Part of Evidence of Educational Game Design. The four design decisions referenced here are set out in four design decisions that make a game teach.
How to tell whether a game teaches
A game commissioned for the first time has no delivery history to point to. What an evaluator can check instead is the process that built it, and that process has a name in the research literature.
By Ilija Bojović, Founder / Lead game designer
Contents

Two separate gates
Both gates sit during development rather than after delivery. The first is accuracy: whether the content the game presents holds up against subject-matter expertise. The second asks whether the target group learns from it, and it takes learners to answer: expert review establishes that the content is correct, and learner testing establishes that it teaches.
Weston and colleagues compared revisions guided by subject experts with revisions guided by the learners the material was built for, and found that only those informed by learner feedback improved learning. Expert review remains the check on accuracy, which is a separate question.
Playtesting is formative evaluation
Tessmer’s work on formative evaluation supplies the term: playtesting, in an educational game, is formative evaluation, the same activity the instructional design literature already has a method for.
The Design-Based Research Collective set out build-test-revise as a recognised research method in its own right: a structured, repeated cycle of building, testing with learners, and revising, with its own standing in the literature.
Engagement is measured
Wouters and colleagues found no significant motivational advantage for games over conventional instruction on average. For testing, that makes engagement a design outcome to verify. Ask playtesters directly whether they wanted to continue, as well as whether they completed what was asked of them.
Fullerton’s playtesting practice adds two requirements: test with people from outside the design team, and revise between rounds.
Five users is a different test
Nielsen’s rule says five users surface most usability problems, and it is sometimes carried over into playtesting. Nielsen’s finding concerns interface usability, where problems repeat quickly across users. Whether a game teaches specific content is a different question, answered by repeated rounds with the target learners.
What the test group looked like, how many rounds happened, and what changed between them are the questions that separate evaluation from ceremony.
References
- Design-Based Research Collective. (2003). Design-based research: An emerging paradigm for educational inquiry. Educational Researcher, 32(1), 5–8.
- Fullerton, T. (2024). Game design workshop: A playcentric approach to creating innovative games (5th ed.). CRC Press.
- Nielsen, J. (2000, 18 March). Why you only need to test with 5 users. Nielsen Norman Group.
- Tessmer, M. (1993). Planning and conducting formative evaluations: Improving the quality of education and training. Kogan Page.
- Weston, C., Le Maistre, C., McAlpine, L., & Bordonaro, T. (1997). The influence of participants in formative evaluation on the improvement of learning from written instructional materials. Instructional Science, 25, 369–386.
- Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 105(2), 249–265.