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Week 4 Assignment

Choose one example from various kinds of edutainment, and explain how they teach

The edutainment game that I have chosen to discuss is a Social Network game (SNG) called
Triviador. This particular SNG is a fast-paced quiz game and is a synthesis of two well -known
board games, which are Risk and Trivia Pursuit. While the famous game Risk uses dice for
random decisions, Triviador uses questions instead (Sbke, Brker, & Kornadt, 2013).
According to the games page on Facebook, Triviador is an online game designed by THX
games, which is an online game designer located in Hungary. The company claims that their
goal is not only to entertain, but help players learn new things and new perspectives through
challenging and strategic play.
In terms of how this game is connected to various learning theories, the game is highly
motivating and aligns with the ARCS Model of Motivational Design (Keller, 1987). Players in a
Triviador game session must pay very close attention and be quick to respond. Losing focus for
even a few seconds might cost the player the game. Secondly, the questions are relevant to
what players learn in life. The goal of each player is to conquer the world, and that could only
be achieved through being knowledgeable in multiple areas of study (math, science, chemistry,
history, geography, and so on). Also, the game not only incorporates multiple choice questions,
it also requires players to type in their numbered answers. The player who is closest to the
correct answer wins the battle. As far and confidence and satisfaction are concerned, winning
battles helps boost the confidence of the players, which could eventually lead to satisfaction.
By definition, in the behaviorist theory, a change in behavior demonstrates some learning
(Carlton, 2012). It is very obvious that Triviador requires the repetition of tasks to achieve goals,
just like other online games. In addition, there are positive reinforcers implemented within the
game, such as gaining points, taking over other players territories, and obtaining a superior
status. According to Carlton (2012), in the behaviorist theory, a reward (positive reinforce) is
anything that increases the frequency of a behavior. In other words, a continuous reward will
make the player want to play more, which leads to a persistent behavior.
Another learning theory that is demonstrated in the Triviador online game is the cognitive
approach to learning. According to Carlton (2012), online games promote critical thinking or help
people learn different patterns of association. In the case of Triviador, players are given
problems to solve and must pick a game strategy that will work best to defeat their opponents.
For instance, a Triviador player must make a decision about which opponent he wants to battle
first and on what area of knowledge. This concept of problem solving is an indication the
cognitive approach is demonstrated in this particular SNG.
Moreover, Carlton (2012) describes the social and contextual approach as a learning that does
not only occur within the learner, but in the group and community in which they work. Because
Triviador is a social and takes place in a multiplayer platform, players learn through interactions,
observation, and sharing. The game does in fact have a chat option through which players can
share thoughts and interact with one another. The players can also observe other members
strategies and learn from it to better themselves in the game.
Finally, connectivism is one learning theory that is very noticeable in the game of Trividor.
According to Siemens (2004), learning is lifelong learning process, which extends into the fields
of work and leisure time activities. Naturally, Triviador is a game that allows individuals to
acquire new knowledge in informal setting and that learning is limited to neither a specific time
nor place. The game also motivates players to search knowledge online and connect with
players from around the globe.

Game Characteristic Description Learning Theory

Triviador

-Fast-paced
- Rewards

Players will have to
pay close attention
because it a fast
paced quiz game

ARCS Model of
Motivational Design



Triviador


-Drill and Practice -Repetitive tasks
-Use of positive and
negative reinforcers

(Carlton,2012)

Behaviorist theory

Triviador


-Problem Solving

-Learning strategies

Analyze and study
opponents. Come up
with best game
strategy.

Cognitive Theory

Triviador


-Learning within a
community
Learn through
interactions with
online players
Social and Contextual
approach

Triviador



-Learning during
leisure time
Connect with players
around the world
through social media
and research
information using
online tools.

Connectivism







References,

Carlton. (2012, January 06). Behaviourism and Games. Play With Learning. Retrived from:
http://playwithlearning.com/2012/01/06/behaviourism-and-games/

Keller, J.M. (1987). Development and use of the ARCS model of instructional design. Journal of
Instructional Development, 10, (3), 2-10.
Siemens, G. (2004, December 12). Connectivism: A learning theory for the digital age. Elearnspace.
Retrieved from http://www.elearnspace.org/Articles/connectivism.htm
Sbke, H., Brker, T., & Kornadt, O. (2013). Using the master copy-adding educational content
to commercial video games. Retriened from:
https://www.academia.edu/4690270/Using_the_Master_Copy_Adding_Educational_Content_to
_Commercial_Video_Games


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