Journal of Applied Instructional Design
This paper will examine how Gagne’s Nine Events of Instruction (1992) may appear, perhaps inadvertently, within commercial games that guide the user from novice to expert player. By employing a qualitative artifact analysis methodology, we examine a popular action adventure video game to determine if game designers encourage players to build game expertise by employing similar events to Gagne’s instructional design model. We demonstrate that our artifact of analysis does consistently employ Gagne’s events, though often in a manner unique to a digitally mediated space. We conclude that an experiential game setting has the potential to be a platform for instructional delivery.
Original Publication Citation
Copp, S.E., Fischer, R.L., Luo, T., Moore, D.R., & Dikkers, S. (2014). Analyzing commercial video game instruction through the lens of instructional design. Journal of Applied Instructional Design, 4(1), 79-90.
Copp, Susan E.; Fischer, Rebecca L.; Luo, Tian; Moore, David R.; and Dikkers, Seann, "Analyzing Commercial Video Game Instruction through the Lens of Instructional Design" (2014). STEMPS Faculty Publications. 13.