JET_V6_N4_A2
Making Digital Game-based Learning Work: Domain Knowledge Transparency
Feihong Wang
John K. Burton
Journal of Educational Technology
2230 - 7125
6
4
8
16
Domain Knowledge Transparency, Game-based Learning, Game Feature List
During the past two decades, the popularity of computer and video games has prompted games to be a source of study for educational applications (Dickey, 2007). The most distinguishing characteristic of games is their capability to engage and motivate their players (Kiili, 2005). Educators started to explore game-based learning by testing commercial off-the-shelf (COTS) games in the classrooms directly and by developing educational games through mimicking the constructions of some popular massive multiplayer online games (MMOGs). These educational explorations of games, however, all tended to highlight their educational purposes and content, which unintentionally diminished their ability to engage and motivate players. This paper suggests the concept of domain knowledge transparency (DKT). This concept indicates that instead of emphasizing the educational content and purposes, domain knowledge should be integrated into games naturally and invisibly to keep the nature of games fun and playful. In addition, the technologies used in modern games have pushed many computer games beyond the boundaries of game genres. Therefore, this article suggests the replacement of game genres with a feature list to identify a game. Finally, this article uses a popular Chinese game, Mai-fang-zi, to illustrate these two ideas.
January - March 2010
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