There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer systems and bandwidth to allow their teachers and students to take full advantage of "bleeding edge" technology. This paper discusses how a theory of design from famed game system designer Gunpel Yokoi can be leveraged in learning game design by focusing on the use of mature technologies already widely present in schools. By thinking about older technologies in innovative ways instead of relying on the flash of the newest graphics to motivate learners, learning game design can deliver low-cost, engaging play for learning.

">

Yokoi's Theory Of Lateral Innovation: Applications For Learning Game Design

Scott J.Warren*, Greg Jones**
* ,**Assistant Professor, Department of Learning Technologies, University of North Texas, Denton, TX.
Periodicity:July - September'2008
DOI : https://doi.org/10.26634/jet.5.2.534

Abstract

There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer systems and bandwidth to allow their teachers and students to take full advantage of "bleeding edge" technology. This paper discusses how a theory of design from famed game system designer Gunpel Yokoi can be leveraged in learning game design by focusing on the use of mature technologies already widely present in schools. By thinking about older technologies in innovative ways instead of relying on the flash of the newest graphics to motivate learners, learning game design can deliver low-cost, engaging play for learning.

Keywords

Yokoi, Lateral Thinking, Game Design, Learning, Instructional Design, Mature Technologies.

How to Cite this Article?

Scott J. Warren and Greg Jones (2008). Yokoi's Theory Of Lateral Innovation: Applications For Learning Game Design. i-manager’s Journal of Educational Technology, 5(2), 32-43. https://doi.org/10.26634/jet.5.2.534

References

[1]. Anderman, L. H., & Leake, V. (2005). The ABCs of Motivation: An alternative framework for teaching preservice teachers about motivation. Clearing House: A Journal of Educational Strategies, Issues and Ideas, 78(5), 192.
[2]. Anderman, L. H., Maehr, M., & Midgely, C. (1999). Declining motivation after the transition to middle school: Schools can make a difference. Journal of Research and Developmentin Education, 32, 1 31 -1 47.
[3]. Barab, S. A., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research & Development, 53(1 ), 86-107.
[4]. Barab, S. A., Warren, S. J., & Ingram-Goble, A. (in press]. Conceptual Play Spaces. In R. Fertig (Ed.). Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: Idea Group Reference: IGI Global.
[5]. Barab, S. A., Zuiker, S., Warren, S. J., Hickey, D., Ingram-Goble, A., Kwon, E.-J., et al. (2007). Situationally embodied curriculum: Relating formalisms and contexts. Science Education, 94 (5), 750-782.
[6]. Barak, M., & Doppelt, Y. (1999). Integrating the cognitive research trust (CoRT) programme for creative thinking. Research in Science and Technological Education, 17(2), 139-151.
[7]. Bichelmeyer, B. (2005). The ADDIE Model: A metaphor for the lack of clarity in the field of IDT. IDT Record (AECT 2004 IDT Futures Group Presentations).
[8]. Canadian Broadcasting Center News. (2006). Alternate reality: Nora Young on a new form of storytelling. Retrieved July 7, 2008, 2008, from htt : www.cbc.ca news back round tech alternate- reali .html
[9]. Carst, A. (2008). Wii -The Best Selling Console [Electronic Version]. eNews 2.0. Retrieved July 2, 2008 from http://www.enews20.com/news_Wii_The_ Best_Selling _ConsoIe_08640 . html.
[10]. Castranova, E. (2001). Virtual worlds: A first-hand account of market and society on the cyberian frontier. In The Gruter Institute working papers on law, economics, and evolutionarybiology (Vol. 2): The Gruter Institute.
[11]. Crawford, C. (2003). The art of interactive design. San Francisco, CA: No Starch Press.
[12]. Crigger, L. (2007, December 25, 2007). Searching forGunpeiYokoi. The Escapist‘, 129.
[13]. Cuban, L. (1988). Teachers & machines: The classroom use of technology since 1920. New York: Teachers College Press.
[14]. Cuban, L., Kirkpatrick, H., & Peck, C. (2001). High access and low use of technologies in high school classrooms: Explaining an apparent paradox. American Educational Research Journal, 38(4), 813-834.
[15]. DeBono, E. (1968). New think: The use of lateral thinking in the generation of new ideas. New York: Simon and Schuster.
[16]. Dede, C. (2006). MUVEEs Project. Cambridge, MA: Harvard University.
[17]. Dede, C., Ketelhut, D., & Ruess, K. (2006). Designing for motivation and usability in a museum—based multi- user virtual environment. Retrieved 3/11/2006, 2006, from http://www.gse.harvard.edu/~dedech/fhuvees /documents/AELppr.pdf
[18]. Dondlinger, M. J. (2007). Educational video game design: A review of the literature [Electronic Version]. Journal of Applied Educational Technology, 4, 1-11. Retrieved July 19, 2007 from http://www.eduguery.comliaetlindex.htm.
[19]. Dondlinger, M. J., 8: Warren, S. J. (2008). Learning Through Designing: Game Development as Capstone Experience. Paper presented at the Association for Educational Communication and Technology Annual Convention.
[20]. Dondlinger, M. J., &Warren, S. J. (In press). Alternate Reality Games as Simulations to Support Capstone Learning Experiences. In D. Gibson & Y. K. Baek (Eds.), Digital Simulations for Improving Education: Learning Through Artificial Teaching Environments. Hershey, PA: IGI Global.
[21]. Egner, J. (2007, May 29, 2007). One story with 1,700 authors. Current‘, May29, 2007.
[22]. Ernst, N. (2007, June 1, 2007). World Without Oil in retrospect. Group Action June 1, 2007. Retrieved July 5, 2008, 2008, from htt : rou action.blo s ot.com 2007 06 world- without-oiI-in-retrogaect.html
[23]. Foley, B., Jones, M. S., & McPhee-Baker, C. (2002). Why girls got to Whyville.net: A girl friendly online- community for science learning. Paper presented at the American Educational Research Association, New Orleans, LA.
[24]. Fertig, R. (in press). Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: Idea Group Reference: IGI Global.
[25]. Gamespot Staff. (2005). Report: PS3 to sell for $399, cost $494 to make [Electronic Version]. Gamespot News from http://www. gamespot. com/news/2005/ 06/28/news_6I 28295.htmI.
[26]. Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion (Technical Report No. 2005-004). Orlando, FL: Naval Air Warfare Center Training Systems Division.
[27]. International Game Developers Association. (2008). Breaking in: Path Programming. Retrieved July 2, 2008, 2008, from http://www.igda.org/breakingin/ path_programming.htm
[28]. Jones, J., & Warren, S. J. (2008). Chalk house: A 3D online learning environment for literacy. Pa per presented at the Society for Information Technology and Teacher Education International Conference.
[29]. Jones, J. G., & Kalinowski, K. E. (2007). Touring Mars online, real-time, in 3D for math and science educators and students. Journal of Computers in Mathematics and Science teaching, 26(2), 123-136.
[30]. Jones, J. G., & Warren, S. J. (2007, June 24-27, 2007). Chalk House: Iterative Design in a K-12 Literacy game. Paper presented at the National Educational Computing Conference, Atlanta, GA.
[31]. Massachusetts Institute of Technology. (2008). MIT Handheld Augmented Reality Simulations. Retrieved July 7, 2008, 2008, from http://education.mit.edu/ar/
[32]. Muir. M., Owen, A., Knezek, G., Christensen, R.. Soloway, E.. Norris, C., et al. (2006). Lessons learned from 1-to-laptop initiatives: reflections on critical components. Paper presented at the Society for Information Technology and Teacher Education, Orlando,FL.
[33]. Prensky, M. (2001). Digital game—based learning. NewYork: McGraw-Hill.
[34]. Richtel, M. (2007, May 18, 2007). In the game of games, Wii outshoots Sony. New York Times.
[35]. Salen, K., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. Cambridge, Mass.: MIT Press.
[36]. Squire, K. (2004). Replaying history: Learning world history through playing "Civilization lll". Unpublished Dissertation, Indiana University-Bloomington, Bloomington, IN.
[37]. Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29.
[38]. Takatsuki, Y. (2007). Cost headache for game developers [Electronic Version]. BBC News. Retrieved July 2, 2008 from http://news.bbc.co.uk/2/hi/business/ 7l5l96l.stm.
[39]. Terdiman, D. (2008, April I . 2008). ‘The Lost Ring'ARG players discover 'Iost' Canadian sport. CNETNews. com.
[40]. Tuzun, H. (2004). Motivating learners in educational computer games. Unpublished Dissertation, Indiana University, Bloomington, IN.
[41]. Waks, S. (1997). Lateral thinking and technology education. Journal of Science Education and Technology, 6, 245-255.
[42]. Warren, S., Barab, S., 8: Dondlinger, M. (2008). A MUVE towards PBL writing: Effects of a digital learning environment designed to improve elementary student writing. Journal of Research on Technology in Education(FaII, 2008).
[43]. Warren, S., & Dondlinger, M. J. (in press). Designing Games for Learning. In R. Fertig (Ed.), Handbook of Research on Effective Electronic Gaming in Education. Hershey, PA: Idea Group Reference: IGI Global.
[44]. Warren, 5., Dondlinger, M. J., & McLeod, J. (2008). Data—driven decision—making about curricular redesign: Using PBL and game design to transform instruction in a large enrollment course. Paper presented at the American Educational Research Association Annual Meeting,.
[45]. Warren, S., & Jones, J. (2008). Developing a complex game system: Digital and instructional design in an adventure game. Paper presented at the Association for Educational Communications and Technology, Orlando, FL.
[46]. Warren, S. J., & Dondlinger, M. J. (2008). Objective achievementin a PBL course: Findings from a study on the first iteration of a problem-based learning course game. Paper presented at the Association for Educational Communications and Technology, Orlando, FL.
[47]. Warren, S. J., Dondlinger, M. J., & Whitworth, C. [2008). Power, Play and PBL in Postsecondary Learning: Leveraging Design Models, Emerging Technologies, and Game Elements to Transform Large Group instruction. Paper presented at the American Educational Research Association Annual Meeting.
[48]. Wikipedia. (2008a, January 2008). Bleeding Edge. Retrieved July 2, 2008, from http://en.wikipedia.org/wiki/Bleeding_edge.
[49]. Wikipedia. (2008b). Gunpei Yokoi, Retrieved July 3. 2008, from http://en.wikipedia.org/wiki/Gunpei_Yokoi# Lateral_Thinking_of_Withered_Technology.
[50]. Wikipedia. (2008c]. Global Positioning System. Retrieved August 10, 2008, from http://en.wikipedia.org/wiki/Gps.
If you have access to this article please login to view the article or kindly login to purchase the article

Purchase Instant Access

Single Article

North Americas,UK,
Middle East,Europe
India Rest of world
USD EUR INR USD-ROW
Online 15 15

Options for accessing this content:
  • If you would like institutional access to this content, please recommend the title to your librarian.
    Library Recommendation Form
  • If you already have i-manager's user account: Login above and proceed to purchase the article.
  • New Users: Please register, then proceed to purchase the article.