New Pedagogical Approaches in Game Enhanced Learning 2013
DOI: 10.4018/978-1-4666-3950-8.ch008
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A Design Framework for Educational Exergames

Abstract: This chapter presents a framework for understanding the elements of educational exergames that combine both cognitive and physical gameplay. The aim of the framework is to provide a foundation to develop engaging and effective educational exergames as well as to provide a blueprint to define reasonable research settings. By using the framework, designers can scrutinize their game designs, either in research or commercial settings, and reveal new ways to optimize learning effects, health effects, and user exper… Show more

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Cited by 13 publications
(11 citation statements)
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“…Most of these game elements can be categorized as achievement and progression-oriented game features, which form the most common category of game elements used in cognitive training. Interestingly, only around one-third (n=17/49, 35%) of the studies draw upon existing theories and principles for designing gamified interventions; specifically, SDT [ 12 , 13 ] (n=3/49, 6%), flow theory [ 50 ] (n=2/49, 4%), the framework by Kiili and Perttula [ 51 ] (n=2/49, 4%), operant conditioning (n=1/49, 2%), principles by Gee [ 52 ] (n=1/49, 2%), or a combination of several theories and principles (n=8/49, 16%).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Most of these game elements can be categorized as achievement and progression-oriented game features, which form the most common category of game elements used in cognitive training. Interestingly, only around one-third (n=17/49, 35%) of the studies draw upon existing theories and principles for designing gamified interventions; specifically, SDT [ 12 , 13 ] (n=3/49, 6%), flow theory [ 50 ] (n=2/49, 4%), the framework by Kiili and Perttula [ 51 ] (n=2/49, 4%), operant conditioning (n=1/49, 2%), principles by Gee [ 52 ] (n=1/49, 2%), or a combination of several theories and principles (n=8/49, 16%).…”
Section: Resultsmentioning
confidence: 99%
“…With regard to theories of motivation, only around one-third of studies (n=17/49, 35%) in our systematic review mentioned using theoretical foundations to guide the development of their interventions. SDT [ 12 , 13 ], flow theory [ 50 ], and the framework by Kiili and Perttula [ 51 ] were among the most prominent choices of frameworks (n=7/49, 14%) used in gamified cognitive training. Of note, several studies (n=8/49, 16%) drew upon multiple theories and principles to design their training tasks.…”
Section: Discussionmentioning
confidence: 99%
“…Furthermore, as a part of the design of the intervention tasks, we tried to identify the possible risks that a technological implementation involving physically activating aspects can generate. In the risk analysis, we applied a design framework for educational exergames (Kiili & Perttula, ). Educational exergames combine gameplay elements from educational games (cognitively challenging games) and exergames (physically challenging games), which align closely with the goals of the present study.…”
Section: Introductionmentioning
confidence: 99%
“…Games are designed to generate a positive effect in players and are most successful and engaging when they facilitate the flow experience [18,20,26,27]. Csikszentmihalyi [9] introduced the flow state through the study of people involved in activities such as rock climbing, playing music, chess and dancing.…”
mentioning
confidence: 99%
“…The dual flow model forms the foundation for this consideration [24] and provides the theoretical basis on which to optimise the engagement and effectiveness of exergames. Recently, Kiili and Perttula [26] argued that the team-based gameplay facilitates flow attainment in exergames, and they added a team flow aspect into the dual flow model (Fig. 1).…”
mentioning
confidence: 99%