Adult learning theories are great excellent tools in successfully articulating different ways adults may learn. From past experiences, to the desire for more knowledgeto researching current events, adults all have unique ways they choose to learn new knowledge. In the article “Game Engagement Theory and Adult Learning” written by Nicola Whitton, it not only describes how gaming may play a role in adult learning habits but also how certain factors play a larger role in adults learning curves involved in gaming.
There are numerous adult-learning theories that all aim to describe ways adults learn best. This article speaks on how computer based games prove to be useful outlets in learning as adults. It challenges the traditional ideas many individuals have regarding learning and how a game is not a primary means of learning. It also describes how a game must first be engaging in order to be proved useful as a learning tool of education. For instance, the article clearly states two assertions in regards to engaging a learner; the first stating that, “Well-designed and appropriate computer games can promote engagement” and also “More crucially, they have the potential to be effective learning environments”(Whitton, 2010 p. 3). With these two statements, Whitton is describing a situation where in order for a game to be engaging and eventually impactful as far a learning, it must be designed great and have effective learning environments. The article goes on to speak on games and a little history about it. Whitton mentions how games were and still are created with fun and entertaining be the first priority. Although with this obvious statement, it gives developers who wish to make games more educational some insightful knowledge. With fun being the first and main priority gamers are obviously engaged with what they are playing and learn things as a result of being engaged in what they are doing. If developers were able to take that same engaging aspect and create a more educational game, game players would be able to absorb and learn useful knowledge rather than just the fun games they are used to plating. With that being said, Whitton mentions two factors that game developers must take into consideration for the previous statement of engaging games to take place. “Being able to see swift and steady improvement” and “a perception of being good at an activity”(Whitton, 2010 p. 8). Gamers enjoy playing a game that they feel they are good at. If a game is too hard and an individual cannot win, then no individual would be willing to play the game. Also, according to Whitton, engaged gamers enjoy seeing the game continue to change and developed into something better. As adult learning theorist take these factors in to consideration when making a game aim to teach adults, they must be able to create a game that if fun and also continues to improve.
As whitton comes to a conclusion of his article he specifically points how his aim is expand the average thought of what learning is and what outlets people are able to learn from. Ofcoruse we have textbook, however Whitton insist that the average person can learn even from the most obscure things such as video games. “An understanding of engagement is crucial to understanding
Learning and, in this respect at least, previous work on engagement with computer games has a lot to contribute to a greater understanding of the nature of learning”(Whitton, 2010, p. 13).
Overall, I truly believe that Whitton was not only able to present excellent points on how non-traditional outlets for learning, such as gaming, offers useful techniques for obtaining knowledge, but how creating engaging and fun games will also draw in more adult learners. It is evident throughout the article that Whitton understands how adult