaining open to unintended and unexpected learning outcomes at individual and social levels. The paper frames these as hypotheses for expanding educational research on games to address the reciprocal relationships among games, technology, culture, and education.
The paper is conceptual and theoretical rather than empirical. It presents no original survey, sample, or dataset; its evidence consists of critical engagement with existing literature and supporting references from clinical research, educational theory, and game studies. Its scope is the general field of game-based learning evaluation, with no specific geographic or temporal limitation beyond the works it cites.
Institute for Educational Technology · 2019