Myth #7: Games are always good for learning

Games have a distinct advantage in terms of motivation with reported effect sizes around 0.80. This high-level of motivation makes them a valuable modality within your instructional toolkit. (Evidence-Based Training Methods, Ruth C. Clark 2020)

However, a game with irrelevant narratives and unrelated actions can impede the effectiveness and efficiency of a learning experience. Behavioral activity during instruction does not necessarily lead to learning. It is psychological engagement that is most important.

Reality

Following are three common types of games (for both entertainment or learning).

Game types

The following guidelines reinforce the need to consider and manage mental load in game design.

Game design guidelines

Source: Evidence-Based Training Methods (Ruth C. Clark, 2020)

Case study

Consider two methods for teaching basic electromechanical principles, like how a wet cell battery works.

  • The first method is a narrative game called Cache 17. In this game, you are an explorer in a World War II bunker searching for lost art. To progress, you must apply electromechanical concepts, such as building a wet cell battery.

  • The second method is a 20-minute PowerPoint presentation with definitions and illustrations of key concepts.

As you can see, a highly engaging lesson in the form of a thematic game not only took longer to complete but also led to slightly less learning than a slide show that presented the same content.

What are some possible reasons for this outcome?

  • Perhaps the theme of the game was irrelevant to the learning goal and therefore imposed extraneous cognitive load. The mechanics of trying to open doors and move equipment from one bunker area to another may have distracted players from learning. In contrast, learners viewing the slides could focus all of their mental resources on the content.

  • Another possibility is that the game was only played one time. In a meta-analysis of learning games, Wouters and others (2013) conclude that games are more effective when played multiple times.

In this experiment, a high engagement narrative game was both less efficient and less effective for learning than a “passive” slide presentation. Active engagement actually depressed learning. Note also that the game version consumed more than twice the time required to view the slides.

This experiment suggests that learner activity alone does not necessarily lead to learning. In fact, it may even become a barrier. Many games are high in behavioral engagement. However, it is important that the game design promote the psychological responses needed to achieve the target skills.

Resources