Digital Games in Education To ensure the holding power on the more gifted Darren Nonis children, the game automatically adjusts to the Imagining the future of Games in Education skill level and objective of each child (Squire & Jenkins, 2003). Imagine that the Earth is facing a life and death Context battle with invading aliens. The best and Computer games are today an important part of brightest minds are brought together and trained most children’s leisure lives and increasingly an through a curriculum that consists entirely of important part of our culture (Kirriemuir & games. Teachers play no overt role in the process McFarlane, 2004). Many of them have solved and the students develop through the recruitment mysteries (Blues Clues, Sherlock Holmes); built of new players, designing the rules of the game and run cities (Sim City), theme parks, (Roller and constructing their own learning spaces. Coaster Tycoon), and businesses (Zillionaire, Games become the central focus of students’ CEO, Risky Business, Start-up); built lives; they play games in class and at home. civilizations from the ground up (Civilization, Much of the learning occurs through Age of Empires); piloted countless airplanes, participation in gaming communities, as the most helicopters, and tanks (Microsoft’s Flight gifted players pass along what they have learned Simulator, Apache, Abrams M-1); fought close to the other players. hand-to-hand combat (Doom, Quake, Unreal Tournament); and conducted strategic warfare Orson Scott contemplated this scenario in Cards’ (Warcraft III, Command and Conquer)—not Prophesy, a 1985 science fiction novel Ender’s once or twice, but over and over and over again, Game. It portrays a school in a constructive for countless hours, weeks and months, until utopia – in that nobody teaches the students what they were really good at it (Prensky, 2001). As to do. They are left to their own to experiment adults, we often watch in amazement as children and solve compelling problems. As they do so, dedicate hours mastering a game, sharing tips they master strategies and tactics they will and tricks with online communities (Kelly, 2005; eventually apply to the world beyond the games. Prensky, 2002) and how they spend their © Educational Technology Division, Ministry of Education, Singapore 2006 1 holidays in LAN (local area network) gaming as a constructive force in schools? (Shaffer, centres. It is clear that games engage and Squire, Halverson & Gee 2005) motivate. These games are even more accessible This paper hopes to provide a brief overview of now with powerful home gaming systems like the research on digital games in education, Microsoft’s Xbox360 and Sony Playstation 3 suggest some considerations when selecting / that may be internet-enabled. According to developing a game for education and provide Csikszentmihalyi (1977), these games induce the practical considerations before games are flow state ie positive subjective experience is employed in the classroom. It should be stated at increased, thereby enhancing motivation. this point that this review focuses on digital games only. Games such as board games or We need to be clear from the start that games are niche-gaming media such as watch LCD panel- no panacea (Shaffer, Squire, Halverson & Gee based games or Nintendo Gameboys are out of 2005). Games may be an over-simplification of the scope of this paper. reality and are sometimes based on violent themes (Kelly, 2005). There has been evidence Introduction that some children even exhibit addictive It is relatively clear what makes a game, a digital behaviours towards playing computer games to game. It basically requires that a game be played the detriment of their school work (Harris, 2001). using the computer. Universally recognisable However, rather than shutting the door of digital games are the Pac-Man and Space schools to computer games, it may be better to Invaders. However, what is often overlooked is ask how this powerful medium can be exploited the word ‘game’. What exactly makes a game, a to support student learning. Such excitement and game? Prensky (2001) articulated the following engagement among students playing computer six structural elements necessary for making games bears considerable potential for education something a game: (Prensky, 2001; Squire, 2002). Thus, the main question is how we can use the power of games © Educational Technology Division, Ministry of Education, Singapore 2006 It should have rules There are clear goals and objectives 2 There should be outcomes and feedback The Entertainment Software Association (2001) There should be an element of highlighted the following four main reasons why conflict/competition/challenge/opposition games are played: Some elements of interaction Games are fun It should have a storyline Games are challenging Games are an interactive social experience that can be shared with friends and family From the definition of games, one can see that it is not an easy task designing and developing an Games provide a lot of entertainment. educational digital game, nor is it a simple task selecting an appropriate digital game to match It can be seen that play, fun and interaction the student learning needs. However, this paper dominates the reason why games are played. The hopes to impart a greater understanding about reason games are so engaging is because the digital games in education, hopefully, allowing primary objective of the game designer is to you to make an informed decision about using keep the user engaged (Prensky, 2001). digital games in your school or classroom. From this point on, all references to games will mean Admittedly, this is not the primary concern of digital games. educators, whose concern is to instruct and get the material across. However, with increased Current Thinking about Games levels of motivation and engagement, instruction So where should we look for guidance in this can be made less painful for the student. enterprise? This part deals with the current thinking about games in education, informed by On the surface, when we see students playing research. It takes a measured tone, stating both games, we see them learning to fly aeroplanes, to the benefits and obstacles of using games. drive fast cars, to be theme park operators, war fighters, civilization builders and veterinarians. But on deeper levels they learn infinitely more: to take in information from many sources and © Educational Technology Division, Ministry of Education, Singapore 2006 3 make decisions quickly; to deduce a game’s rules from playing rather than by being told; to create strategies for overcoming obstacles; to Continuously provides feedback that is clear and relatively immediate understand complex systems through Feedback that is designed to support and scaffold student learning experimentation. And, increasingly, they learn to Allows for some element of collaboration collaborate with others (Prensky, 2003). Used Relatively challenging to keep the learner at carefully, game based learning may be a step forward towards providing a constructivist learning platform for our students. the edge of his/her capability Visually and aurally attractive to maintain the learner’s attention. A Good Educational Game Fisch (2005) reinforces that knowledge needs to So what makes a good educational game? With be encapsulated within the gaming experience. so many educational games available in the He states that for a game to be educational in market, how does one determine which is a nature, content needs to be integrated into the better educational game? Kelly (2005) and game itself. What does this actually means? Fischer (2005) suggest that an educational game Fisch states that the act of playing the game needs to have the following elements: should draw directly from the knowledge or Clear goals and objectives skills that the game is designed to foster in Opportunity to apply what is being learnt learners. Thus, in order to succeed in the game, Little ambiguity that knowledge is power i.e. the learner needs to employ targeted knowledge the learner can only succeed in the game if and skills as an integral part of gameplay. he has the required knowledge Admittedly, this is easier said than done. While, Provide learners with a broad set of educational games have become more complex experiences in terms of graphics, complexity of scenarios, Knowledge is encapsulated within the interaction and narrative, many still dwell in gaming experience some form of academic drill and practice, with correct answers rewarded by beautiful graphics © Educational Technology Division, Ministry of Education, Singapore 2006 4 and sounds (Fischer, 2005). Appendix 1 serves be taken when using games to teach. This part as a quick checklist when selecting an will provide a snapshot of what the teacher needs appropriate game. to be prepared for. Sid Meier’s Civilisation III has often been cited Once a game has been selected, the teacher will by literature to illustrate the crucial point that need to play the game and become familiar with knowledge needs to be encapsulated within the it. The teacher needs ‘play’ time so that he/she gaming experience Thus a description of understands the game in terms of functionality Civilisation III is provided in Appendix 2. and teaching resource. The former requires the teacher to understand the game controls, rules, With the numerous game genres in the market, it necessary pre-requisite knowledge for playing would be prudent to be aware of the type of the game. The latter is slightly more challenging; games and the types of learning they foster. A the teacher needs to decide how to fit the game chart provided by Prensky (2001) on his website into his/her lesson so that the game’s potential is proves to be a useful tool when deciding on the fully reaped. At this stage, the teacher will also type of learning to be achieved and the type of need to plan his/her lesson and provide for game genre to be used. orienting activities (Lim, 2001; Lim, Nonis & Hedberg, 2006). Orienting activities happen in Practical Considerations when the initial lesson where students are introduced Employing Games to the game. Students are given time to explore Know yourself the game and learn its functions. It is at this It would not be too presumptuous to state that juncture that the teacher will need to help the the teacher will need to consider whether he/she students and study what problems may be is comfortable with using games to teach. It is expected when the game in used in an actual clear that teaching with games is very different lesson. The teacher may need to plan to scaffold from traditional classroom teaching. Why is this students in the lesson. This ensures that students so? There are many considerations that need to © Educational Technology Division, Ministry of Education, Singapore 2006 5 know what is expected of them and at the same content. As for game controls, the teacher will time, prevents cognitive overload. need to assess whether his/her students will be able to use the game controls. For example, The above activities takes time, teachers would a game that uses keyboard controls be employing games in lessons must be ready to appropriate for with lower primary pupils? dedicate the time necessary to ensure that the Perhaps, the use of a game that allows for lesson is an effective one. joystick control may be better. In terms of game content, the teacher will need to assess whether Know your students the contents of the game are at an appropriate Admittedly, not every student will learn best level for his/her students. Would a teacher use using games and not every lesson is best taught Civilisation III with lower primary pupils? The using games. Teachers need to ensure that pupils may not be able to cope with the his/her students are prepared to learn using numerous amount of text, not mentioning the games. It would be useful to know whether your level of the language used. students are comfortable using computers in the In certain instances, the teacher may also want to first place. If students have little exposure to use the ‘Lite’ version of a game, should there be computers because of various reasons, the one available. The ‘Lite’ version may present a teacher may need to reconsider using games simpler user control, interface and content. since the learning curve for these students may However, not all games have ‘Lite’ versions. be too steep; they would need to cope with These are important considerations that have to computer use, game use and learning the content. be taken into account before games can be It may just be too much for the student to cope meaningfully employed. with. Parents need to understand The age of the student is also an important With the well publicised issues associated with consideration since this may impact on student video gaming in the media such as addiction, learning on two levels; game controls and game violence and gender bias (Kirriemuir & © Educational Technology Division, Ministry of Education, Singapore 2006 6 McFarlane, 2004), parents have become wary discussed, parents have a better context and this when games are employed to teach. Parents also aids the ‘buy in’ process. naturally associate games with play and perceive that no learning can possibly take place besides Conclusion eye-hand co-ordination (Prensky, 2002). As I began saying in this review, our students today are ‘digital immigrants’ and digital games This being the case, when a school adopts a are very much a part of their lives. The game to teach, it would be advisable to inform employment of games in education has yet to parents of this move and explain the rationale of develop to its full potential and educational the game use and the potential learning outcomes. digital games may not be readily available for all It may even be necessary in some instances, if learning scenarios. However, they present us an the game is to be used with a huge number of opportunity to teach in a way that aligns with the students for an extensive period of time to have a student interest, thereby increasing the meet-the-parents session to carefully explain the probability of engagement and motivation which benefits of game based learning. There are may result in independent and meaningful numerous sources citing the benefits of game- learning. An opportunity not to be missed! based learning that may be cited. Marc Prensky is one of the more renowned academic in this area and his website; Game-Based Learning. The site provides numerous justifications for employing game based learning. Parents are important stakeholders in this enterprise and they should be kept well-informed and ‘buy in’ is necessary. One suggestion may be to allow parents to play the game to be used. Thus, when the benefits of the game are © Educational Technology Division, Ministry of Education, Singapore 2006 7 References Entertainment Software Association : State of the Industry Report. (2001). Retrieved 10 Jan, 2006, from http://www.theesa.com/ Prensky, M. (2001). The Games Generation : How Learners' Have Changed. Retrieved 10 November, 2005, from http://www.marcprensky.com/writing/Prensky%20%20Ch2-Digital%20Game-Based%20Learning.pdf Csikszentmihalyi, M. (1990). The Psychology of Optimal Experience. New York: Harper & Row. Prensky, M. (2002). The Motivation of Gameplay. Retrieved 8 March, 2006, from David Williamson, K. S., Richard Halverson, James http://www.marcprensky.com/writing/Prensky%20- Gee. (2005). Video Games and the Future of %20The%20Motivation%20of%20Gameplay- Learning. Retrieved 12012006, 2006, from OTH%2010-1.pdf http://www.wcer.wisc.edu/publications/workingPapers /index.php Prensky, M. (2002). What Kids Learn That’s POSITIVE from Playing Video Games. Retrieved 2 Fisher, S. M. (2005). Making Educational Computer March, 2006, from Games "Educational". IDC(June 2005), 56-61. http://www.marcprensky.com/writing/Prensky%20%20What%20Kids%20Learn%20Thats%20POSITIV Lim C.P., Nonis D. & Hedberg J. (2006). Gaming in a E%20From%20Playing%20Video%20Games.pdf 3D Multi-User Virtual Environment (MUVE): Engaging Students in Science Lessons. British Journal of Prensky, M. (2003). Really Good News about your Educational Technology. Children's Video Games. Retrieved 8 March, 2006, from Kirriemuir, J. & McFarlane, A. (2004). Literature http://www.marcprensky.com/writing/Prensky%20- Review In Games and Learning. Retrieved 10 Jan, %20Really%20good%20news.pdf 2006, from http://www.nestafuturelab.org/research/lit_reviews.ht Squire, K. (2002). Gameplay in Context : Learning m Through Participation in Communities of Civilisation III Players. Indiana. Kucklich, J. (2003). Play and Playability as Key Concepts in New Media Studies. Dublin: Dublin City Wai-Leng, L. (2006, 11012006). Game for More? University, STeM Centre. Mind Your Body, pp. 6-7. Prensky, M. (2001). Digital Game-based Learning. Wolf, M. (2003). Genre and the Video Game. Retrieved 8 March, 2006, from Retrieved 25 July, 2005, from http://www.marcprensky.com/writing/Prensky%20- http://www.robinlionheart.com/gamedev/genres.xhtml %20Ch1-Digital%20Game-Based%20Learning.pdf © Educational Technology Division, Ministry of Education, Singapore 2006 8 Appendix 1 Appendix 2 Selection checklist Criteria Tick Clear goals and objectives Opportunity to apply what is being Civilization III is a strategy game for learnt PC that lets you play through the entire Little ambiguity that knowledge is span of human history, making your power i.e. the learner can only succeed own choices as you go. Your goal is to in the game if he has the required knowledge Provide learners with a broad set of experiences Knowledge is encapsulated within the gaming experience create a civilzation that dominates the world, which you do through a combination of diplomatic finess, cultural domination and military prowess. Continuously provides feedback that is The game involves alliances, clear and relatively immediate negotiations, trade systems and Feedback that is designed to support diplomatic actions. Advanced trade and scaffold student learning Allows for some element of systems let you manage resources, trade routes and spread of technology. collaboration (online or offline) Relatively challenging to keep the Civilization III is one of the most learner at the edge of his/her capability complex games ever made, and it Visually and aurally attractive to provides for those who master it (which maintain the learner’s attention takes a significant amount of playing time) huge amounts of detailed learning about many aspects of world history. © Educational Technology Division, Ministry of Education, Singapore 2006 9
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