GSTF Journal on Computing (JoC)

, 3:39

First online:

Open Access This content is freely available online to anyone, anywhere at any time.

A Proposed Method for Measuring Learning in Video Games

  • Allan FowlerAffiliated withfaculty of Business, Information Technology, and Creative Arts, Waiariki Institute of Technology Email author 
  • , Brian CusackAffiliated withSchool of Computing and Mathematical Sciences, AUT University


There has been an increase in interest in the value and relevance of use of video games for learning. Some of this interest stems from frustration with the current education system. Some of this interest stems from observations of the large numbers of people that play video games and the potential of these games to provide active learning experiences. This paper seeks to investigate the educational potential of a commercial video game. It proposes a method for evaluating what learning takes place within a commercial video game using psychophysical methods.


Computer aided instruction Unsupervised learning Human computer interaction