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Part of Evidence of Educational Game Design. Effect sizes are explained in How large is a learning game’s effect, really?

Choosing the right format for a learning game

A partner usually arrives with a format already in mind: a headset, an app, a box of cards. Each of them can teach well. The research is clear about what makes any format work, and that is the useful place to start.

By Ilija Bojović, Founder / Lead game designer

Contents
Seen from above: hands at a travel chessboard on a blanket, with a smartphone game clock beside it.

Fit predicts the outcome

Howard and colleagues examined platform, hardware, and the presence of game elements as candidate moderators of a learning game’s effect. The factor that predicted the outcome was task-technology fit: whether the format matched what the learner needed to practise. Platform and hardware mattered through that fit.

The question for a partner who arrives with a format in mind is what that format does well, and how to shape the task to it. A format built for a spatial, high-consequence procedure and one built for repeated daily practice are both right for what they were made for.

Extended reality for the unreachable

Jongbloed and colleagues found procedural transfer from extended reality training to physical task performance: what was practised in the headset carried over to the real task. Man and colleagues studied construction safety training and found the format worked best for younger, less experienced workers. That points to where extended reality does its strongest work, which is giving a learner a frame of reference they do not yet have.

Kaplan and colleagues placed extended reality’s value precisely: access to scenarios that are otherwise out of reach. Rare, dangerous, or expensive situations can be rehearsed safely and as many times as the learner needs, and that is where the format earns its cost.

Mobile buys repetition

Sung and colleagues reviewed 110 studies of mobile-device-integrated teaching and learning and measured an average effect of 0.523, in the moderate range: roughly two out of three learners did better with it than without. That figure covers every kind of mobile-assisted learning in the review. Dunleavy and colleagues add the health-professions picture: 29 trials and 3,175 learners, with the strongest single result coming from a subgroup of five trials.

Mobile’s practical advantage is reach. A phone is already in a learner’s pocket, and that lowers the barrier to the repeated, distributed practice described in four design decisions that make a game teach.

Tabletop makes reasoning visible

Roseth and colleagues examined cooperative goal structures with an adolescent population and found them effective for both academic achievement and positive peer relationships, the two outcomes those structures were built around. Gauthier and colleagues reviewed board games specifically and found a positive effect on knowledge outcomes, with a wide confidence interval that reflects variable study quality across the field. Tabletop’s advantage is the table itself: a shared surface puts a group’s reasoning in the open, where a facilitator or the players themselves can see it happen and respond to it.

Presence and learning are separate

Makransky and colleagues ran the direct comparison. Adding virtual reality to a lesson raised how present learners felt in the simulation, while the amount learned went the other way. Presence and learning are different outcomes, each answering to its own design decisions.

This is Howard’s finding shown concretely. Fit the format to the task first, and the format’s other qualities, presence included, have something to build on.

Every format has a task it suits

What the learner needs to rehearse, how often, and under what constraints are the questions that shape the design, and the format a partner already has is where we start asking them. We ask what has to be learned, then build the game around the answer in that format.

References

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