Conference ICL2010 September 15 -17, 2010 Hasselt, Belgium Educational Games in formal education – Results of an explorative study using an Educational Game in school Johannes Zylka1, Hans Peter Nutzinger2 1 University of Education Weingarten, 2Junior High School Meckenbeuren Key words: Educational Games, Serious Games, formal education Abstract: This article investigates the application of Educational Games in formal education. In it, we provide background on the actual status of the application of educational games in formal education, as well as information on problems and chances of the use of Educational Games in classrooms on the basis of first findings of an explorative applied study in a German junior high school. To allow a multidimensional view on the hereby presented topic, we discuss the questionnaire offered to the students and the teacher’s point of view as well as the pedagogical background of the game Ice Ice Maybe. 1 Introduction In comparison to international approaches, the German discussion on Educational Games and Serious Games is some years behind, since these topics nearly have not been discussed and, therefore, have not been recognized as a good and useful way to inspire pupils not only at home, but also in terms of formal education. These developments unfortunately lead to a generally very low importance of Educational and Serious Games in German society, and especially in terms of formal education [1]. Looking on international approaches, one can say that gaming did get implicated in education over the last years [2], at least on a very pragmatic level that normally does not implicate special educational concepts or forms of classroom management in terms of formal education [3]. That is, because the use of games in general and especially of Educational and Serious Games is still a topic far off most teacher’s reality [4]. Problems using these games in formal education begin in the computer and media literacy of teachers, which actually cannot be seen as adequate [5], and end in the infrastructure of education facilities that may cause problems [6]. This seems to be a very unfortunate situation, since most children live in a mediated world, what implicates gaming in different ways like on computers, handheld consoles or mobile phones. However, Educational Games that name to educate, have to face different demands. They have to be educational well founded on a theoretical level, they should be easy to handle for teachers and students, they should be cheap because most schools cannot spend much money on games, as well as they have to comply with standards of the gaming industry. But even if an Educational Game complies with these needs, does the use in classroom make sense? Can it really improve learning? What do pupils think about the games, they are confronted with? And what is the teacher's point of view after the hereby presented study? ICL 2010 Proceedings – Page 954 1(10) Conference ICL2010 September 15 -17, 2010 Hasselt, Belgium 2 Educational Games in formal education Games, computer games as well as board games, often were seen as fun-producing free-time activities over the past decades. Especially computer-based games which seemed to be an activity for a small amount of computer players, got integrated more and more in societies, what leads to different developments in the area of computer-based gaming. For instance, more and more people say that they are playing computer games. In the United States this number increased to 50% in the year 2006 [7], and the average age of gamers did reach 35 years [8]. In terms of these developments, especially so called social games, which are based on social networks such as facebook, boomed over the last years. Unfortunately, most teachers cannot be seen as game literate, since 40% of the European teachers are aged over 50 and just a very small amount of teachers is younger than 30 years [9] and, therefore, have been in contact with Educational Games. This might be one reason for the lack of integration of Educational Games in formal education, another aspect might be the missing integration of game-related content into teacher studies [10], but this pictured agedependent gap is, at least in our opinion, the most important reason, why games actually do not find their way into formal education, especially in the European countries with a higher average age of teachers. Therefore, just a small amount of teachers or students that will become teachers get directly confronted with games and Game-based Learning (GbL). Based on these facts, it is not astonishing that Educational Games actually play a very small role in terms of formal education, especially in schools, although they boom worldwide [11] Thus, we decided to run an Educational Game in a junior high school in Germany, in a seventh and a ninth grade, to analyse appearing problems and advantages, to find out, whether the expressed reservation against GbL can be seen as legitimate in terms of the use in schools, or if most of the reservation is to be seen baseless. For this purpose, we decided to use the Educational Game Ice Ice Maybe, which can be downloaded for free from the publisher’s website [12]. 3 Running the Educational Game Ice Ice Maybe When using an Educational Game in context of formal education, one of the essential parts of an analysis is the pedagogical foundation of the described game. Thus, we decided to use the standards of the National Council of Teachers of Mathematics, because these standards are worked out as international valid standards of mathematical school education [13]. Before naming the respective standards, the analysed game should be described in short. 3.1 Presenting Ice Ice Maybe The Educational Game Ice Ice Maybe is a browser-based mathematical micro game, where pupils train their estimation abilities by fast calculations. Students have to perform arithmetic operations, such as addition, subtraction, division and calculating with percentages, in terms of different levels. At the end of each level, a result is shown, what leads to the possibility of comparing results between the respective pupils. Especially interesting for teachers is the opportunity to have a look at a summarization and visualization of the pupil’s results in terms of a statistical overview. ICL 2010 Proceedings – Page 955 2(10) Conference ICL2010 September 15 -17, 2010 Hasselt, Belgium At least, one can say that the structure of the game is quite simple, what is a positive aspect in this context, because the game is easy to understand and pupils ought to have fun playing it from the beginning. Especially this point is a known problem of Games and in particular of Educational Games [14], though children lose their attention when games need lots of effort in the beginning. Fig. 1: Screenshot Ice Ice Maybe In our study, most pupils nearly needed no support from the teacher at all. Even if publications say that this possibly is a problem of Educational Games [15], in our case it is worth mentioning from a pragmatic point of view that the presented game offers a good usability and a simple structure for the audience. 3.2 Pedagogical background: The NCTM standards In terms of applying an Educational Game in classroom, just a good usability and simple game structure do not fulfil all requirements. One very important additional aspect is the pedagogic foundation of the analysed game. Thus, in this article, we focused the NCTM standards of the American National Council of teachers of mathematics, because these standards can be seen as internationally valid [16]. Similar accordance could be found in the German mathematical curricula. The educational game Ice Ice Maybe promotes several claims of the NCTM-standards. Among others, these standards contain the topics Numbers and Operations and Algebra, which clearly can benefit from the game Ice Ice Maybe. As is drafted in these standards, pupils should learn to "compute fluently and (...) perform mental calculations" [17] as well as they should "represent and analyse mathematical situations and structures" [18]. In terms of these standards, it is in particular the field Number and Operations that obviously and indeed mostly benefits from playing along. The following table shows the standards, that accord to Ice Ice Maybe and the specific situation of the implementation, especially to the seventh and ninth grade. ICL 2010 Proceedings – Page 956 3(10) Conference ICL2010 September 15 -17, 2010 Hasselt, Belgium 7th grade Students should... 9th grade …compare and order fractions, decimals, and percents efficiently and find their approximate location on a number line. …develop fluency in operations with real numbers […] using mental computation […]. …understand the meaning and effects of arithmetic operations with fractions, decimals, and integers. …judge the reasonableness of numerical computations and their results. …select appropriate methods and tools for computing with fractions […] from among mental computation, estimation […]. …develop and use strategies to estimate the results of rational-number computation and judge the reasonableness of the results. Table 1: Foundation of Ice Ice Maybe in the NCTM Standards On the basis of this table, it seems obvious that the use of the game is pedagogical fitting in both grades, although the use in a 7th grade clearly covers more fields of the NCTM Standards, which were cited at this point. Now, after providing some basic information on the analysed game and its foundation in the curricula, the results of the explorative study will be discussed. To enable a good traceability of the hereby presented study, some methodological background will first be given, followed by the results of our study. 4 First evidence on the application of an educational game in formal education During summer 2010, the Educational Game Ice Ice Maybe was applied in two different classes in a German junior high school, a 7th grade (N=26) and a 9th grade (N=30). The classes were chosen by the participating teacher without specific background: He was the subject’s teacher in these two classes, thus, no specific choice did take place. The teacher named the level of the classes as averaged. We had to decide, whether to use the software during regular lessons or to use more time in context of a project-based approach, such as a project day. Even though a project day would clearly offer lots of advantages, such as additional time for an introduction or a result protection, we decided to use it in terms of regular lessons, to see whether an application in this context really makes sense. Thus, the game was implemented on two afternoons within two school lessons, so each of the fixed dates lasted 90 minutes. The lessons were planned and accomplished without any specific method of teaching. After giving the pupils their computer accounts, they were not briefed by the teacher, so they had to get known to the game in an explorative way. ICL 2010 Proceedings – Page 957 4(10) Conference ICL2010 September 15 -17, 2010 Hasselt, Belgium We developed a questionnaire especially for this purpose, which consists out of 18 items. This questionnaire was adopted following the use of the games in class and, therefore, the children were asked to fill the questionnaire out at home up to the next lesson and give it back to their teacher in it. It was ensured to them that their answers have no effect on their grades. Fig. 2: Participating pupils during Game-based Learning At this point, we will name central results of the application of this Educational Game in two classes in a junior high school. Of course, in context of this article, we can just present a selection of the most important results; a very extensive formulation cannot be implicated. 4.1 Quantitative Results of running Ice Ice Maybe in school First, the used questionnaire asked for some socio demographic data. Because of the methodological design of the study, one may think that the age of the probands is 13 years for the 7th grade and 15 years for the participating pupils. The results show that this is just partially true (M=14.14, SD=1.17, MIN=12, MAX=17). Nearly 43% of the probands were male, 57% female. Furthermore, the questionnaire asked some questions on daily computer and Internet use. The mean of the time, the pupils spend on a computer, is slightly above 2 hours per day (M=2.11, SD=1.45, MIN=0.00, MAX=6.00), while they surf nearly all the time in the Internet, when they use a computer (M=2.04, SD=1.52, MIN=0.00, MAX=7.00). A possible explanation for the higher time that is spend in the Internet compared to the lower time sitting on a computer might be the use of an Internet-connected mobile phone or of a game console. Therefore, the time pupils are using their computer per day highly correlates with the time they use the internet (t=0.863, p=0.000), which on the other hand influences the time pupils use a console (t=0.365, p<0.001). After analysing the GbL-relating data, one can say that 44 out of 56 pupils liked the game, at least found it positive (M=1.21, SD=1.07). Nearly two third of the pupils (M=0.62, SD=0.82) say that they have used an Educational Game at least for once before, slightly more than half of them have used an Educational Game in terms of lessons (M=0.57, SD=0.78). Most of the pupils did understand the game very well (M=2.41, SD=1.13, MIN=-2, MAX=3), and they ICL 2010 Proceedings – Page 958 5(10) Conference ICL2010 September 15 -17, 2010 Hasselt, Belgium liked the game more, if they understood it fast (t=0.408, p=0.002). A big part of the probands wants the teacher to use similar educational games in context of the lessons (M=1.96, SD=1.39, MIN=-2, MAX=3), what highly correlates on the time they needed to understand how to play the game (t=0.557, p=0.000). While nearly every tenth pupil (M=0.13, SD=0.38) mentions to have leastwise once played Ice Ice Maybe during a break after the use in class, more than two third (M=0.68, SD=0.76) say that they have played the game at least once at home in their free time even though the teacher did not explicitly tell the pupils to do this. Therefore, it is not very surprising that there is a vast correlation between the favour of the pupils and the tendency to voluntarily play the game at home (t=0.37, p<0.01), as well as pupils especially liked the game, if they understood it fast (t=0.41, p<0.01). The pupils who liked the game also wanted their teachers to let them play more of these games (t=0.43, p=0.001), which leads to the fact that pupils who actually played the game at home want these games to be used as a tool for teaching more often (t=0.280, p=0.037). Fig. 3: Results from the analysis The gender-specific analysis offers two interesting aspects on the one hand. Thus, male probands (M=2.27, SD=1.88) generally spend a lot more time on the computer, than girls do (M=1.99, SD=1.05), what has to be designated as significant (t=2.27, p<0.05). Furthermore, boys (M=0.92, SD=0.991) significantly mention more often – compared to girls – to have played Ice Ice Maybe at home in their free time (t=2.08, p<0.05). On the other hand, one could have expected a lot more significant results because of the general tendency that mostly males like and play computer games [19]. At this point one may ask, whether the age-specific comparison may offer interesting results. Indeed, older pupils surf a lot more in the world wide web (t=2.16, p<0.36), but have considerably fewer experience with the use of Educational Games in school (t=-2.50, p=0.015) and significantly fewer older students like the game (t=-2.05, p<0.05). ICL 2010 Proceedings – Page 959 6(10) Conference ICL2010 September 15 -17, 2010 Hasselt, Belgium Two other interesting points shall be mentioned at this point. The first aspect is the fact that nearly none of the probands had problems in understanding the language (M=1.59, SD=1.17, MIN=-1, MAX=3), although their teacher named the pupils English language level as substandard. This statement from the teacher can be supported by the mean of the grades (M=3.14, SD=0.75). The second aspect is the high number of older pupils out of 9th grade, who were significant less confronted with educational Games and GbL during their time in school (t=-0.310, p<0.05). In context of this article, we asked the teacher, to give us some information on his perception of the application of Ice Ice Maybe in regular lessons. Therefore, this following chapter can be understood as a qualitative supplementation of the named quantitative analysis. 4.2 Qualitative results of running Ice Ice Maybe in school: The teachers’ point of view One of the points that the teacher, who is aged in the early 30's, has named to be the most important, was that he himself did not just see computer games as a playing experience of his free time, but also as teaching and learning aids. Because of this experience, he found it interesting to participate in this study and, in the end, found his attitude towards the usefulness of GbL approved. To clarify the standard situation in schools, he amended that usually, nearly every pupil owns at least basic computer-related competencies, while in most cases, the respective teachers do not. This gap leads to the teacher person's fear that the pupils might be better computer users and that the respective teacher might embarrass themselves, what leads to actual developments, such as the missing computer use in class. This view gets supported – among others – by the European Commission [20]. Another mentioned point is that the computerrelated equipment, even if it reached the goal set by European commission of a pupilcomputer relation of 15 to 1 [21], is by far not adequate for a meaningful application of computers in classes. This especially leads to problems in GbL, because these games regularly are single-player games and cannot be played in multiplayer mode. On the use of Ice Ice Maybe, he distinguished that he was surprised by the fast understanding of the game. The pupils nearly had no problems to use it, although the game's language is English and the pupil's formal English level was slightly below standard. The pupils of seventh grade seemed to be a lot more motivated all over the time, the 9th grade was motivated by competitions that the pupils commenced without influence of the teacher. Thus, the pupils of the 9th grade looked very often at the ranking list, while none of the pupils of the 7th grade searched for the ranking. When using a premium account the teacher gets a comfortable account administration with lots of web based statistics, containing information about which student was online how long, what high score the pupils have achieved and comparisons between the individual students themselves. Unfortunately, these reports were mostly useless in our case, because two students of the 9th class have discovered a way to cheat as they were playing at home. Thus, they achieved extremely high scores, which made a comparison of the statistics difficult. Even if this was not an intended way of using the game, it emphasized that lots of pupils did actually play the game at home in their free time. Looking at this, the teacher told us that this might be a potential that could be very important in terms of mathematical education, since lots of nowadays pupils have huge problems concerning mathematical knowledge and experience. ICL 2010 Proceedings – Page 960 7(10) Conference ICL2010 September 15 -17, 2010 Hasselt, Belgium Therefore, the teacher's made his opinion on the use of this game in formal education clear by saying that it has a huge potential to boost the student's motivational level in mathematical education, what represents a big problem in junior high school. Furthermore, it seems to be applicable to let pupils exercise some estimation-related tasks. 5 Discussion of the results The results of this study showed focused different aspects of GbL in schools. The results of the questionnaire made clear that most pupils had nearly no problems understanding the game and especially the language, although they performed slightly substandard in regular class exercises. This might be an interesting topic when talking on interdisciplinary lessons, or in terms of language learning. The participating students showed a high motivation of playing the game not only in class, but also at home. Now, that GbL pushes the motivational level is not all that matters, different studies showed this already [22]. But remembering at this point that around the half of the pupils did play the game in their free time and, therefore, pedagogically spoken tried to educate and strengthen their mathematical abilities in their free time, this is a very considerable aspect of GbL that should be implicated in further discussions. The results of the questionnaire as well as the comments of the interviewed teacher showed that the actual situation of the integration of new media, especially Game-based Learning in school has to be focused. Most of today's pupils use new media and games in a very extensive way in private – no question that the known lessons must appear like a very uninteresting aspect of life. Of course, the point of applying Educational Games such as Ice Ice Maybe in context of formal education cannot be to replace the traditional way of teaching, but they offer specific advantages that bring pupils closer to topics they are not interested in, such as mathematic-specific education. For instance, the role of females in mathematical and technical fields was intensively discussed over the last years on very different levels [23] and showed that male pupils and students perform better than females. Within this small study, the only real differences that could be found were on the one hand that male pupils generally use the computer more often and that more male pupils mention to have played Ice Ice Maybe in their free time. Thus, the use of GbL might be a useful way of bringing females to an equal status of technical and mathematical education. Therefore, this game that can be used for free might be a useful and pedagogical well founded extension to normal lessons. Other Educational Games, such as Pyramid Panic or Algebra Meltdown that have been developed by the same publisher, can be accessed for free, too, and actually offer gaming fun for different mathematic-related topics. ICL 2010 Proceedings – Page 961 8(10) Conference ICL2010 September 15 -17, 2010 Hasselt, Belgium 6 Conclusion and future work With the presented explorative study, the named results from the questionnaire as well as the amendments from the teacher we have cooperated with, should be understood as a first small step towards the integration of games in the educational systems in terms of the application in high schools. Of course, Educational Games are not supposed to be used throughout all classes and all topics, but, and that’s one of the essential facts of this study, they can be a very meaningful addition to known lesson contents. It was shown that good Educational Games cannot just raise student’s motivation to an unforeseen high level, but also can make sense from a pedagogical point of view. Therefore, an often named argument against the use of GbL, this kind of games would just offer fun and no really reasonable content, could be shown as wrong. 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Teaching me softly: Experiences and Reflections in Informal Educational Game Design. In: Pan, Z.; Cheok, A. D.; and Müller, W. (Eds.): Transactions on Edutainment II. Heidelberg: Springer; Ang, C. S.; and Rao, R. K. (2004): E-learning as computer games: Designing immersive and experimental learning. In: Aizawa, K.; Nakamura, Y.; and Satoh, S. (Eds.). PCM 2004. Heidelberg: Springer. Authors: Zylka, Johannes University of Education Weingarten Media Education and Visualisation Group Leibnizstraße 3, 88250 Weingarten [email protected] Nutzinger, Hans Peter Junior High School Meckenbeuren Theodor-Heuss Platz 6, 88074 Meckenbeuren [email protected] ICL 2010 Proceedings – Page 963 10(10)
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