Game Engagement Theory and Adult Learning

Nicola Whitton

Simulation & Gaming · 2010 · 165 citations · 16 references

Concepts

TL;DR

Computer game–based learning can engage and motivate learners, yet higher‑education theories often ignore gaming engagement theory. The article aims to adapt entertainment‑game engagement principles to learning activities, proposing a model and hypothesizing five factors that drive engagement. The study reviews game‑engagement literature, synthesizes interview findings, and applies the resulting framework to educational design. The model is positioned for future application in diverse learning contexts.

Abstract

One of the benefits of computer game–based learning is the ability of certain types of game to engage and motivate learners. However, theories of learning and engagement, particularly in the sphere of higher education, typically fail to consider gaming engagement theory. In this article, the author examines the principles of engagement from games designed for entertainment, applies these principles to the design of learning activities, and presents a model of learning engagement. The article examines literature on computer games and engagement, draws together the findings from a series of interviews, and applies these in an educational context. The author hypothesizes five factors that contribute to engagement with a learning activity and provides an example of the use of these factors in practice. The article concludes by considering further potential applications of the model.

References

16