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Christopher D. Sessums :: Blog :: Got Game? A Brief Look at Video and Computer-based Games in Education

July 24, 2008

ideo gamer kid

 

Computer and video games are a cultural and economic force drawing increasing attention from educators, anthropologists, economists, media scholars, journalists, and art critics (King, 2002; Perron & Wolfe, 2003; Poole, 2000).

Computer games have grown in sophistication and brought innovative models of interactive storytelling that is entertaining and inspiring millions of people.

Games have grown not only into an important economic force (grossing roughly US$11 billion), but a cultural force -- a medium of choice for many members of the millennial generation that educators should understand.

While some educational critics have derided games as pointless, it is still important for educators to understand why games have such appeal and understand what design principles underlie them.

Dodlinger's (2007) academic literature review focuses on 35 publications addressing educational video game design spanning the last ten years in order to "identify elements of game design that promote learning as well as the learning theories that conceptualize how video games foster learning" (p. 21).

Dodlinger notes that "While there is widespread consensus that games motivate players to spend time on task mastering the skills a game imparts, some disagreement over the specific characteristics that provoke that motivation exists" (p. 28).

Elements of game design that promote learning

Moreover, Dodlinger's (2007) review identified six distinct design elements that could be deemed necessary to stimulate desired learning outcomes. These elements include:

  • Narrative context -- for situating and contextualizing learning -- the storyline
  • Goals and rules -- objectives and guidelines - short term, medium term, long term
  • Rewards -- (associated w/motivation) -- signals achievement
  • Interactivity and multisensory cues -- direct attention, introduce new sensory perspectives, provides feedback cues for error correction


Learning outcomes from educational video games

In terms of learning outcomes from educational video games, Dodlinger (2007) points to research that suggests that well-designed games support the development of 21st century learning skills (e.g., play, performance, navigation, resourcefulness, negotiation, synthesis, collaboration, team work, judgement, discernment) but also other higher order thinking skills such as deduction and hypothesis testing, complex concepts and abstract thinking, and visual and spatial processing.


While exploring the potential for games in educational contexts, there seem to be a handful of challenges to widespread adoption and game integration:

  • Understanding the value of games
  • Finding appropriately designed games
  • Getting games into educators' hands
  • Integrating games into curricula, i.e.,  getting them into kids' hands
  • The ethical roles and responsibilities associated with gaming
  • The lack of clear evaluation standards associated with work produced utilizing games
  • How do we guarantee that the rich opportunities afforded by the expanding educational gaming landscape are available to all?


[I'm sure there are more, these are just a few that sprung to mind.]

Class activity:
Let's take a look at a couple of online educational games and see to what extent they incorporate the six design elements listed above.

Examples:
Tut pup --  basic math and spelling games -- http://tutpup.com

Getty Games -- basic puzzle games based on museum pieces in the Gettty collection --  http://www.getty.edu/gettygames/

Villany, Inc. -- Thwarting World Supremacy through Mathematics storytelling, problem-solving and mathematics -- http://villainyinc.thinkport.org/mission1/default.asp?autoload=1

Free Rice -- social action and educational game -- http://www.freerice.com/


ADDENDUM:
More Educational Games
:
Games Multimedia Materials -- a wiki housing several good examples of educational games.

Game Research Site:

Game Research
- The art, business, and science,  of video games.

Major Reference:
Dondlinger, M. J. (2007). Educational video game design: A review of the literature. Journal of Applied Educational Technology, 4(1): 21-31. Retrieved 23 July 2008 from http://www.eduquery.com/jaet/JAET4-1_Dondlinger.pdf

My del.icio.us "games" links
 

[Note: This post is a brief introduction to video and computer-based games in education. It is the basis for a lesson plan associated with EME2040 Introduction to Educational Technology Summer C 2008.]

Image from 1up.com.

Posted by Christopher D. Sessums


Comments

  1. Another great charity site is AIDtoCHILDREN.com. It donates money to children in need through World Vision.

    Check it out at http://www.aidtochildren.com

    default user iconGuest on Friday, 25 July 2008, 14:09 CEST # |

  2. @ Guest I concur, great site. Thank you for the link!

    Christopher D. SessumsChristopher D. Sessums on Friday, 25 July 2008, 18:10 CEST # |

  3. The link to the Dondlinger article is a bad link, just remove the trailing full stop

    default user iconTony Forster on Wednesday, 30 July 2008, 23:06 CEST # |

  4. Thank you Tony.

    -c-

    Christopher D. SessumsChristopher D. Sessums on Thursday, 31 July 2008, 14:57 CEST # |

  5. My kids love to play at http://www.k5stars.com.  I can control the studies they play and they have fun while learning.  My 5 and 9 year old go crazy trying to keep going and get to the 'higher level' when actually they are just learning as they play!

    default user iconGuest on Tuesday, 09 September 2008, 07:43 CEST # |

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