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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?

Four design decisions that make a game teach

Whether a game teaches comes down to design quality, and design quality is four decisions, each with its own evidence, and each within a designer’s control.

By Ilija Bojović, Founder / Lead game designer

Contents
Wooden pawns, a die and blocks standing on a printed game board, in close-up.

Learning drives progression

The most consequential decision is what a learner must do to advance. Where exercising the skill is how the learner gets through, the game teaches continuously, and the score is a by-product rather than the point. Where the subject matter sits in a quiz between the enjoyable parts, the quiz is doing the teaching and the game is the reward for finishing it.

Clark and colleagues found that effects varied sharply with design quality rather than clustering near the average, which is why this decision carries the weight it does. Sailer and colleagues showed that gamification is several ingredients doing different work: badges and leaderboards fed a sense of competence, avatars and story fed relatedness. That study measured motivation, so the learning case rests on the mechanic itself. The mechanic does the teaching; the elements around it keep the learner in the room.

The design term for this is intrinsic integration: the game’s structure and its content are the same system, not two systems glued together. Habgood and Ainsworth demonstrated the effect with a mathematics game called Zombie Division, tested with children aged 7 to 11. That is a child study. What holds regardless of age is the mechanism Clark and Sailer establish for adult-relevant populations: content built into a game teaches more than content placed beside it.

Feedback carries the loop

Every game runs on what designers call the core loop, the few actions people repeat: the learner acts, the rules respond, and the cycle repeats. The response is where learning happens.

Wisniewski, Zierer and Hattie reviewed 435 studies of feedback and found a moderate average effect, close to 0.5: roughly two out of three learners did better with feedback than without it. The size comes with a condition: the content of the feedback decides whether it works. Feedback that says what went wrong and what to try differently substantially outperforms feedback that only marks an answer right or wrong, a distinction Hattie and Timperley’s earlier framework accounts for directly.

A game has a structural advantage here that a classroom does not. Specific, immediate, consequence-bearing feedback is a normal part of play. Producing the same thing by hand, for every learner, every attempt, is expensive with a human assessor and rare in a lecture. This is also where the principle connects to what happens after the game: a debrief is the same feedback loop, run once, at a larger scale.

Difficulty matched to the learner

Bjork’s work on desirable difficulties established that conditions which slow acquisition often improve long-term retention. The qualifier matters: desirable difficulty is difficulty the learner can work through.

Chernikova’s review supplies the calibration. Scaffolding has to match prior knowledge, and support that helps a beginner can get in the way of someone more advanced. Lei and colleagues, reviewing game-based learning in school science, found the effect was stronger for primary pupils than for undergraduates. That is a finding about school and university populations; adults arrive with substantial prior knowledge, so the scaffolding has to meet them where they are and move with them from there. Choosing the right format also affects how difficulty is delivered, which is the subject of the next article.

Practice is spaced

Dunlosky and colleagues reviewed the study techniques people commonly use and rated only two as reliably effective across conditions: testing yourself, and spreading practice over time rather than massing it into one session. Cepeda and colleagues measured the spacing effect directly, and Roediger and Karpicke showed that attempting to recall something beats simply rereading it.

Games are unusually well suited to both, and suited to them without extra design effort. Repeated attempts are a normal part of play rather than an imposition on it, and a game a learner returns to across several weeks distributes practice without anyone having to schedule it.

These are requirements

All four decisions are ordinary. Each has been in the literature for decades. The difference is treating them as conditions the design satisfies from the start.

References

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