To bring together the series on how learning theories overlap with games, I’ve drawn up a table of how game mechanics relate to the ideas about how we learn.
By using and combining various definitions of game mechanics (Wikipedia, SCVNGR & Gamification.org), it is possible to map how dynamics correspond to the various learning theories. This is not an exact science but does suggest which mechanics can be used to encourage particular ways of learning.
Of course the risk with any sort of exercise like this, is that it becomes formulaic and is wrongly perceived as a rule for creating “learning” games. I don’t believe that is the case. Every game needs to be looked on a special case: as soon as you try to bottle the essence of play, it tends to evaporate.
| Mechanic |
Definition |
Behaviourist
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Cognitivist
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Constructionist
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Experiential
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Social
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| Achievements |
Achievements are a virtual or physical representation of having accomplished something. |

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| Action points |
Action points limit or control which actions a player performs each turn. |
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| Appointments |
Appointment dynamic requires the player to perform some action at a predetermined time or place. |

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| Auction or bidding |
An auction or bidding system encourages players to make competitive bids in order to win some prize. |
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| Behavioural Momentum |
Behavioural Momentum is the tendency of players to keep doing what they have been doing. |

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| Bonuses/ modifiers |
Bonuses are a reward after having completed a series of challenges or core functions. |

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| Capture/Eliminate |
Players must capture or eliminate their opponent’s tokens. |
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| Cards |
Cards can act as a randomiser to affect game conditions or as tokens to track game states. |
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| Cascading Information Theory |
The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative. |
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| Catch-up |
Catch up is a device that makes success more difficult the closer a player gets to it. |
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| Challenge |
Challenges have a time limit or competition. |

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| Collaboration |
The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. |
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| Combos |
Combos are used often in games to reward skill through doing a combination of things. |
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| Countdown |
The dynamic in which players are only given a certain amount of time to do something. |

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| Dice/ Lottery |
Randomisers that determine the outcome of an interaction in a game. |
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| Discovery |
Also called Exploration, players love to discover something, to be surprised. |
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| Goals |
Goals are conditions of victory or success. |

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| Levels |
Levels are a system, or “ramp”, by which players are rewarded an increasing value for an accumulation of points. |

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| Loss avoidance/ aversion |
Players have to avoid losing tokens, points or position. |

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| Movement |
The controlled movement of tokens. |
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| Penalties |
The negative consequence of some behaviour or action. |

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| Piece elimination |
Whereby the winner captures or destroys the other players’ pieces. |
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| Progression |
A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks. |
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| Puzzle guessing |
The player who successfully guesses or deduces the answer to a puzzle wins the game |
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| Quests |
Quests are a journey of obstacles a player must overcome. |
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| Races |
The goal of achieving a certain position first |

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| Resource management/ ownership |
The management of game resources including tokens money and points. |
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| Reward (or chain) Schedules |
The timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered. |

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| Risk and reward |
Risk and reward offers players extra benefits for optional actions. |
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| Role-playing |
Role-playing determines the effectiveness of in game actions depending on how authentically the player acts out the role of a fictional character. |
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| Status |
The rank or level of a player. Players are motivated by trying to reach a higher level or status. |
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| Structure building |
The goal of acquiring and assembling a set of game resources into a predefined structure or one that is better than that of the other players. |
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| Territory control |
The goal of controlling the most area on playing surface. |
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| Tile-laying |
Tile laying involves players laying down objects in order to gather points or affect the game world. |
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| Toys/ endless play |
Games that do not have an explicit end. |
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| Turns |
Turns allow players to act or respond in sequence |

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Many theorists propose that we learn from our experiences that is, that effective perception and processing of experiences improves performance.
Merrill suggests that the most effective learning environments have problem solving as their basis. This trial and improvement, problem-solving covers four distinct phases of learning:
- Activation of prior experience;
- Demonstration of skills;
- Application of skills; and
- Integration of these skills into real-world application.[1]

kolb's learning cycle
One of the key theorists of experiential learning is David A. Kolb. Kolb developed his experiential model, as opposed to a purer cognitive one, following the influence of Dewey and Piaget[2]. Kolb formally recognised that people learn from experience and described learning as following a cycle of stages:
- Concrete experience
- Observation and reflection
- Abstract conceptualisation
- Testing concepts in new situations[3]
In crude terms, learners have to do something, think about it, pull out its key points and apply them to work or life. In the first, perceptual, half of this cycle learners sense and absorb the information coming from concrete experience and reflect on its significance. During the processing period, learners build cognitive models that can be tested in practice.
Kolb argued that learners can enter this cycle at any point and that learning is a process of repeatedly looping about these four stages. Feedback from the experience becomes key in the refinement of performance and the learner’s ability to apply knowledge in new circumstances.
The experiential view of learning is considered more sophisticated than pure behaviourism or constructivism because it represents a more holistic view of the learner.
However, like constructivism, experiential learning draws on the learner’s personal experience. The role of the facilitator is to encourage learners to address the various stages of the learning cycle.
One of the implications of this is that the role for practitioners is not about teaching specific knowledge or training fixed behaviours, but is one of helping the learner discover approaches that work for them.
Facilitation is about creating and providing space for learners to try out something new, reflect on their experiences, arrive at new conclusions and think about how they would apply these conclusions in their work and life. In this view people learn for themselves with a bit of help and assistance, rather than have it done to or for them.
As with constructivism, the learner is not a passive recipient of learning simply being fed knowledge but is active in its gathering and manipulation.
Typical experiential games include task-based simulations (such as SimCity) or role-play (e.g. The Sims) where players have a given or a chosen goal and must act consistently “in character” to achieve it. The beauty of these “open-ended sandboxes” is that players can experiment and “fail softly.”
In physical role-play, children have been observed to use real objects to create imaginary situations in which they role-played and formulated rules that surfaced naturally during their play [4](Berk, 1995). In the same way, simulations allow for the simplification of systems: they describe manageable chunks of behaviour that learners can absorb. The structure and simplification of environments gives users the chance to parse information more effectively.
Herz (1997: 220) suggests that the circumstances within a simulation are less important than the forces that create them [5]. The “four dimensional building blocks” of moving resources in time do not change the system they merely illustrate the way in which it operates and allowing the user to establish the rules and relationships between elements. The simulation therefore describes environmental processes through graphics, animations and other dynamic media, portraying complex abstract relationships in a more recognisable and intuitive way.
And that is where simulations offer most education value, not product but process: the articulation of rules and relationships – the basis of experiential learning.
[1] Merrill, M. D., (2001), First Principles of Instruction, Utah Sate University, http://id2.usu.edu/Papers/5FirstPrinciples.PDF
[2] McGill, I. & Beaty, L., (1995), Action Learning, second edition: a guide for professional, management and educational development, Kogan Page, London
[3] Kolb, D. A., (1984), Experiential learning: Experience as the source of learning and development, Englewood Cliffs, Prentice Hall, New Jersey
[4] Berk, L. E. & Winsler, A., (1995), Scaffolding children’s learning: Vygotsky and early education, National Association for the Education of Young Children, Washington DC
[5] Herz, J. C., (1997), Joystick Nation, Abacus, London