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The competition for our kids’ attention is fierce. They fidget
in their seats, especially on Tuesdays, when they rush over to the local game
shop to buy the latest release that they’ve preordered. After their purchase,
do they get together with friends to study biology? No, they go online to frag
their friends in Halo 3: ODST. Just ask the teachers whose drawers are filled
with confiscated NDS and PSP units.
Video game companies spend gazillions in advertising their
products to kids who plead with their parents to buy them. And these parents
will readily drop $60 per game but cringe at half that amount for student fees.
Game designers understand that they must teach players how
to play their games and, hopefully, win and have fun doing it. Many educators will
talk about how challenging it is to keep students engaged in class. Is it
possible to teach and engage at the same time?
What can game designers learn from educators? – not much. School
curricula and standards are stuck in the nineteenth century. Edutainment software
titles tend to suck and attract kids during the school day only because they
don’t have to have their noses in textbooks. Even the new technologies present the
same material in the same non-interactive ways.
If game designers included
learning standards in their entertainment products and demonstrated how they
could be integrated into lesson planning, it would expand the market for the
product and assist teachers and parents in and out of the classroom.
The things educators can learn from game design are
limitless. Educators should play games – regularly and a wide variety of games.
They would be surprised at the plethora of educational content present in
off-the-shelf products that are not marketed for that purpose.
The Total War
series from the Creative Assembly contains plenty of opportunities for history teachers
to discuss military strategies and resource management from varied time periods
and permits students to enact and possibly improve upon the greatest
strategists in history.
Young students using their vocabulary words in
Scribblenauts from 5th Cell to solve custom puzzles will eagerly participate in
the activity as well as absorb the words, their meanings and synonyms.
As educators, if you know how your students choose to spend
their time outside of class, you will know how to engage them in class. And
when your students are looking forward to Wednesdays because you mentioned that
you will bring in Medieval 2: Total War for the next history assignment, then everybody
wins. That is, if you’ve preordered in advance.
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I think a stronger argument would be that they should work together with educators, and not that education is stuck in the nineteenth century or that it has more to learn from game design than game design has to learn from it. By talking to educators, game designers can make games that not only offer more school friendly topics (without diminishing the ability to make fun content that sells well...no seriously try it), but can even (gasp!) innovate by exploring new ground outside of the typical genres that; let's face it, the industry has been unfortunately stagnated in for the last 30 years; sci-fi, fantasy, and WWII.
There is plenty of research backing the claim that education and games should be familiar bedfellows. It isn't because of anything specific to video games though, but to the experiential learning practices video games utilize. Experiential learning is the key. In fact, game designers have been employing it, and other educational psychology practices, for years - in some cases to far better effect than educators with formal training in it.
Game designers are very good at teaching players what they need to know. The thing they need are educational content experts to come in and help design compelling worlds based around topics important for the real world. Ask a WoW player about the lore of Azeroth, and they can tell you things in such detail. Ask them about the history (lore) of the US and, get blank stares. It isn't the content that is the problem, it is the delivery. Educators know the content, game designers know the delivery. We just have to get them together (and it has started to an extent).
The real challenge is money. Small game studios need capital to develop titles. There isn't much research involved in developing educational games, so government grants can be very hit or miss. It will take capital from other, private sources to break into this market. Existing game studios are poised to jump in, but given the lack of publicity surrounding AAA quality educational games, it's clear they have not. And I fear that the game publisher mentality is that an educational game means Reader Rabbit or Oregon Trail.
Anyway, if anyone out there is interested in developing high quality, commercial educational games, let me know. I'd be interested in talking with you.
Games teach players how to play using educational pedagogy, whether they know it (or want to admit it) or not.
Teachers should be using more ludo methods to teach their kids. But every time we do it's water down by those who don't understand, making it ineffectual.
Bedfellows doesn't even begin to explain what game designers and teachers should be...is there something stronger than conjoined?
You bring up a good point though, and that is penetrating the market. I've tried, unsuccessfully, to get the administrations of several schools (in MD, DC, and NY) to even listen to me propose ideas I was submitting to a grant agency. They would give me the run around and eventually I ran out of time to get them on board. Administrators would express interest, and then not return or ignore phone calls. So, I've sadly come to the realization that the primary market for these products is not schools, but homes. If enough buzz is created in the enrichment market, then maybe the slower moving education administrations will take notice. Unfortunately, it is an uphill battle, because you still need teams of people with the resources and skills to actually make the games in the first place.
I don't think designers/coders (or wannabes) are in short supply. It finding people who can design with education in mind.
. The next year I taught kids how to play and create transfer -- it is the teacher, not the game, and it is the social network surrounding the game -- here is a study I did on that: http://is.gd/cRLPU.
It is easy to generalize and say that teachers are stuck in the past, but quite honestly, where are we with games? I see genre collusion where games are all becoming a massive glob of aspects of the same thing that is successful in one ends up in the other.
Kids run in packs.
Not all kids play games. Oddly, I offer a games unit in schools, and many kids are playing casual games that really do not require much cognitive complexity. So when you talk about teachers and games, which games should teachers teach like?
Most kids like low cognitive threshold/ high reward games -- but in schools, we teachers need to teach things like photo synthesis, dependent clauses, vectors and acceleration, and yes, dates, names, and facts.
We also need to teach with ill-structured problems, but when we do, the parents and students reject that as poor teaching, just as game players call it poor game design -- even though ill-structured problem-solving has been shown to increase collaborative problem solving abilities, help deconstruct and order problems, and create original solution sets.
Herb Simon, who some consider the father of cognitive science once said "it is the role of the teacher to align the problem so that a solution becomes clear". This is what game designers and instructional designers do. But often, it is just a variation of a problem set they have created or seen elsewhere.
If it isn't, then it is ill-structured and people don't like it.
It requires thought and work then and the acquisition and seeking of new information and a reward set that better be worth it. This kind of reinforcement is usually found in the social network -- either the game community or the grade book.
I think you are giving game designers too much credit for engaging kids.
For as many kids that play games, many more go to school and actually have positive experiences with teachers.
By the way, shout out to Mr. Joiner from fourth grade De Laveaga in Santa Cruz, CA -- thank you for teaching me calligraphy after school and all the cool assignments.
Here is an example of my games unit. http://wcco.com/local/English.teacher.Minneapolis.2.359400.html
that year I was able to create a 6% growth on reading comprehension standardized achievement tests using this. It was not the games. It was the curriculum that taught them how study games.
Once again design, community and context, not the object.
. The next year I taught kids how to play and create transfer -- it is the teacher, not the game, and it is the social network surrounding the game -- here is a study I did on that: http://is.gd/cRLPU.
It is easy to generalize and say that teachers are stuck in the past, but quite honestly, where are we with games? I see genre collusion where games are all becoming a massive glob of aspects of the same thing that is successful in one ends up in the other.
Kids run in packs.
Not all kids play games. Oddly, I offer a games unit in schools, and many kids are playing casual games that really do not require much cognitive complexity. So when you talk about teachers and games, which games should teachers teach like?
Most kids like low cognitive threshold/ high reward games -- but in schools, we teachers need to teach things like photo synthesis, dependent clauses, vectors and acceleration, and yes, dates, names, and facts.
We also need to teach with ill-structured problems, but when we do, the parents and students reject that as poor teaching, just as game players call it poor game design -- even though ill-structured problem-solving has been shown to increase collaborative problem solving abilities, help deconstruct and order problems, and create original solution sets.
Herb Simon, who some consider the father of cognitive science once said "it is the role of the teacher to align the problem so that a solution becomes clear". This is what game designers and instructional designers do. But often, it is just a variation of a problem set they have created or seen elsewhere.
If it isn't, then it is ill-structured and people don't like it.
It requires thought and work then and the acquisition and seeking of new information and a reward set that better be worth it. This kind of reinforcement is usually found in the social network -- either the game community or the grade book.
I think you are giving game designers too much credit for engaging kids.
For as many kids that play games, many more go to school and actually have positive experiences with teachers.
By the way, shout out to Mr. Joiner from fourth grade De Laveaga in Santa Cruz, CA -- thank you for teaching me calligraphy after school and all the cool assignments.
Here is an example of my games unit. http://wcco.com/local/English.teacher.Minneapolis.2.359400.html
that year I was able to create a 6% growth on reading comprehension standardized achievement tests using this. It was not the games. It was the curriculum that taught them how study games.
Once again design, community and context, not the object.
I love problem based learning (ill-structured questions with no right answers - most of my lesson plans are written that way).
Its not the curriculum. I can teach the wrong information all day long. They'll learn it
It's the method, its the context, it's the community.
And there IS research about transference...check out www.gameslearningandsociety.org
Claims regarding transference won't be based on a single study one way or another. (You can look at the work by Valerie Shute at FSU, or Jan Cannon-Bowers from UCF for some work supporting transfer though). I think most claims for transference are based on the idea that increased engagement leads to increased motivation to persist with a subject, which ultimately leads to better performance . The key to the transference issue (and effectiveness of games in general) is engagement. If a teacher can do it, awesome. If they can't, then there is opportunity for games to act as an enrichment platform.
There is no magic bullet solution. Some people love ill-formed problems (they end up in grad school where they learn how to write long posts and argue on the Internet). Other students struggle with basic reading and math. As always, we need teachers to recognize what a student needs and to provide the resources that will benefit each individual student the best. That is where the factory model of teaching breaks down. Students learn in different ways and at different paces. You can't teach everyone the same way. Some games can act as enrichment for students that are doing well, while others can help students in need of certain skills (i.e. the flash-card type games that are common). Other students need one on one attention with the teacher.
@Brock D: I've done guidance curricula, treatment plans and therapy for over twenty years. I've used superhero role-playing games with hyper-aggressive kids in group guidance. And the work you have done in Minnesota with games, learning, growth and development has been exemplary. Let's be honest though - we are a rare breed. Educators and purported change agents still hold fast to outdated methods in facilitating growth, change and development. Your methods are innate - engage youth around their interests and allow them to absorb knowledge as they understand it and as it relates to their experiences. I appreciate your criticisms and see that you are the real deal. You should be cloned (ethically, of course).
@Dustin: This is the perfect time for game-related research as opportunities for funding are more available. And you are right, games should not replace teachers but educators should recognize that all of us are students and learners - some more advanced in some areas than others. Youth can teach us the best ways that they learn and determine what is relevant to them and when.
So, aside from the issue of how much engagement in gaming actually increases learning, there is also the issue of construction: Total War doesn't teach kids that human history is a complex phenomenon that is driven more by symbolic systems (culture) than material resources (material resources ;-P), both of which effect each other in myriad ways. Instead, Total War (and the RTS in general) teaches kids that whoever starts with the best resources and uses the best build will be able to successfully subdue or destroy everyone else. great.
I agree with the sentiment expressed here by all - the current mass production model of education is hopelessly outdated and harms more kids than it helps. On a related topic - why the hell do we still have a 18th century style representative democracy when communication technology makes direct democracy (via referendum) possible for the first time in human history?
I just used the Total War series as an example of bolstering curricula on the history of military strategy/leadership. As educators play, read and talk about off-the-shelf games, they would best decide how to use them to support their teaching strategies.
This is a great discussion! I almost added a note last night which I think I should have: I didn't mean to sound so negative about the use of RTSs in classrooms. I think that they can be an excellent introduction to history - in fact, using Bogost's concept of procedural rhetoric, they can be a fantastic starting point for discussing theories of History (big H history!). "Ok Kids, what about this situation seems realistic, what seems unrealistic?", and so on...
There are many teachers amongst my family and friends, and I know you guys need every bit of help you can get!
With regards to RTS games, they speak well to Brock's point. They do not represent the ill-formed problems that faced the decision makers related to the historical conflict that the game is based on or modeled after. Games are highly structured and simply give the illusion of choice (and in some cases, the same outcome occurs regardless of player choice). Because of this structure, it is possible to game the system - i.e. develop an optimal build and resource strategy. The min-max process does speak to human nature though: In general, we like to generate the highest output with the minimal amount of effort.
But there are other things that simply are not modeled in games. Take the Civilization games. While as a player, you are likely to learn about the functions of various types of institutions and major world projects, the game behavior is really one of military conquest. The most efficient way to win the game is to destroy your opponents before they get too powerful. If anything, this just shows that the side with the better guns gets to rule. But this ignores all of the diplomatic and cultural influence that is important. There is no leader rhetoric to sway citizens, no sanctions to attempt to dissuade a country; you can trade resources, technology, and wage war - because at the core, it is the combat that is the most fun.
So these games on their own do not teach the player. There needs to be another aspect where students reflect (or receive guided reflection) on their actions and important aspects. You could teach about the stages of civilization through the Civilization games. But the game would simply be one component of the curriculum. It would serve as a shared experience for students, but ultimately the teacher would have to guide those students to meaningful conclusions about history and the interactions between civilizations. Could you design a game that includes all of these things? Sure. Intelligent tutoring systems are being designed to attempt this. But an ITS cannot react as quickly as another human with years of teaching experience.
Thanks for the heads up. ScienceDirect is a fantastic database and has just about every academic computer-related journal, so I've probably seen a lot of the studies to which you've referred (I think). I also omitted that I used Academic Search Complete - between the 4 databases, that's well over 3000 different journals! (Admittedly only 1/8 of those were relevant to this topic in any way)
You know, it seems that this has been a hot topic in conversation of the gaming industry. I've been seeing discussions and debates quite regularly these last few months. In fact, my own company (which we recently started) almost went the route of educational video games. Mainly because of the amount of potential investors that always seemed to bring up topic in one form or another. Hopefully all these ideas will make the relationship between games and education into something amazing for our people.
And yes I agree with the WoW reference; it is amazing the amount of information and the detail of that information that hardcore gamers can recall. I'm living proof of that.
Ask me exactly who Napoleon was and I couldn't tell you but ask me why it was so important that Solid Snake had to infiltrate Shadow Moses or even what gun Revolver Ocelot prefers to use and I can easily explain away; even though I haven't played that game in over 10 years.
Good discussion, Mr. Williams
...oh and Oregon Trail rocked during it's time in the spot light! Even though the game was pretty stale it was still one of my favorite History class memories.
The key to games, play, and the other activities we design for academic learning is having clear outcomes and modeling the outcomes for the learners. Games are most effective when they are played with others who are more experienced and can facilitate transfer.
Good discussion here.
I have found very little work on the cognitive benefits of games. That is why I do research in this area.
Games do help people learn, but so does falling down, winning a beauty pageant, or forgetting your wallet at the picnic.
It is not a matter of whether we are learning, it is what we learn. Teachers have specific outcomes they must achieve and are accountable for. Until we change the system of expectation, teachers are caught in the line of fire. No teacher wants to be thought of as the easy teacher who just lets kids play flash games in the computer lab. And many folks who influence education and classrooms want to be able to easily see what is being learned, sometimes at the cost of complexity and depth with focus on state assessments.
Learning is our natural state--however, as a classroom teacher, what matters is what the kids learn. Games can be very powerful. I have used them for seven years in my own classrooms, and was even commended for raising reading scores...but, games are tools just like a compass or a cell phone or a slide ruler, they need to be culturally situated with a guiding purpose from the community using the games.
A good way to think about them is Edwin Hutchin's Cognition in the Wild. I have found this very helpful in my methods for measuring cognitive growth.