Notes from Week 3 Readings
Both Malone papers provide excellent basic theories of Games Based Learning. Although written some thirty years ago, the principles remain the same for digital games today. This post is a summary of the mainpoints.
What Makes Things Fun to Learn? Heuristics for Designing Instructional Computer Games
Thomas Malone (1980)
- In order for a computer game to be challenging it must provide a goal whose attainment is uncertain
- In a sense, the very notion of “game” implies that there is an “object of the game”
- Uncertain outcome- A game is usually boring if the player is either certain to win or certain to loose.
Four ways to make the game uncertain:
1. Variable difficulty level
2. Multiple level goals (score keeping and speeded responses)
3. Hidden information
4. Randomness
- Extrinsic fantasies depend on whether or not the skill is used correctly (see diagram below)
- Intrinsic fantasies- not only does that fantasy depend on the skill, but the skill also depends on the fantasy(see diagram below)

Heuristics for Designing Enjoyable User Interfaces: Lessons from Computer Games
Thomas Malone (1981)
This paper largely focusses on what makes computer games fun (intrinsic motivation) and the sysems behind the game.
- Game- Darts: diesigned to teach elementary students about fractions
- 8 differnet versions of the game to find out which features made the game enjoyable.
- Boys liked the fantasy of arrows popping ballons and girls appeared to dislike this fantasy
- Fantasies can be important in creating intrinsically motivating enviroments
- Implications for designing enjoyable user interface- the appeal of computer systems based on three categories: challenge, fantasy and curiosity (see below)

Keywords: IDGBL11






