16 International Journal of Game-Based Learning, 2(1), 16-32, January-March 2012
Copyright © 2012, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Copyright © 2012, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
Keywords: Case Study, Casual Games, Game-Based Assessment, Interviews, Moodle, User Testing
INTRODUCTION AND FIELD
BACKGROUND
For years, playing games, even without con-
nection to a specific educational content has
been considered one of the fundamental forms
of learning (Huizinga, 1949) and is therefore
not surprising that games are closely linked to
intrinsic educational experiences. Game based
learning typically requires at some degree that
the student understands the game mechanics
and rules and thus before getting involved
with the learning process itself, the student
must learn how to play the game first (Peirce
& Wade, 2010). In the case of casual games
(also known as ‘games for the rest of us’) this
requirement does not apply, as the simple and
familiar mechanism of the game itself is usu-
ally well known long before its transition to
the electronic medium (i.e., games like Snakes
and Ladders, Crossword puzzles or Hangman),
Is there a Place for Casual
Games in Teaching
and Learning?
The Snakes and Ladders Case
Vasilis Daloukas, Secondary School Teacher of Informatics, Greece
Maria Rigou, University of Patras, Greece
Spiros Sirmakessis, Technological Institution of Mesolonghi, Greece
ABSTRACT
Currently casual games feature as the most dynamically developing section of the videogames industry and
compared to the more complicated and technologically advanced hardcore games, are characterized by
simple rules and game play, do not require long time commitment or special skills on the part of the player.
They also have comparatively low production and distribution costs on the part of the producer. This paper
investigates the potential of using casual games for student assessment using an educational variation of the
widely known game of Snakes and Ladders, implemented for this purpose. The game was received positively
by students, as well as teachers participating in its evaluation leading to the conclusion that casual games
with the ease and fexibility they offer provide interesting potential for deployment in educational settings.
DOI: 10.4018/ijgbl.2012010102