On 3/15/2019 at 12:25 PM, 1024 said:
Sometimes you don't have to measure the knowledge. If the "educational game" is used in a school or in a course, then it makes sense to measure the knowledge. But if the "educational game" is standalone, the game itself could require you to use the knowledge to progress, without explicitly scoring you. That is more fun and causes a greater sense of learning from the players.
I totally agree with this. I think most educational games are considered boring precisely because, instead of focusing on the game experience itself, they are focused on educating. Users are not stupid, we know when we're being tested and usually, if we want to be tested for our knowledge, we'll go for more in-depth apps that have their entire marketing built around the idea of learning (and even some studies or experts to back them up, like the Fabulous app, for example). When it comes to games, however, they should be engaging first.
Also, what I'd like to point out as well about the subject is that learning is rarely a linear process, just like human conscience and memories aren't linear. Meaning that some very efficient learning techniques may be surprisingly indirect and vague. For example, since you guys talked about Duolingo: maybe developing a game in which there is a Mandarin speaking Hero and Spanish speaking villains can help the user learn Spanish a lot easier than an actual app that makes you remember spanish words and sentences. Just my 2 cents