Deconstructing Candy Crush: what instructional design can learn from game design

Published on May 20, 2015
· DOI :10.1108/IJILT-09-2014-0019
Evangeline Marlos Varonis8
Estimated H-index: 8
(University of Akron),
Maria Evangeline Varonis1
Estimated H-index: 1
(University of Akron)
Purpose – The purpose of this paper is to explore four general design features of King Digital Entertainment’s game “Candy Crush Saga” – structural, social, cognitive, and emotional – that reflect the principles of Universal Design for Learning and discusses how these features can be applied to course design in order to motivate learner persistence and increase student success. Design/methodology/approach – Both authors are casual Candy Crush game players intrigued by how the game motivates users to continue. The methodology began with participant observation and expanded to “deconstruction” of game features and application of research findings in multiple disciplines to build the argument that game design strategies can be applied to course design to enhance learning outcomes. Findings – Many factors influence game play, but it is crucial for each level to provide increasing challenges that motivate increased mastery but do not frustrate a player to the point of quitting. Similarly, course design that pr...
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