As printed in The Design of Learning Games , © Springer-Verlag, 2011
(with permission).
Chapter 5
CREATING FLOW, MOTIVATION, & FUN IN
LEARNING GAMES
Curtiss Murphy
1
, Dustin Chertoff
2
, Michael Guerrero
3,
Kerry Moffitt
4,
1
Alion Science and Technology, 5365 Robin Hood Road, Suite 100, Norfolk, VA 23513;
2
Intelligent Automation Inc, 15400 Calhoun Drive, Suite 400, Rockville, MD 20855;
3
Naval
Postgraduate School, WA366, 700 Dyer Road, Monterey, CA 93943-500;
4
Raytheon BBN, 10
Moulton St., Cambridge, MA 02138
Abstract: Just a few years ago, the industry was abuzz, demanding statistical proof of
what was generally accepted as truth: games could be great teaching tools.
Video games obviously created very engaging experiences where many players
can play for hours on end. Games could put players ‘in the zone’ in an
experience known as ‘flow’. Even still, we needed proof to validate that they
could actually teach something.
Fortunately, those days are past. In recent years, there have been many great
examples of learning games and a variety of studies have shown that fantastic
results are possible. Unfortunately, they also show that wonderful results are
not always guaranteed and that designing an effective learning game is hard.
So, now the question shifts from ‘can it work’, to ‘how do we make it work?’
This chapter explores how to design effective learning games by looking at
three critical areas: flow, motivation, and fun. For each area, we present
important theoretical discoveries as well as practical ways to apply them in
learning games.
Key words: Games; Learning Games; Game Design; Flow, Motivation; Fun; Learning.