Learning by gaming, coding and making with EDUMING: A new approach to utilising atypical digital games for learning
Stefan Pietrusky
TL;DR
This paper introduces EDUMING, a constructionist approach that enables learners to craft and share digital learning games by adapting templates through an integrated development environment, thereby reducing development costs and enhancing social artifact discussions. It showcases Professor Chip's Learning Quest (PCLQ) as an EDUMING-based case study built in GameMaker Studio 2, illustrating a learn-by-making workflow with adjustable spelling-themed mechanics. The study assesses usability and acceptance among teacher‑training students using ISO 9241-11 and UTAUT, finding an overall usability of about 63% with positive attitudes toward digital learning games but notable needs for clearer guidance and better in‑game explanations. The findings support EDUMING as a flexible framework for classroom integration, highlighting the potential for template expansion and longer-term research to measure learning progress and motivation over time. The authors plan to publish neutral templates and extend the approach to more templates to enable broader adoption in diverse curricular contexts.
Abstract
Papert's constructionism makes it clear that learning is particularly effective when learners create tangible artifacts and share and discuss them in social contexts. Technological progress in recent decades has created numerous opportunities for learners to not only passively consume media, but to actively shape it through construction. This article uses the EDUMING concept to present a new method to simplify the development of digital learning games and thus support their integration into learning situations. A key difference between the concept and established ideas such as game-based learning, gamification, serious games, etc. is that games are not closed and are consumed passively, but can also be actively developed by users individually by modifying the source code with the help of an IDE. As part of an empirical study, the usability of the game "Professor Chip's Learning Quest" (PCLQ) is recorded, as well as previous experience with digital learning games and the acceptance and motivation to use new technologies. The purpose of this article is to test the PCLQ digital learning game, developed according to the EDUMING concept, as part of an exploratory study regarding its usability, acceptance and suitability for use in schools. The study is intended as a first empirical approach to practical testing of the concept.
