Videogaming Research Merits Book ChapterDated Posted:
Wed Jan 17 2007
Research into videogaming completed by the NASA-sponsored Classroom of the Future will be featured in an upcoming book on gaming.
The editor of the Handbook of Research on Effective Electronic Gaming in Education
has accepted a chapter based upon the learning outcome-genre matrix reported in the Classroom of the Future's 2006 NASA report, Foundations of Serious Game Design and Assessment
. Dr. Debbie Denise Reese, an educational researcher at the Center for Educational Technologies®, home to the Classroom of the Future™, will write the chapter. She led the 2006 research effort into effective educational game design.
This chapter will mark the second publication of research results from last year's study. In December Reese was selected to write an article for an upcoming special issue on videogaming for the Journal of Educational Multimedia and Hypermedia
In addition, at the American Educational Research Association annual conference
in April, Reese will present Designing the Metaphor-enhanced Virtual World, a paper based in part on the Classroom of the Future's research into defining methods for assessment of learning in games.
The Classroom of the Future research into what makes serious games effective learning tools identified a relationship between the flow experience in games and adaptive expertise, a person's ability to be an effective, flexible, and creative problem solver. It suggested how instructional games can be designed using reflective tools and flow mechanics so that games support both experiential and reflective flow experiences. The research also concluded that the instructional game must provide engaging deep play that supports the targeted learning outcome, and that fun is a secondary design element to instructional goals.