Game-Based Learning Concepts
Effectiveness and Design
100

This term describes the "optimal experience" where a player is so focused on a challenge that they lose track of time.

Flow

100

In a "Serious Game," this goal is considered more important than pure entertainment.

Education (or Pedagogy)

200

This is the method of testing a student's progress within a game without using traditional quizzes or tests that might break their immersion.

Stealth Assessment (or Stealth Learning).

200

What did research find that students using games achieved significantly better results on these than students in traditional classrooms.

Test scores

300

This type of learning occurs when a game makes a player curious enough to research the topic on their own, like looking up history after playing Civilization

Tangential Learning

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