Rethinking the Ideology of Using Digital Games to Increase Individual Interest in STEM
Abstract
:1. Introduction
2. Nature of Play
3. Digital Games as Appealing Objects
3.1. High Engagement
3.2. Visual Appeal
3.3. Debriefing Knowledge
3.4. Mechanisms Influencing Interest
4. Towards Good STEM Digital Games
4.1. Designing a Digital Game
4.2. Integrating STEM Learning Content
4.3. Designing STEM Digital Games
5. The Way Forward and Future Perspectives
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Reason to Play | Game Console (%) | Handheld Gaming Device (%) | PC/ Laptop (%) | Smartphone (%) | VR Headset (%) |
---|---|---|---|---|---|
For fun | 70 | 60 | 67 | 65 | 61 |
For the challenge | 36 | 38 | 34 | 31 | 48 |
For the storyline/narrative | 28 | 33 | 22 | 18 | 36 |
To compete online | 23 | 28 | 22 | 19 | 41 |
To escape from reality | 30 | 30 | 26 | 23 | 37 |
Input | Principle Indicator | Description | References |
---|---|---|---|
Theories * | Experiential learning theory | Players experience the four stages of the learning process while playing games. These consist of concrete experience, reflective observation, abstract conceptualization and active experimentation. | [1,28,29,70,71] |
Educational-psychological theory of interest development | While playing, interaction between players provides appeal and engagement in the gaming world to develop interest through four phases which are triggered situational interest, maintained situational interest, emerging individual interest, and well-develop individual interest. | [28,29,49,50,51] | |
Self-determination theory | Engagement of players with the gaming world is caused by strong autonomy, competence, and relatedness of a designed digital game. | [28,29,53,72] | |
Pedagogy ** | Problem-based learning | Each game has a problem that needs to be solved by players, in the form of missions. The problem is designed through several mechanics. Integrating problems in a game is important to help determine the learning outcomes. | [73,74,75,76] |
Learning Strategies ** | Self-directed learning | Players use their set of skills and develop understanding towards the designed gaming world. The players’ intention is to solve the problems designed into the digital games. They use skills such as observing, testing, and drawing conclusions. This form of self-directed learning is continuously used until the end of the game (problem solved). | [6,57,75,76] |
STEM Learning Content ** | Any STEM related topic | Any STEM topic can be integrated into game mechanics. The specific learning content needs first to be identified and to undergo a gamification process. This process ensures that the content is correctly transformed into playable game mechanics. | [5,28,30,77] |
Game Elements ** | Players | The person who controls an entire game in the designed gaming world. | [57,78,79] |
Information | A set of information is designed, stored, and presented to the players in the gaming world. | [60,80,81] | |
Actions | Actions taken based on the decisions made by the players. | [31,82] | |
Payoff | Payoff is also known as rewards after players complete missions. It can exist at every level of the game and as a final reward, after missions are accomplished by the players. | [57,59] | |
Objective (Goal) | Goals are a major part of games. Problems are designed by determining what goals players should achieve in a game. There is only one specific goal in a digital game. | [30,57] | |
Rules | Players must obey a set of rules designed into a game. Players lose points and need to restart the game if they break any rules. | [57,83] | |
Conflict | Conflicts are presented to the players as they interact with a game system. Usually, they are portrayed by non-player characters (NPC), and mostly villains. They try to stop the players from reaching the next level or achieving their goals. | [84] | |
Strategy | Strategy is a set of decisions made by the players after they observe, test, and draw conclusions within a game. A wise planned strategy might help players pass all obstacles and win the game. | [85] | |
Aesthetic | Desirable emotional responses evoked by players while interacting with the game system. It plays a major part of the gaming experience to ensure a game is appealing to the players. It prompts players to continue playing a game. A game’s graphical style mostly refers to the aesthetic. | [59,86,87,88] | |
Story | Stories in games represent the characters (avatars) and how the characters develop in the games. The experiences of the characters are controlled by the players. | [57,89,90,91,92,93] | |
Fantasy | Fantasy is part of fun and engaging elements. Games allow the representation of any form of fantasy. Good, visualized characters and sceneries in a game enable players to feel excited about something unreal that they can see and virtually interact with. | [46,94] | |
Feedback | Feedback is the monitoring progress of players towards the games’ goals. It can be in the form of remaining life, energy, time, and location. Feedback allows players to receive more explanation on actions taken, especially if they are taking a wrong step and lose in a specific level. | [41,57,95] | |
Challenges | Challenges are designed to test the players towards gaining their mastery. When players master all challenges, purpose no longer exists. Challenges become increasingly difficult as a game progresses. | [57,96,97] | |
Game Principle Design ** | Player’s cognitive ability | Players have their own cognitive abilities. Unlike children, teenagers and adults can explore any type of games. Designers should pay attention to a game’s design, so that it is not too difficult for children as they would lose interest from not being able to solve the problems. | [30,60,96,98] |
Gender inclusiveness | Gender inclusiveness gives a higher possibility for games to be played. Each game design should minimize gender stereotypes in resolving conflicts, entertainment criteria, and responses. | [99,100,101] | |
Layout design | The layout design should be suited to the players’ hand gestures and eye coordination. | [102] | |
Value | The game should embody good value that avoids any inappropriate violence and sexual content. | [60,103] |
STEM-Based Digital Games | Outcome |
---|---|
Angry Birds | This game uses a catapult concept to teach the physics of positioning to hit a target. |
Plant vs. Zombie | This game train players on strategic planning and mathematical skills by using the arrangement of plants against zombies. |
SimCity | This game allows players to use their architectural and urban planning skills. |
Minecraft | This popular game among children trains their engineering and architectural skills to design block units and form space. |
Foldit | This online citizen-science game allows players to deal with protein molecules. Scores are based on the structure of proteins that are successfully folded. |
Mystemville | This game allows players to train their scientific knowledge and skills on farm management. |
MarcoPolo Weather | This game trains players on the meteorological concepts by controlling nine weather conditions. |
Hero Elementary | This game challenges players to deal with real-world problems by applying their STEM knowledge. |
Learn to Code | Players learn how to use coding and game developmental concepts by designing characters, background, animation, and coding. |
Beats Empire | Players enhance their computational thinking skills by running a music studio and record label in a fictional city reminiscent of New York. |
Slice Fractions | This game enhances the knowledge of fractions in mathematics. |
RoboCo | This game allows players to use their engineering skills to design a robot to serve the needs of a future world. |
mPower Math | This game enhances the players’ positive attitude and confidence and helps to develop the foundation of STEM skills. |
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Ishak, S.A.; Din, R.; Othman, N.; Gabarre, S.; Hasran, U.A. Rethinking the Ideology of Using Digital Games to Increase Individual Interest in STEM. Sustainability 2022, 14, 4519. https://doi.org/10.3390/su14084519
Ishak SA, Din R, Othman N, Gabarre S, Hasran UA. Rethinking the Ideology of Using Digital Games to Increase Individual Interest in STEM. Sustainability. 2022; 14(8):4519. https://doi.org/10.3390/su14084519
Chicago/Turabian StyleIshak, Shahrul Affendi, Rosseni Din, Nabilah Othman, Serge Gabarre, and Umi Azmah Hasran. 2022. "Rethinking the Ideology of Using Digital Games to Increase Individual Interest in STEM" Sustainability 14, no. 8: 4519. https://doi.org/10.3390/su14084519
APA StyleIshak, S. A., Din, R., Othman, N., Gabarre, S., & Hasran, U. A. (2022). Rethinking the Ideology of Using Digital Games to Increase Individual Interest in STEM. Sustainability, 14(8), 4519. https://doi.org/10.3390/su14084519