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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing a comprehensive evaluation method for learning games - a general approach with specific application to iRead</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Kay Berkling</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roger Gilabert Guerrero</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cooperative State University</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Karlsruhe kay.berkling@dhbw-karlsruhe.de</string-name>
        </contrib>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>The iRead project is developed by a Europe-wide consortium. It contains games that support reading acquisition for elementary school children in both L1 and L2 contexts. It is of interest to understand child motivation during the use of the games. In order to plan for the evaluation, the games are analyzed with respect to frameworks that are presented in the literature. To concentrate on the motivational aspects, needs are derived from a spectrum of psychological and learning theories. In addition, a model of motivation in work environments can be used as a foundation to relate game design elements to a larger psychological framework. The resulting analysis should provide a general guideline on how to evaluate game design decisions with respect to motivation. It will serve the project as a first step towards evaluating iRead games when they are deployed in the classroom. 3</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Motivation</kwd>
        <kwd>Psychological Need</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Games for learning should concern educators because motivation to learn particular
school-based material can be enhanced by wrapping the content into a context that is
otherwise not possible in a traditional classroom setting. Digitization supports
individualized learning progress and it constitutes an easier way to provide immediate formative
feedback. In addition, providing an aesthetic learning environment is something that
game designers are specialized in while schools settings are generally not designed for
the same.</p>
      <p>When employing games to transmit academic content, the question usually posed
is whether the acquisition of that content was successful, or more specifically, more</p>
      <p>iRead is part of a project that has received funding from the European Union’s Horizon
2020 research and innovation program under grant agreement No 731724. The results presented
reflect only the authors’ view and the Agency is not responsible for any use that may be made
of the information it contains.
successful than traditional teaching of class material. Recent work though has
documented that an evaluation is much more complex in that it should involve among other
dimensions, player types, motivational settings in addition to learning achievements.
Maximizing learning achievement is not necessarily the primary goal of a game.
Motivating a student to re-engage with academic material may be a more valuable outcome.
As such, the game prepares the student to learn a material later or outside the game. Such
a positive outcome is neglected by the pure measure of academic achievement within
the game. It is therefore important to study the appeal of the games not only from the
academic point of view but also from several other aspects. In order to do this properly,
recent theoretical advances in research have provided us with several frameworks to use
as the basis for analyzing an educational game. Based on a detailed analysis of a game
within that framework and a deeper understanding of motivation and performance, a
more intricate evaluation plan for a game can be designed.</p>
      <p>
        Foundations of Game-Based Learning by Plass, Homer and Kinzer [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] provides
a model with a comprehensive view encompassing affect, motivation, cognition and
socio-cultural aspects of the game as it is embedded into its application environment.
Locke [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] provides an integrated model of work motivation that can be used to
understand further why someone would engage with the ”magic circle” of
challenge-responsefeedback that the game uses to engage a player. Assuming that a child in an educational
setting thinks of the game as ”work”, this model may be appropriate for the purpose of
evaluating educational games and, specifically, iRead, which is explained further below.
The goal of this paper is therefore not to justify why games are a useful or good
environment for learning, as this is already sufficiently documented in other research.Rather,
the paper explores a series of frameworks that allow us to evaluate the game as part
of an environment including the viewpoint of the player/learner along a continuum of
learning and motivational theories. iRead is a 4-year (2017-2020) project that is aimed
at developing personalized learning technologies that support reading skills. It will be
evaluated using the chosen frameworks.4
      </p>
      <p>The rest of this paper will discuss each of the two chosen theoretical frameworks
for our purpose in Sections 2 and 3. Section 4 describes the iRead applications in the
context of these two frameworks. Based on the analysis of the game and the frameworks,
an evaluation methodology is proposed in Section 5. Finally, Section 6 points out some
of the conclusions from the analysis and previews some of the findings we expect to see
during the evaluation study.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Game Design Elements - Games Framework</title>
      <p>
        Plass et al [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] have developed an integrated design framework in order to study games
in learning environments. This model takes into account an encompassing set of
perspectives in order to gain a full understanding of the number of variables that are involved
in the process of playing and learning in the interaction with a game. The stated goal of
Plass et al. [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] for their model is to support research to ”provide game design patterns.
4 iRead is a 4-year EU Funded project (January 2017 to December 2020). This project has
received funding from the European Union’s Horizon 2020 innovation program under grant
agreement No 731724.
The model takes into account the cycle of challenge as input to the player, their output or
reaction and the feedback that is followed by the next challenge/input to the player.The
goal of this section is to present a brief review and explanation of their framework in
order to apply it to the iRead game environment.
2.1
      </p>
      <sec id="sec-2-1">
        <title>Game Design Elements</title>
        <p>
          Game design elements include generally speaking the following items [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]: Mechanics,
visual aesthetics, narrative, incentives, musical score and content (learning objectives).
Most of these items are self-explanatory. Two items need further explanation.
Incentives: Incentives depend in many ways on the motivation of the learner/player.
Incentives interact with the disposition of the players and their surroundings. They are
influenced by the player’s ability to choose goals and are related to their self-efficacy.
Incentives cover the continuum of internal to external motivations that influence the
players. The incentive transcends the game and becomes part of the players surrounding
to gain meaningfulness and relatedness [
          <xref ref-type="bibr" rid="ref30 ref8">30,8</xref>
          ]. Section 3 will expand on this notion with
a more complex model that will be useful for our purpose of evaluating iRead.
Learning Objectives: The section of content and learning objective deserves additional
thought. The usual way of evaluating a game with academic content is a comparison of
academic achievement between a group using the game and a control group that is taught
in the traditional way. However, the model introduced by Plass et al. [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] and Brom et
al. [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] show that it is important to refine this component by looking at specific goals or
usage of each teaching game.
        </p>
        <p>
          Plass et al. [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] distinguish several learning outcomes, namely:
– Preparation of future learning
– Introduction of new knowledge
– Practicing of already introduced knowledge
– Development of 21st-century skills such as teamwork, collaboration, problem
solving, creativity, communication, etc [
          <xref ref-type="bibr" rid="ref17 ref27">27,17</xref>
          ]
        </p>
        <p>Depending on these intended or unintended goals, the evaluation of the game under
consideration has to include measurements for each of these dimensions. A simple
measurement of improvement in the learning outcomes will not cover this entire spectrum
of possible effects and therefore miss essential effects.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Pillars of Engagement</title>
        <p>
          Why do players engage in the magic circle of challenge, result, feedback that games with
particular game design elements offer. Plass et al. [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ] offer four pillars of engagement
in their model that influence and are influenced by the game. These five areas are briefly
reviewed for the purpose of developing the evaluation study in the next section.
Affect: Care has to be taken that the engagement level of the game does not result in
cognitive overload that may hinder the learning objectives [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ]. Emotion can however,
influence learning in a positive way. Visual design of learning materials can impact
learner’s emotional state and can enhance engagement [
          <xref ref-type="bibr" rid="ref14 ref25">25,14</xref>
          ]. Music and story-lines
can add to affect. Emotion and Flow [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] are different effects, which brings up the
motivational pillar.
        </p>
        <p>
          Motivation: Motivation takes place along a continuum of intrinsic and extrinsic
factors. Incentives offered (in games or classrooms) reflect either the behaviorist models of
the player/learner or include a more constructivist and cognitivist model in the reward
systems offered. Eccles et al. [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] as described by Plass et al. defines three questions
that cover the complexity of motivational drive of the player: Can I do this? Do I want
to do this, and why? What do I need to do in order to succeed? The various theories
at the confluence of motivation are listed in Plass et al.5 Important points include the
relatedness of the task to the players own goals and self-concept that are reflected in
those questions and create the connection to intrinsic, meaningful goals. Section 3 will
go into more detail of the complexity of motivation. The aspect of flow (see Section 5)
plays an important part in improving learning outcome [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] in this construct relates to
adaptivity, a cognitive aspect that is summarized next.
        </p>
        <p>Cognition: Several aspects of cognition are relevant to the motivation of the player.
– context of skills application
– skills meaningful outside of game and transferable
– scaffolding through personalization
– formative and immediate feedback
– content representation
– mechanics aligned with learning goals
– mapping gesture to features of content</p>
        <p>
          Given the concept of cognitive overload by Mayer et al. [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ], design of games should
be careful not to interfere with the learning, and so extras that do not relate to the
learning context should be avoided. Instead, ideally, game mechanics could be equivalent to
learning mechanics. Examples given are typically physics games where the angle and the
impact of angle calculation is a direct mechanic inside the game as it is in Angry Birds.
A mathematical equation solved incorrectly will result in an airplane that crashes as it
runs out of fuel. Such overlap may be more difficult in language learning. Here,
affinity spaces become more important, where the goal of winning is pursued outside of the
game [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. In contrast Multi-user text-based Dungeons include ”speech acts” within text
in order to act on and interact with the world and receive immediate feedback about
language correctness within the game itself [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ]. An example of transcending the boundary
of the game into reality is a discussion between children about an orthographic concept
in order to finish the level successfully without making a mistake that would catapult the
team back to the beginning of a level.To capture this part of the game that takes place
outside the platform, socio-cultural aspects are covered by the described model.
5 https://www.researchgate.net/publication/293328392_Foundations_of_
        </p>
        <p>
          Game-Based_Learning/figures
Socio-cultural: The final pillar of engagement leads to an often forgotten component of
the world surrounding the game itself. While the social aspect of games is obvious within
multi-player games, it exists for all genres of games in the interaction of two players
sitting in front of a tablet game and interacting with it. It also includes the affinity spaces,
where games are discussed with other people, including friends. Leaderboards that
indicate the presence of others can motivate or demotivate players depending on what has
motivated them to play [
          <xref ref-type="bibr" rid="ref13 ref22 ref24 ref29">22,29,13,24</xref>
          ]. It was shown that even watching a game can help
the spectator learn [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. The environment of the game most likely has an influence on the
players’ preparation for future learning and transfer according to Plass et al. [
          <xref ref-type="bibr" rid="ref2 ref28">28,2</xref>
          ].
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Motivation - Work Framework</title>
      <p>
        Motivation is the reason why a player engages with the magic circle offered by the game.
The aspect of motivation deserves further detail because it is influenced by environment,
self and an envisioned ideal self [
        <xref ref-type="bibr" rid="ref10 ref18 ref23 ref30">10,23,18,30</xref>
        ]. In a school setting, children may
engage with a learning game because the teacher requires it, because they enjoy the game
mechanics. They might also play in order to become better students. Locke et al. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]
explain the motivational concepts in a unified framework within a work environment.
The framework is comprehensive in taking into account a person’s environment and
their changing attitudes.6 Even though there are significant differences between work
and school setting [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], there are also similarities [
        <xref ref-type="bibr" rid="ref15 ref5">15,5</xref>
        ]. The model’s components
translate directly to a classroom setting as described next. In this section, we outline some
of the aspects that seem important to an evaluation study of the iRead applications and
that should inform the choice of parameters to be measured. The diagram can roughly
be separated into three major parts, the player themselves and their background with
which they come to school, the magic circle providing the interaction with the learning
material or game, and finally the environment in which the magic circle is located, in
our case the school.
      </p>
      <p>
        Players: Various theories combine to explain some of the relationships but not all
between the various aspects. Rather than explaining each of the theories, we are
interested in looking at each of the aspects (needs, values, personality, ...) and how they
are relevant for the games deployment and evaluation with the viewpoint of school as
a work environment. Needs are the ”objective requirements of the organisms survival
and well-being” and are specific to the learning environment [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Experience has shown
that learning is difficult in an environment where failure has terrible consequences [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Basic needs for a learning environment can therefore be interpreted not as the need for
food and water but basic safety: failure is not a public embarrassment, does not have
devastating consequences and is accepted as a normal pathway to learning. One of the
strengths of games is that they allow for ”graceful failure” or ”fun death”. Most
importantly, the player is allowed to repeat a level until they are happy with their own
performance. Even partial failure then can be overcome. In contrast, traditional classrooms
6 for space reasons: https://www.researchgate.net/publication/270345814_
What_Should_We_Do_About_Motivation_Theory_Six_Recommendations_for_the_
Twenty-First_Century/figures
often provide only one-time summative evaluations without recourse to improvement.
Values and personality reflect the student’s internal attitude towards the material to be
learned, including also their family values that are transferred into the classroom [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
Engaging with the magic circle: Elementary students are able to set goals for
themselves. In the example above, a student can choose to work on improving a particular
skill. However, this presupposes that the student has a clear understanding of the
deficiency and how to fix it. This relates to the three questions in Section 2 addressed
by Eccles et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]: ”What do I need to do in order to succeed?” Evaluating the
correct deployment of a learning game in the classroom should therefore take into account
whether there is a connection visible for the child between the goal of improving their
performance in class by using the game.
      </p>
      <p>Incentives then relate to the second question: ”Do I want to do this, and why?”
The question is then which incentives are provided by the environment, the parents, the
teacher, fellow students or through the game itself or the desire to reach a self-proclaimed
goal (self-regulation).</p>
      <p>The question ”Can I do this?” relates to self-efficacy and whether the students
perceive themselves as able to reach the goal or incentive. Collected data should help
answer questions like: Does the game support the feeling of self-efficacy? Does the feeling
transfer to regular class work? A higher feeling of self-efficacy is related to higher
accomplishment in the skill to be achieved [34].</p>
      <p>
        A classic situation for false attribution by students in learning environments is for
example that high achievers perceive that effort was the determinant of positive outcome
in achievement, while low effort would result in failure. Students with low achievement
perceive that outcome is not as much influenced by hard work but their lack of
ability [33]. The use of avatars in games are known to project a positive image of the ideal
self on the player that can provide incentive by displaying a positive image of efforts
even before accomplishments are reached [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. An interesting question would then be to
see if the game can promote a positive ideal self for the players. To do this, games provide
goal moderators such as feedback, progress bar. Game analytics can provide
information on efficacy of the players. This in turn relates directly to performance and outcomes
that can be measured within the game as well as outside in a transfer setting provided
by regular classroom interaction.
      </p>
      <p>Classroom Environment: How job satisfaction and work characteristics translate into
school settings, is an interesting question. However, satisfaction and well-being in the
classroom are most likely also determined by performance outcomes as depicted in the
model. This satisfaction or dissatisfaction can in turn influence the students’
involvement and engagement in the learning process. If the game contributes to a positive
satisfaction of the student then a player may be better prepared for future learning outside of
the game. Data should therefore capture the change in attitude of a student in the regular
classroom procedures.
The intent of this section is to describe the iRead application, the environment
(sociocultural aspects), the content (cognition), and its motivational and affective factors.7
Together with the above framework, this will inform the design for the game evaluation
to be discussed in the next section.</p>
      <p>The games take place in an Egyptian setting of pyramids, oases and desert. There
are some 14 different game settings that can be fed with different content specific to the
players learning profile. By playing successfully, the content adapts in difficulty.
Vocabulary is drawn from the readers and difficulty is informed through a domain model of the
underlying language that covers a wide range of language phenomena and
corresponding prerequisites in knowledge required to process these. Materials in the e-reader are
sequenced on the basis of the student progress in the games while still offering choices
of texts to read. Texts are annotated with specific learning points that can be trained with
a particular text. When reading the texts, students can maintain a list of difficult words
that they have assembled themselves in their readings. The e-reader indicates reading
progress for each book. Read books can be seen on a bookshelf, showing how many
books have already been finished. Books can be marked as favorites.</p>
      <p>The players are young school children learning to read and write. The
environment, such as affinity spaces, of a game plays a very important role in order to study
the effects of the game appropriately. The iRead applications are deployed in the
classroom setting to support teachers with their work. The teacher makes the final decision
on how to incorporate the application. Classroom visits and subsequent
recommendations are given by the researchers. The projects are also accompanied by researchers and
training for iRead is provided to teachers. Social interactions pertain to the interactions
between teacher, students and between students. These interactions can take place as
students play games together or talk about the games outside the immediate game play.
Classroom observations should take these into account in their observations. Teachers
have already noted that they would encourage game play in teams.8</p>
      <p>Content of the games is based on spelling and grammar. Words are presented in
sequence of difficulty from orthography, over morphology to syntax.The content is
sequences from easy (phonology) using easier vocabulary to more complex structures
(prefixes for example). The player proceeds through the games as the content changes
dynamically given the player performance. The content sequencing is managed by an
adaptivity engine that runs in the background to help select the correct materials from
the database for the specific games. There is a large variety of mini-games within the
”game landscape” to practice different kinds of puzzles from analysis (decomposition)
to synthesis (construction), from regular practice to automation through speed, seeing
the same content in different settings until reaching a defined level of achievement in
order to move on to the next problem/content. Different games are played on the same
feature, sometimes for accuracy, others for word-building and others for automation.</p>
      <sec id="sec-3-1">
        <title>Motivational incentives are given through points and penalties for correct and</title>
        <p>incorrect choices, showing student progress. Feedback is immediate when performing
7 Due to page limitation, refer to https://vimeo.com/235546593
8 ...though the games are adaptive to the player that is currently logged into the system.
each particular task. The player can gain new clothing and dress up their avatar. The
avatar does not reflect the skill or performance level in any way. There is an overall
storyline that takes the player through the landscape of the game with the goal of solving
puzzles in order to save the grandmother. The storyline is not directly related to the skills
that are being learned. But the storyline functions as a sort of progress report as the player
makes their way through the provided skill sets that are practiced within the mini-games
that lead to the solution of the mystery they are solving. The graphics are based on a
fun, bright colored adventurer that the children are able to configure themselves. The
figure is followed by a muse that buzzes around their head and leads the figure through
the adventure to find the grandmother. The graphics all relate to the Egyptian theme with
bright sunshine, colors of yellow, blue and green dominating the scenes. A simple music
score is chosen that fits the graphics but does not distract from the common theme.
5</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Evaluation Study Design</title>
      <p>Given the discussions so far on various theoretical model, data should be collected to
answer specific research questions. These may be limited by the school setting and the
existing format of the game which cannot be modified. The two research questions
driving our study are: RQ1: Does the game affect students’ performance and attitude towards
the content? RQ2: Are sources of problems with students achieving goals identified?</p>
      <p>The used instruments should tap into the constructs of dispositions, environment,
motivation, affective engagement, environment and game mechanics.By gathering
information about each dimension we can study which variable (learner, environment,
game) may explain differences in performance and attitude. The approach combines
quantitative surveys, observations, and open questionnaires and triangulated in order to
tackle the constructs under investigation. The quantitative survey uses a 6-point
Likert scale. Observations and Interviews will focus on the same construct covered by the
survey.</p>
      <p>Meta data is collected at the beginning of the study: Age, gender, grade,
knowledge of language under study and known learning disability. The following questions
are aimed at documenting the student’s dispositions such as self-efficacy, attribution,
incentives and goals of the student. The answers are gathered in 1-1 interviews with a
researcher at the beginning and end of the intervention to capture any changes.9
– Do you enjoy reading?
– Are you a good reader?
– Do your parents think that you are a good reader?
– Do you think it is important to have good grades in LANGUAGE?
– Do your parents think it is important to obtain good grades in LANGUAGE?
– Why do you want to play this game? (I like games, a change from regular class, I
want to be a better student.)</p>
      <p>The following questions should determine whether the students basic needs are met
within their environment. Furthermore, it is of interest to observe the environment to
9 An example of such a survey can be seen here: https://form.jotformeu.com/
90796101867364
understand the level of transfer that takes place between game and classroom. Answers
are elicited in 1-1 interviews with the researcher.</p>
      <p>– Is it ok to make mistakes in LANGUAGE class?
– Is it ok to make mistakes in the game?
– Do you like to participate in the class during LANGUAGE class?
– Does your teacher think you are a good reader?
– Does the game help you become a better student?
– Does the game help you to participate more in class?
– Do you like to discuss the game with your friends in class?</p>
      <p>To capture socio-cultural interactions, the researchers will attend classes in which
the game is deployed and make observations with respect to discussions between
students while playing together or while discussing the game without playing at the same
time. The researchers should make a note when teacher-student or student-student
interaction contains references to the game in order to explain a concept in the
classroom. These observations will document and inform about transfer from the game to
the classroom and support for the game from interaction with others similar to
affinity spaces. Conversations and mentions should be transcribed when possible by the
researcher along with location, time and actors in the conversation.</p>
      <p>
        It was shown that performance is influenced by flow. In order to test for motivation
through enjoyment, flow and generalized positive affect, we learn from [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In this paper,
flow is used in Csikszentmihalyi’s (1988: 36) sense: “the holistic sensation that people
feel when they act with total involvement.” Flow must be measured in the middle of
the game, and the student must be disrupted for this measurement to answer questions.
The following are additional questions that provide an indication regarding the three
motivational questions by [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>– Do you like playing this game?
– Are you good at playing?
– Are you learning CONTENT?
– Does the game help you to get better at CONTENT?
– Do you find the game too difficult?
– Do you find the game too easy?</p>
      <p>The following set of questions should inform the researchers about the affective
engagement of the player in the game. The players answer these questions by themselves
on a Likert scale 2-3 times during the intervention.</p>
      <p>– Do you like the story in the game?
– Are you making progress with finding grandma?
– What do you think about the music in the game?
– Will you change the look of your avatar?</p>
      <p>At the end of the questionnaire, open ended interview questions include the
following: What have you learned so far? How did the game help you with learning? What are
you working on currently? What is your reward when you learned something new?</p>
      <p>Performance and learning outcomes (retention and transfer) are based on
standardized exams of the material that was studied in the content of the games, namely,
vocabulary, reading comprehension, and word recognition. Pre- and posttests will be
administered.</p>
      <p>With the above data, we should be able to answer the following research
questions and study the dependencies to any variables like: meta data, dispositions,
motivation (including flow), affective engagement, environment and game mechanics. Did
the student’s skills10 improve within the game? Did the student’s skills improve on a
standardized test? Did the student’s attitude towards learning the skill improve such that
it is visible in the classroom to provide for future learning? Has students’ attitude
towards reading changed during the course of the intervention? Did the adaptivity work
to provide flow for the player?
6</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion and Future Work</title>
      <p>This paper presents theoretical background about the context of learning through games
by looking at an overarching framework that covers not only the games but also their
context. In order to take a deeper look into the components of motivation another
metaframework is discussed in the context of school. Finally the iRead game is presented
using variables from both models, resulting in a proposal for an evaluation plan to
measure the impact of the game on children. The evaluation in turn should then inform future
changes to the game and the teaching environment in which the children are learning.
10 With skills, we are referring solely to the academic skills that the games profess to teach. This
excludes for the moment so-called 21 century skills, such as team work or creativity and
problem solving.</p>
    </sec>
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