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What makes things fun to learn? heuristics for designing instructional computer games

What makes things fun to learn? heuristics for designing instructional computer games Witat M a k e s T h i n g s F u n to L e a r n ? H e u r i s t i c s for D e s i g n i n g I n s i r u c t i o , a l C o m l m t e r G a m e s Thomas ~V. Malone Xerox Palo Alto Resca,ch Center Pa!o Alto, Cali tbrnia In this paper, I will describe my intuitions about what makes computer games fun. More detailed descriptions of the Challenge In order f o r a computer game to be challenging, it must provide a goal whose attainment is uncertain. experiments and the theory on which this paper is based are given by Malone (1980a, 1980b). My primary goal here is to A number of important consequences follow from this simple principle. Goal. provide a set of heuristics or guidelines for designers of instructional computer games. I have articulated and organized There are several reasons for believing that goals ale In the first study of my Common sense principles to spark the creativity of instructional designers (see Banet, http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

What makes things fun to learn? heuristics for designing instructional computer games

Association for Computing Machinery — Sep 18, 1980

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Datasource
Association for Computing Machinery
Copyright
Copyright © 1980 by ACM Inc.
ISBN
0-89791-024-9
doi
10.1145/800088.802839
Publisher site
See Article on Publisher Site

Abstract

Witat M a k e s T h i n g s F u n to L e a r n ? H e u r i s t i c s for D e s i g n i n g I n s i r u c t i o , a l C o m l m t e r G a m e s Thomas ~V. Malone Xerox Palo Alto Resca,ch Center Pa!o Alto, Cali tbrnia In this paper, I will describe my intuitions about what makes computer games fun. More detailed descriptions of the Challenge In order f o r a computer game to be challenging, it must provide a goal whose attainment is uncertain. experiments and the theory on which this paper is based are given by Malone (1980a, 1980b). My primary goal here is to A number of important consequences follow from this simple principle. Goal. provide a set of heuristics or guidelines for designers of instructional computer games. I have articulated and organized There are several reasons for believing that goals ale In the first study of my Common sense principles to spark the creativity of instructional designers (see Banet,

There are no references for this article.