What makes things fun to learn? heuristics for designing instructional computer games
Abstract
In this paper, I will describe my intuitions about what makes computer games fun. More detailed descriptions of the experiments and the theory on which this paper is based are given by Malone (1980a, 1980b). My primary goal here is to provide a set of heuristics or guidelines for designers of instructional computer games. I have articulated and organized common sense principles to spark the creativity of instructional designers (see Banet, 1979, for an unstructured list of similar principles). To demonstrate the usefulness of these principles, I have included several applications to actual or proposed instructional games. Throughout the paper I emphasize games with educational uses, but I focus on what makes the games fun, not on what makes them educational.
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The theoretical foundation for the game concept in Kahoot! was based on Tom W. Malone's theories on intrinsic motivating instruction that focuses on challenge, fantasy, and curiosity (T.W. Malone, 1980).
“The theoretical foundation for the game concept in Kahoot! was based on Tom W. Malones theories on intrinsic motivating instruction that focuses on the three categories challenge, fantasy, and curiosity (T.W. Malone, 1980).”
From The effect of using Kahoot! for learning – A literature review (2020) · cites this paper as T.W. Malone, 1980
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Deci, E. L. (1976) · Organizational Dynamics · doi:10.1016/0090-2616(76)90036-x · Cited by 409 · see citing works
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Gamification. using game-design elements in non-gaming contexts
Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011) · CHI '11 Extended Abstracts on Human Factors in Computing Systems · doi:10.1145/1979742.1979575 · Cited by 2,413 · see citing works
Papastergiou, M. (2009) · Computers & Education · doi:10.1016/j.compedu.2008.06.004 · Cited by 1,689 · see citing works
The effect of gamification on motivation and engagement
Alsawaier, R. S. (2018) · The International Journal of Information and Learning Technology · doi:10.1108/ijilt-02-2017-0009 · Cited by 887 · see citing works
The effect of using Kahoot! for learning – A literature review
Wang, A. I., & Tahir, R. (2020) · Computers & Education · doi:10.1016/j.compedu.2020.103818 · Cited by 883 · see citing works
“Malone, 1980; Sweetser & Wyeth, 2005).”
BackgroundThe wear out effect of a game-based student response system
Wang, A. I. (2015) · Computers & Education · doi:10.1016/j.compedu.2014.11.004 · Cited by 580 · see citing works
Relationships Between Game Attributes and Learning Outcomes: Review and Research Proposals
Wilson, K. A., Bedwell, W. L., Lazzara, E. H., Salas, E., Burke, C. S., Estock, J. L., Orvis, K. L., & Conkey, C. (2009) · Simulation & Gaming · doi:10.1177/1046878108321866 · Cited by 524 · see citing works
Students’ perception of Kahoot!’s influence on teaching and learning
Licorish, S. A., Owen, H. E., Daniel, B., & George, J. L. (2018) · Research and Practice in Technology Enhanced Learning · doi:10.1186/s41039-018-0078-8 · Cited by 521 · see citing works
Ronimus, M., Kujala, J., Tolvanen, A., & Lyytinen, H. (2014) · Computers & Education · doi:10.1016/j.compedu.2013.10.008 · Cited by 203 · see citing works
From Gamification to Gameful Design and Gameful Experience in Learning
Dichev, C., Dicheva, D., Angelova, G., & Agre, G. (2015) · Cybernetics and Information Technologies · doi:10.1515/cait-2014-0007 · Cited by 169 · see citing works
Chu, S. L., Angello, G., Saenz, M., & Quek, F. (2017) · Entertainment Computing · doi:10.1016/j.entcom.2016.08.007 · Cited by 84 · see citing works
Tales from the front lines of a large-scale serious game project
Khaled, R., & Ingram, G. (2012) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/2207676.2207688 · Cited by 51 · see citing works
Al-Sakkaf, A., Omar, M., & Ahmad, M. (2019) · Computer Science Education · doi:10.1080/08993408.2018.1564611 · Cited by 19 · see citing works
- Authors
- Malone, T. W.
- Corresponding author
- Malone, Thomas W.
- ORCID
- Malone, Thomas W.
- Venue
- Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems - SIGSMALL '80
- Publisher
- ACM Press
- Published
- 1980
- Pages
- 162-169
- OpenAlex
- W2143176882
- Cited by
- 758
- References
- 1
- Citations by year
- 2026: 2 · 2025: 14 · 2024: 18 · 2023: 35 · 2022: 41 · 2021: 33 · 2020: 34 · 2019: 51 · 2018: 47 · 2017: 46 · 2016: 45 · 2015: 53 · 2014: 46 · 2013: 45 · 2012: 43
- FWCI
- 5.67
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- Symposium on Small Systems (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Visual and Cognitive Learning Processes
- Keywords
- game enjoyment, game design principles, game-based learning, instructional design
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