Video
Game Seduction Secrets
Playing games provide an
effective learning environment wherein
there is no punishment in the virtual
world for making mistakes but rather an
encouragement to try new adventures without judgment. Having that open-ended freedom to explore the learning environment promotes positive critical thinkers to solve theoretical issues. So, implementing games into
the classroom can work in the same manner to have students play educational
games that encourage a variety of problem-solving
strategies without penalty. The students can have free range to think outside
the box to solve complex problems in a manner that best suits them without judgment. Overall, games permit players to have
creative control and set the pace of how they will conquer the journey without
set perimeters.
Secondly, including interesting
educational tools like magic wands or keys that unlock mystery doors to the next
adventure, promotes engagement in the learning process. Learners out of curiosity want to succeed to
the next level because of the mystery bonuses and items that await them in
their educational journey. The “acquire,
test, master model” engages learners to experiment within the virtual world and
challenge themselves to evolve through intuition (Stuart, 2011). Games like
Portal 2 used the concept of puzzling challenges to promote experimentation continually with the virtual
world and rely on the players to use their reasoning on how to solve the
problems. Overall, the tools are an added exploratory feature embedded to
enhance the learner’s quest to progress through the game.
Notably, games like The
Sims games allows the player to control how the virtual humans will live in
their virtual world. The player essentially controls when and how they eat,
sleep, and interact in the virtual world. To some extent, players have the creative control to strategize how they
will interact with the virtual world. In an educational setting, students to a certain
degree have control over their
learning environment. Respectively, whether the student is actively or passively
involved in the gaming experience is their choice.
The gaming industry uses the senses of curiosity and motivation in
creating engaging games. Students will engage in
games that peak their curiosity and provide rewards along the way to keep them motivated
to learn. Game developers strive to incorporate twist and unexpected adventures along the educational
journey to keep learners on their edge of their seat for the climax of the
story. The players enjoy the interactive challenges because it provides them
control over their destiny. However, once the player reaches their desired
destiny, they are self-fulfilled in their accomplishments.
Furthermore, when it
comes to the design of accolades in a game, students enjoy being celebrated for
their hard work but also enjoy the motivational rewards when they fail the game. These reward designs provide a
disproportionate feedback that gives the player a sense of accomplishment and
empowers them to be life-long learners. Surprisingly, the theory of
disproportionate feedback can be celebrated in a win or lose situation. Oddly
enough the disproportionate feedback can be looked upon as a positive
reinforcement in the learning design.
In conclusion, games are
not seen as a waste of time now but rather a way to fulfill the intrinsic human need to have control and acceptance.
The students desire to have control over how they learn and embrace changes
that are vital to their learning process. Educational games need an array of options
that are relatable to the student’s needs. Embedding accolades that are
positive and negative build the learner’s
confidence to stay motivated in the learning process no matter how complicated
it may get. The overall design concept in
games is the virtual control to manipulate how to succeeded in the learning
journey.