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Game-Based Learning
Reggie Alston, Chuck Cadle, Brian Jones, Rebecca Shisler
A Study of the Opportunity for Digital-Based Games with Collaboration Curriculum
Discussion Points
Our Group Study ComponentsTeacher Adoption Instructional Design Implementing problem-based gamesThe opportunity for developing learning
communities Conclusion
Statistics from the Entertainment Software Association’s annual study of game players
69 percent of all heads of household play computer and video games.
97 percent of youth play computer and video games.
40 percent of all gamers are women.One out of four gamers is over the age of fifty.The average game player is thirty-five years
old and has been playing for twelve years.
As quoted by McGonigal (2011), p. 11
Adoption
Engagement Gap
Change
Self-Efficacy
Crossing the Chasm
Engag
emen
t
Gap
97% of youth play games
“Intense curiosity is an important attribute of creative people” (Andreason, N.C., 2006, p.174)
Crossing the Chasm
What Hinders Teachers in Using Computer and Video Games in the Classroom?
Six factors: Inflexibility of curriculumNegative effects of gamingStudents' lack of readinessLack of supporting materialsFixed class schedules, and Limited budgets
Study by Baek, Y. K. (2008)
Other Adoption Issues Alignment of game learning objective with
state and national standards Time compatibility Time and purpose of game implementation Proof of effectiveness of games Outcome issues Technology compatibility Technical issues
Research by Kebritchi, M. (2010).
K-12 Teachers' Use of Course Websites 36 in-service K-12 teachers participated in a technology
integration course
Ten weeks after the conclusion of the course two-thirds of the teachers did not use their course website on a regular basis
The contextual barriers: lack of access to appropriate software, a perception that parents and students cannot access the Internet at
home, and a lack of time
Study by Friedman, A. (2006):
Teacher Self-Efficacy
“Self-efficacy represents one’s own view of individual capabilities” (p. 76)
Carr, J.F. (2008)
12
Assessing Teachers' Context Beliefs about Technology Use
Teachers' context and self-efficacy beliefs were significant predictors of teachers' reported use of technology-related engaged learning practices.
Teachers with little experience in the use of videogames are reluctant to use them. They feel insecure and require significant support
during the process
Study by Lumpe, A.T. & Chambers, E. (2001)
Student Perceptions Impact Adoption
• Usefulness• Ease of use• Learning opportunities, and • Personal experience with video
games in general
Study by Bourgonjon, J., Valcke, M., Soetaert, R., and Schellens, T. (2010)
So, What Can Be Done To Improve Adoption Rates? Implementing a program to bring video games into instruction requires
thoughtful preparation – A Plan
Success hinges on appealing to: game-savvy students fretful teachers, and dubious parents and administrators
The right game is one that reinforces curriculum and adheres to state standards
Teachers are the ones who hold the key to a gaming initiative's success or failure
Study by Gordon, S. (2010)
July 20th Blog from the Center for Teaching Quality
Should schools consult teachers before buying technology?
It's easy to be lulled into the urban myth that everyone under 30 is thoroughly tech savvy, but that's an unfortunate stereotype. Our children need to learn how to use various technologies as part of their learning experiences; and their teachers need to be constantly growing in that same knowledge.
INSTRUCTIONAL DESIGN
Game-Based Learning: Instructional Design Research describes design process for
converting class content into online games
Must preserve core instructional goals in
gaming environment
Summary and analysis (cognitive load
theory as framework)
Game-Based Learning: Instructional Design The current state of e-learning in general
focuses on technology, not instruction
Games should be followed by reflection and feedback (reinforces objectives/clarifies questions)
Interpret and assess the learners knowledge/learning progress within the game environment in a non-invasive way
Game-Based Learning: Instructional Design Integrate existing (learning) resources into
digital educational games
Balance: Avoid overburdening learners with too difficult gaming and learning activities and boring them by too simple ones, losing educational potential
Game-Based Learning: Instructional Design Design should capitalize on intrinsic
motivation toward gaming
Some subjects lend themselves better to certain modalities/types of games
Ex: Digital dialogue games as a way to discuss/argue curriculum
Game-Based Learning: Instructional Design Limits
Should not be used as only educational platform (from GBL research)
Cognitive load theory instructional recommendations (analysis)
Game-Based Learning: Instructional Design
Yes No ?Change problem solving methods X
Physically integrate multiple sources X
Reduce redundancy X
Use auditory and visual information X
Does Game-Based Learning Instructional Design Align with Cognitive Load Theory Instructional Design Recommendations (below)?
Game-Based Learning: Instructional Design
If designed inappropriately, game-basededucational environments may contain many
sources of high-level cognitive load that prevent
effective learning
Kalyuga, S., & Plass, J. (2009). Evaluating and Managing Cognitive Load in Games. In Handbook of
Research on Effective Electronic Gaming in Education (pp. 719 – 737). Hershey, PA
PROBLEM-BASED GAMING IN EDUCATION
Problem-Based Gaming (PBG) in Education
Non-digital educational gaming (Traditional)
Digital educational gaming (Traditional)
Digital problem-based gaming (Constructivist)
Problem-Based Gaming (PBG) in Education Based on the Constructivist approach to
education PBG begins with user experience Purpose is to apply knowledge as part of
the learning process Students complete challenges or quests
which require the use of problem-solving strategies
Problem-Based Gaming (PBG) in Education Single-Player Collaborative/ Multi-player
PhysicalVirtual
Massively Multi-playerClassroom-BasedOnline
Problem-Based Gaming (PBG) in Education All PBGs have narrative and simulative
qualities Narrative
More complex storiesEx: Oregon Trail
SimulativeMore complex rulesEx: Lemonade Stand
Problem-Based Gaming (PBG) in Education Role Playing Games (RPGs)
User as a character within the game
Problem-Based Gaming (PBG) in Education Alternate Reality Games (ARGs)
User as himself/herselfEx: World Without Oil
THE DEVELOPMENT OF LEARNING COMMUNITIES IN
GAMES
Syncretism of Theories Behaviorism
Engagement
Motivation
Enthusiasm
Pleasure
ConstructivismConstructing meaning
through experience
Social Constructivism○ The collaborative
experience is shared○ Shared experience
fosters its own culture○ The experience
promotes individual learning
Range of Communities Within Games
Learning Community Sphere of Influence
Spheres and the Learner
Types of Interaction How Interactions Affect the Learner
Physically talking to a partner
In-game chat or instant message Text Real-time Voice
Environmental NPC reactions
Forums/Discussion Boards
In ascending order of engagement and positive emotional response Determined by brain EKG
and skin conductivity○ Human-Computer○ Human-Stranger○ Human-Friend
However, gaming system and game choice may be confounding variables
Themes in the Literature:Inside a K-12 Classroom In-game collaboration is
limited STEM focus Results
Lack of quantitative research on PBL based games
Develops 21st century and media literacy skills
Review competition games lead to interpersonal skills and peer tutoring
Themes in the Literature:Members Only Web 2.0 communication Very few K-12 studies
Predominantly higher education○ Field or class-specific
software
STEM focus Results
Lack of quantitative research○ Hint of positive impact on
achievement May increase motivation Self-reported positive
responses to challenging authentic tasks
Themes in the Literature:Massively Multiplayer Reverse engineering of
existing gamesSecond LifeWoW
Gray areas of what constitutes a game and can the game distract from the educational experience
More literature on how to use as pedagogy rather than rigorous measurement
Common Among All Types of Communities
Strengths Weaknesses
Collaboration’s positive effects Engagement Motivation Interpersonal skills
○ Peer tutoring, Web 2.0, and the Guild system
Some indications of positive impact on achievement
*May be most effective with a script
Difficulty competing with what is commercially available
Lack of quantitative research
Problem of non-contributors in group learning
Missing Potential Potential crossover
of schoolhome
Utilizing existing technologyKinect: avatars and
augmented realityMobile devices
○ Professors may be willing, but it’s just not implemented yet
Key Trends of Game-Based Learning Adoption
Higher education has been quicker to adopt than K-12
Instructional DesignThe key is preserving academic content while
enhancing the cognitive engagement games provide
Problem-Based LearningProvides a vehicle for collaborative, real-world tasks
Learning CommunitiesCreate authentic contexts that increase
engagement
The Future for Game-Based Learning Integration of
problem-based games into academic standards
Use of games for preparing students for 21st Century careers