My academic and professional research has two main threads:

1) The creation of (educational) games by children.
2) Creating games which effectively integrate games and learning content.

I originally began my Ph.D. research with a 3-month study following forty 7-11 year olds as they made their own educational games. This was Inspired by Yasmin Kafai's similar work (Kafai, 1995) and focused on the children's ability to integrate learning content into their own computer games. 

The children created 34 game designs, 29 finished games and we transcribed over 5 hours of interviews. This work yielded a number of papers and articles which are listed below, but didn't actually make it into my final thesis. I could probably have done an entire Ph.D. just using the research data I collected from this one study - but my research eventually took another course.

Habgood, M.P.J., Ainsworth S.E.&; Benford, S. (2005) Intrinsic fantasy: motivation and affect in educational games made by children. Proceedings of the AIED 2005 workshop on motivation and affect in educational software July 05. 

Habgood, M.P.J., Ainsworth S.E.& Benford, S. (2005) The educational content of digital games made by children. Paper presented at CAL conference April 05. 

Habgood, J. (2005) Passing On the Family Trade. Develop Magazine March 05. 

This work eventually led to teaming up with Prof. Mark Overmars to write "The Game Maker's Apprentice": a beginners text on game development. From the outset we were intent on producing a book which did justice to our own rose-tinted memories of home computing. We certainly wanted the book to be something special to own (in full-colour and with clearly explained examples which were fun to play), but we never really expected it to be a commercial success. Fortunately we were wrong, and if the publishers get their way then we may get around to a sequel at some point!

Habgood, J.(2006). Compulsory Game Development for Everyone: Gamasutra Education

Habgood, J., Overmars, M (2006). The Game Maker's Apprentice: Game Development for Beginners, Berkeley (CA): APress.

Habgood, J., Overmars, M (2006). The Game Maker's Apprentice: Game Development for Beginners: Book Preview. International Developer Magazine, March 06

It was actually the second thread of my research that became the main focus of my Ph.D. I was primarily concerned with the perceived failure of "edutainment" products to harness the motivational potential of computer games. Edutainment has been likened to "chocolate-covered broccoli" (Bruckman, 1999) with a superficial "extrinsic" relationship between game and learning content. My research sought to find an approach which would create a more integrated approach between educational games and their learning content, in the hope that this would produce more effective products.   

One of the earliest and most frequently cited explanations offered for the contrast between effective and ineffective educational games is that of intrinsic and extrinsic fantasy (Malone, 1981) later relabelled endogenous and exogenous fantasy by Malone and Lepper (1987).  

If you are at all interested in games and learning then you really should read Malone's work. Although we went on to argue that the underlying research was empirically flawed (Habgood, Ainsworth and Benford, 2005), Malone and Lepper's "Taxonomy of Intrinsic Motivations for Learning" is undeniably an insightful and seminal work. It's certainly worth an inter-library loan just to get your hands on it!  

Anyway,we set out a slightly different perspective on "intrinsic integration" (Kafai, 2001) based on integrating learning content within the core-mechanics of a video game. It was this theory that we would put to test in the design and evaluation of Zombie Division. Zombie Division was created as a 'gaming episode' specifically designed in order to empirically test the value of a more integrated approach.

 

Habgood, M. P. J., Ainsworth, S. E., Benford, S. (2005). Endogenous Fantasy and Learning in Digital Games. Simulation and Gaming, 36(4) 483-498. 

Habgood, M.P.J. (2005) Zombie Division: Intrinsic Integration in Digital Learning Games. Proceedings of the 2005 Human Centred Technology Workshop June 05.

We created three distinct versions of Zombie Division. The intrinsic (integrated) version included mathematical division within the combat mechanic of the game; the extrinsic (unitegrated) version had no learning content in the combat, but included identical mathematics questions at the end of each level, and a control version contained no mathematical learning content at all. These different versions were used to examine two central questions:

1) Are intrinsic games more motivating to play than extrinsic games (as measured by time on task).
2) Are intrinsic games more effective than extrinsic games (as measured by learning gains).

We carried out a number of randomised trials in schools and collected a large amount of process data from the different versions of the game. All this data was collated and statistically analysed (in some depth!) in my thesis, providing a rich and fascinating insight into the workings of the game. You can download my thesis through the link below, but we were indeed able to show statistically that:

1) Children had a significant preference for the intrinsic version in a direct comparison between the two versions of Zombie Division. 
2) Children playing the intrinsic version of the game made significantly larger learning gains than either the extrinsic or control versions of the game.  

We are in the process of putting the key studies from my thesis into a paper for journal publication, but in the meantime you can read the complete thesis here:

Habgood, M.P.J. (2007) The Effective Integration of Digital Games and Learning Content. Ph.D. Thesis,

My thesis was submitted to the Department of Psychology at The University of Nottingham in July 2007 and was examined by Professor Rose Luckin (external), and Professor Claire O'Malley (internal). I passed my viva in September 2007 and graduated in December that year. 

Key References:

Bruckman, A. (1999). Can educational be fun? Paper presented at the Game Developer's Conference '99, San Jose.

Kafai, Y. B. (1995). Minds in Play. Hillsdale, NJ: Lawrence Erlbaum Associates.

Kafai, Y. B. (2001). The Educational Potential of Electronic Games: From Games-To-Teach to Games-To-Learn. Retrieved 1st January, 2004, from http://culturalpolicy.uchicago.edu/conf2001/papers/kafai.html

Malone, T. W. (1981). Toward a Theory of Intrinsically Motivating Instruction. Cognitive Science, 5(4), 333-369.

Malone, T. W., & Lepper, M. R. (1987). Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. In R. E. Snow & M. J. Farr (Eds.), Aptitute, Learning and Instruction: III. Conative and affective process analyses (pp. 223-253). Hilsdale, NJ: Erlbaum.