Normal Human Sleep An Overview
Normal Human Sleep An Overview
Learning by Playing: Video Gaming in Education edited Especially Relevant Chapters for Games
by Fran C. Blumberg. Oxford University Press, New York, for Health Designers
2014, 384 pp. ISBN: 978-0-19-989664-6
‘‘Do video games provide motivation to learn?’’
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320 BOOK REVIEW
games. As Dr. Celia Hodent of Epic Games begins this section, tional content, which will lead to a rather boring game.
‘‘Humans are the most playful creatures of the animal king- Similarly, games for health designers should capitalize on
dom.’’ By tapping into the emotional engagement of gameplay the sensory stimuli and the rapid pace of gaming to keep
through interesting storylines, pushing players beyond their players interested and on their toes.
zone of proximal development (a theory by Dr. Leo Vygotsky),
and leveraging the social interaction inherent in gameplay, ‘‘Relations between video gaming and children’s
designers can build more relevant, immersive games. Dr. executive functions’’ (Chapter 4)
Hodent even provides a list of questions that game designers
As a segway from Dr. Green’s synopsis, Dr. John Best of
should ask before designing a game, in order to encourage
the University of British Columbia further explores the ef-
players to enter the ‘‘flow’’ state (pp. 152–153).
fects of videogaming on cognitive outcomes, and he actually
A key message in this section is that game designers
devotes 3 pages to the potential for exergames to impact
should partner with academics in order to use formative re-
cognition. Relevant to behavior change, gaming may impact
search and scientific theory as a guide. Chapter 12 explicates
inhibitory control in positive or negative ways. For instance,
this game designer/researcher partnership with an actual
children may overeat while playing sedentary videogames.
example of research-led game development. This point is
Yet digital games require that a player overrides automatic
especially relevant considering game development is no
impulses in order to make correct choices in a constantly
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eMpowered, make content Useful, make players Successful, with another player, or merely to pass the time. Under-
ensure they are Interested, and promote Caring within the standing the various reasons that players are drawn to games
play environment). The ‘‘take home’’ message is, if a game is can help designers to use a variety of engaging experiences
boring, it will not be played. that address each individual’s needs. Dr. Douglas Gentile of
Iowa State University and his colleagues (Chapter 9) further
2. Games should match player skills and interests describe learning theories from psychology, including ha-
bituation, classical conditioning, operant conditioning, and
As Dr. John Sherry of Michigan State University states
observational learning, that designers can use to elicit be-
eloquently in Chapter 8, games will be motivating when
havior change, at least while the player is actually playing
designers have balanced the cognitive demands within an
the game. Other theories explored in the book that are cer-
attractive, challenging environment that aligns with the
tainly relevant for games for health designers include social
player’s expectations and experiences. It is difficult to create
cognitive theory, social determination theory, and interest
gaming content that will match each individual player’s
theory—all used to tap into what motivates a player to want
skills. If a game is too hard or too easy, the player may be
to play and how gameplay affects a player’s outcomes re-
disillusioned and unmotivated to play. Although the author
lated to learning or behavior change.
focuses primarily on traditional learning outcomes, this ob-
servation may hold true for teaching sports skills, disease
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1. Malgorzata Plechawska-WojcikConceptual adaptive data model supporting effective education integrating biomedical signals
68-74. [CrossRef]
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