EDF 6284 – Do Video Games Affect Learning?

Video games are one of the most publicized (and controversial) technologies introduced into the classroom in recent years. You may or may not be aware but some people are adamant that video games will revolutionize and reshape the classroom like no previous advancement. But there are also many who do not agree.


Before we begin our readings and discussion on this topic, we need to ‘level the playing field’ a bit. For those of you who have taken EME 6465 – Interactive Learning Environments, you have discussed some of this material before. There is a bit of overlap between that course and this. Those who have been introduced to this topic before may be at a different place than the rest of you. Also, in order to provide you some of the foundational content from that course (in which we discussed the converse argument… do video games provide instructional models and techniques that we can use in a regular non-game playing situation? To get at some of those materials, click the tab below on Gamification of Learning. For those of you who have taken or are taking EME 6465, this is optional reading.

Adding Instructional Value to Games'The Games Show'Optional Review: Adding Game Play Strategies to Instructional Settings

In order to tap into this debate, we offer you a few links:


It may be that too few have taken the time to actually evaluate games for instructional value. To give you some insights on this argument we provide a few more readings. A review of the literature reveals that very few have figured out what it is about games that work to be sure that all the teaching elements are there. We do have some insight to this, as we have been doing research in the area. In a review we completed recently, we discovered a few areas that games seem to be lacking.

The following are a four articles we published on the subject (CLICK the ‘PLUS SIGN’ TO OPEN).

In the first article we developed the rationale behind a rubric to review the educational soundness of games.

1-Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (pdf)

Direct Link (in case document does not open): http://rkenny.org/6507/RETAIN-ertd.pdf

[pdf http://rkenny.org/6507/RETAIN-ertd.pdf 800 600]

The second article is a yet to be published article that reviews a few more models to increase the instructional value of games.

2- Pedagogy-driven design of Serious Games (pdf)

Direct Link (in case document does not open): http://rkenny.org/shared_media/seriousgames_and_pedagogy.pdf

[pdf http://rkenny.org/shared_media/seriousgames_and_pedagogy.pdf 800 600]

In the third and fourth articles we discuss video games from the perspective as to why teachers have sometimes been shown to be reluctant to adopt games in the classroom.

The first of these was published last year:

3- Factors Affecting Adoption of Video Games in the Classroom (pdf)

Direct Link (in case document does not open): http://rkenny.org/6507/jillr.pdf

[pdf http://rkenny.org/6507/jillr.pdf 800 600 ]

the fourth one was published this year:

4- Relationship between Cognitive Style & Pre-service Teachers’ Preconceived Notions about Adopting Console Video Games (pdf)

Direct Link (in case document does not open): http://rkenny.org/6507/PerceptualCognition-gamebased.pdf

[pdf http://rkenny.org/6507/PerceptualCognition-gamebased.pdf 800 600]


Take a look at this short presentation on the benefits and tactics to integrate games into learning environments. It does apply some of the elements of gamification into the process:

[pdf http://rkenny.org/shared_media/gameshow.pdf 800 600]

What is Gamification*?

Proponents of game design are fully aware (sometimes in a fanatical way) about the ways in which games promote learning (if not content… at least gameplay mechanics).
That is why you do not see too many manuals out on how to play specific games. By their nature, those nicely designed games create learning situations where player/learners are naturally motivated to learn. That’s just it!!! If only we could all innately ‘know’ how to create learning situations where all our students are happy to engage. It is all about the interface and interaction… So, if it is true that good game design automatically implies good learning, then it follows that we should be able to extract valuable information on learning/interaction design to be useful for our classrooms… thus, the concept of GAMIFICATION.

The concept of gamification is found in its obvious root: –a game.

Salen and Zimmerman define a game as:

“a system in which players engage in an artificial conflict (i.e. challenge), defined by rules, that results in a quantifiable outcome.”

If you read the articles above you should see the common themes that relate to the teaching and motivation masters (rules (events) and challenge (the ‘C’ in the ARCS Motivation Model).

Koster, in his seminal work The Theory of Fun also adds the words ‘interactivity’ and ‘feedback’, which lead to an emotional reaction (a la Brenda Laurel’s ideas on suspending one’s disbelief), and a conceptualization of an abstract version of a larger system (i.e., Computers as Theatre).

Most people believe that the definition of a game rests on the concept of ‘fun’. But we should now begin to realize that it is much larger than that.

Let’s see if Wikipedia can be of any help to us (note the underlined words and their relationship to the concept of ‘interactivity’ we are building here):

Gamification is the use of game design techniques, game thinking and game mechanics to enhance non-game contexts. Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used. Gamification works by making technology more engaging, by encouraging users to engage in desired behaviors, by showing a path to mastery and autonomy, by helping to solve problems and not being a distraction, and by taking advantage of humans’ psychological predisposition to engage in gaming

Accordingly, Kapp* arrives at his definition (click on the spoiler to read a definition for each term):

Gamification is using game-based

mechanics,
The mechanics of playing a game include levels, earning badges, point systems, scores, and time constraints

aesthetics,
User interface and the look and feel of the experience
and
game thinking
thinking about everyday experiences and converting them into an activity that has the elements of competition, cooperation, exploration, and storytelling.

to engage people,
motivate action,
A process that energizes and gives direction or meaning to behavior.

promote learning, and
solve problems.
The cooperative nature of games can focus on more than one person to solve a problem… the competitive nature encourages many to do their best to accomplish a goal.

What Gamification is not

While games and gamification share many of the following concepts, gamification is NOT any one of these alone taken singularly:

  • Badges, Points or Rewards – These are important but one of the lesser useful elements of games. Gamification focuses more on engagement, storytelling, visualization of characters, and problem-solving.
  • Trivialization of Learning – If they indeed are designed to properly teach academic content (see the RETAIN Model in the Review section) then they certainly do not cheapen the experience or dilute it. Fun does not mean trivial or not important or authentic.
  • New – Games (especially war games ) have been around since the 7th century.
  • Perfect for every situation – this goes without saying?
  • Easy to create – ditto?
  • Easily understandable and universally adopted by teachers – Ditto again, if you have read the above articles about making games educational. (Again, the review module delves deeper into this).

* Source: Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.

For more information on this topic, you can review the remainder of the module on gamification from EME 6465



Do This!

dothis
Part OnePart Two
This is one time during the term that you are asked to do something in order to write your reflection. Take the Rubric from the RETAIN Model and evaluate one video game that you think could be utilized in a classroom (either K-12 or an adult training center). You do not actually have to play the game but need to become familiar enough with it to be able to fill out the rubric. You may study its gameplay using a review on the Internet or interview a person who is familiar with the selected game. Then post your reactions in the Drop Box set up on Canvas. Identify and describe the game in a short review as to how it stacks up against the rubric OR what you believe is necessary to be able to incorporate it into a lesson unit. Include a link if you have one.
Using all the articles, post your responses to the following questions in the Drop Box set up on Canvas.

  • Do you think video games have a place in the classroom? Why?/Why not?
  • Do you play video games regularly? Why? Why not? What impact does your playing/not playing have on your decision to use them in your classroom?
  • What is your take on the idea that teachers do not use games because they themselves are not as likely to play games as their peers who take on other professions?
  • Do you think Marc Prensky has it right or is his concept based too much on anecdotal data?


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