A Review of Educational Games Design
Frameworks: An Analysis from Software Engineering
Mifrah Ahmad* , Lukman Ab. Rahim† and Noreen Izza Arshad‡
Computer and Information Sciences Department,
Universiti Teknologi Petronas
Bandar Seri Iskandar, 31750 TronohPerak, Malaysia
Email: *mifrah09@gmail.com, †lukmanrahim, ‡noreenizza {@petronas.com.my}
Abstract— Game-based learning allows leveraging on young
learners preference towards playing games to turn games
into tools for learning. There are a number of frameworks
developed in the various aspects and theories of game-
based learning. There are many relationships in existing
frameworks that has been discussed regarding certain
domains such as subject-matter expert, the game
environment, developers, game goals and game designs,
however, the relationship between subject-matter, game
environment, learning theories and game-play is yet to be
discussed together. This paper analyzes a few educational
frameworks and discusses their relations among domains
that they have used. In addition, this paper will discuss the
software engineering practices that is of concern to
educational games development but have not been
discussed in previous literature.
I. INTRODUCTION
Educational game based learning systems have been mostly
researched on higher level of education. To attain attention,
this is due to computer games that has been played worldwide
in many different languages. It was reported that one of the
fastest growing sectors in late 20th century and early 21st
century is namely as the games industry[1]. Game
development Institute of Korea had declared that 50% of their
population plays online games[2]. some of the games possess
millions of players if compared with televisions viewers. In [3],
a preliminary study has been conducted which compiles of 16
secondary schools; found that majority of the students have
been playing computer games (92.1%). In the context of
Malaysia, a study revealed that 92% of the respondents
(students from five schools) have experienced playing
computer games [4].
Entertainment is the most common term used for the
computer games [5] and they are one of the most common
leisure activities for teenagers [6]. Popular computer games
comprise of factors such a real time strategies, role playing,
shooting or fighting in the game, action or adventurous games
and even chess or puzzle games. By analyzing the gaming
trends, it is persistently changing towards massively multi-
player online games (MMOG), e.g. Everquest, where the
players are completing a task in a group rather than
individual[7]. Many researchers have conducted their study on
educational games because of the popularity of game in
learner's generation[8].
Games have been incorporated into educational perspective
to help initiate an pioneering educational paradigm [9]. It is
highlighted [10] that a large number of scholars have confident
on computer games to become a learning tool which will aid to
inspire the students and enhance the focus on learning in higher
level of philosophy subjects. Game based learning involves
many scenarios and contents and it is considered as an e-
Learning (electronic learning) platform, where a learner is able
to enhance their learning enthusiasm by game playing practice.
Furthermore, game based learning allows a rich learning
context to assist learners to build a higher-level of knowledge
through indistinct and confronting opportunities [11]. In
addition to that, there have been a research which declared that
games are capable of tendering 16 learning principles [12].
Conversely, there has been many conflicts on how to design
such games which can become a full entertainment and at the
same time, they sustain a fine pedagogy to certify learning
achievement. Some of the researchers supposes that games
shall merge a good game design and pedagogy to be beneficial
and valuable for educational purpose [13], [14], [15]. Hence,
there is a need of more conventional and broad guidelines are
needed in this area. The author in [16] stated that the research
expansion in educational video game production is moving
much quickly in design and efficacy, however, not much is
known of methodologies that could be used to enhance the
game design processes for a better outcome.
II. PEDAGOGICAL ELEMENTS IN EDUCATIONAL GAMES
Generally, game-based learning is very fond of learning
theories, gender preferences, design elements, interface
interaction, motivational aspects, instructional and constructive
factors. Educational games are mostly developed based on
learning theories. The four major learning theories in GBL are
behaviorism, cognitivism, humanism and constructivism,
which include 16 learning principles [17], [18].
Constructivism theory deals with human constructing their
knowledge through experience and learning in active process.
Behaviorism theory, developed in [19] and [20], deals with
learning through a change in behavior or the environment
shape behavior and the principle of reinforcement.
978-1-4799-0059-6/13/$31.00 ©2014 IEEE.