HowCanTeachersUseVideoGamestoTeachTheirStudentsMathematics? JeremiahI.HoldenandCarolineC.Williams UniversityofWisconsin–Madison APewreportpublishedin2008reportedthat97percentofteenagersplayvideogamesof sometype(Lenhartetal.,2008).TheU.S.DepartmentofEducation’sTransformingAmerican Education:LearningPoweredbyTechnology(2010)suggestsvideogamescansupportarange ofteachingandlearningactivitiesinschool,fromembeddedassessmenttoengagementwith locallyrelevantissues.Thisrecommendationechoesresearchdescribinghowwell-designed videogamescansimulateprofessionalpracticesandmodelreal-worldproblemsolving(Gee, 2005,2007;Salen,2008;Shaffer,2006a;Squire,2006).Recently,asurveyofelementaryand middleschoolteachersalreadyusingvideogamesintheirclassroomsfoundthatnearlyonefifthteachwithvideogameseveryday(Millstone,2012). Concerningmathematicseducation,wesuggestitisnecessarytoask:Howcanteachers usevideogamestoteachtheirstudentsmathematics?Ourprimaryconcernraisesadditional questionsabouthowteachersselectandevaluatevideogames,andthevarioustypesofvideo gamessuitableformathematicsinstruction.Weaddressthesequestionsbyreviewingcurrent researchonvideogamesandmathematicseducation,andthendetailinghowtofindspecific mathematicsvideogames.Afterhighlightingacaseofvideogameplaysupportingstatistical reasoning,wediscusshowtoadaptvideogamestosupportclassroomteaching,andwethen considerthefutureofteachingmathematicswithvideogames. <H1>Background:VideogamesandMathematicsEducation Formanyteachers,theirintroductiontoteachingmathematicswithvideogameswasMath Blaster(Davidson&Associates,1983),“Astandarddrill-and-practice-typeinstructional mechanism...withinashootergameidiom”(Ito,2008,p.93).Introducedin1983,Math Blasterwasabest-sellingpieceofsoftware;today,mathematicsvideogamesareabroader, dynamic,andprofitableenterprise.Videogameshavebeendesignedacrossgradelevelsandto 1 meetCommonCoreStateStandardsforMathematics(2010)andNationalCouncilofTeachers ofMathematics(2000)standards.TheynowrangefromthemobiledrillprogramFlashMath (Kiger,Herro,&Prunty,2012)tonarrative-basedvirtualworldslikeQuestAtlantis(Gresalfi, Barab,Siyahhan,&Christensen,2009;Robert,2013). Becausedefinitionsof“game”arebroadandcontested(Salen&Zimmerman,2003; Schell,2008),inthisbriefweconsidervideogamestobe“imaginaryworlds,hypothetical spaceswhereplayerscantestideasandexperiencetheirconsequences”(Squire&Jenkins, 2003,p.8).Thisdefinitionisconsistentwithageneralconsensusthatvideogamesaremore thandigitaltools;videogamesaredesignedenvironments,orpossibilityspaces(Squire,2008), thatsupportlearningacrossmultiplesocialspaces,sharedpractices,andemergentformsof knowledge(Barab,Gresalfi,Dodge,&Ingram-Goble,2010;Gee,2003;Shaffer,2006b).Our understandingofvideogamescontrastswithdigitalsimulationslikeGeometer’sSketchpad(Key CurriculumPress,1991;e.g.,Knuth,2002;Leong&Lim-Teo,2003)or“cognitivetutor”systems (e.g.Anderson,Corbett,Koedinger,&Pelletier,1995),whichprimarilysupportconsistentand accuratemeansofinteractingwithmathematicalobjectsandornotations.Videogameplay,on theotherhand—likeplayingeneral—affordspositiveaffect,nonlinearity,intrinsicmotivation, process,andfreechoice(Johnson,Christie,&Wardle,2005;Vygotsky,1978). Unlikeestablishedresearchabouttheimpactofvideogamesonstudents’science learning(e.g.,Barabetal.,2007;Clarke&Dede,2009;Gaydos&Squire,2012;Squire,2010), onlyahandfulofempiricalinvestigationshaveexploredhowvideogamesinfluencestudents’ mathematicsexperiencesandunderstanding(e.g.,Harris,Yuill,&Luckin,2008;Ke,2008;Ke& Grabowski,2007;Kebritchi,2008).Youngandcolleagues(2012)recentlyexaminedthe pedagogicalvalueofvideogamesinrespecttostudentachievement.Ninestudiesfromthe mathematicsgamingliteraturewereincludedintheirmeta-analysis.Likepreviousreviews whichidentifiedasparseliteraturebaseandinsufficientresearchaboutinstructionalgaming amongspecificagegroups(Mitchell&Savill-Smith,2004),Youngetal.(2012)suggestbetter “correspondence”bedevelopedbetweenagame’sobjectivesandstudents’mathematics learningactivities.Teachingmathematicswithvideogamesdoesnotinvariablyequateto studentslearningmathematicsfromvideogames.Inotherwords,theresultsaremixed. 2 Ke&Grabowski(2007)foundthatfifthgraderswhoplayedvideogamesoutperformed non-gamingpeers,yetonlythosewhoplayedgamescooperatively(ratherthancompetitively) hadeffectivegainsinmathematicsunderstandingandpositivechangesinattitude(as measuredbyamodifiedversionoftheAttitudesTowardsMathsInventory;Tapia,Marsh,& George,2004).Forhighschoolstudents,playingDimensionMwhenalignedwithonline modulesandclassroomteachingincreasedmathematicsachievementincomparisontonongamingstudents;however,gameplaydidnotimprovemotivationtolearnmathematics (Kebritchi,2008).Kebritchi,Hirumi,andBai(2008)foundstatisticallysignificantgainsforhigh schoolstudentswhoplayedvideogames;theiraverageachievementgainbetweentwodistrict examswasmorethandoublethatofnon-gamingpeers.Further,thesestudents’teachers reportedvideogamesas“effective”learningtoolsbecausetheywereexperimental,offered alternativeteachingapproaches,providedanengagingrationaleforlearning,andincreased timeontask.Nonetheless,trendspersistacrossthisliterature;thesuccessandfailureof teachingmathematicswithvideogamesreflectsmanyfactors,includingresearchdesign,game mechanics,teachingstrategies,learningobjectives,andcontext(Youngetal.,2012). Thevariedinfluenceofvideogameplayinmathematicsclassroomsisunsurprising: gamesarenomagicbullet.LikeYoungetal.(2012),webelievethatsuccessfullearningdepends uponteachersdevelopingandsupporting“correspondence”betweenplayandinstruction. Effectivelyteachingmathematicswithvideogamesrequiresteacherswhocandevelop,support, andreflectuponhowanygamecorrespondstoinstructionalgoalsandstudentlearningneeds. Insum,mathematicallymeaningfulgameplayistheresultofthoughtfulandcreativeteaching. Buthowdoesateachergoaboutfindingmathematicsvideogamestosupportteachingand learninginhisorherclassroom? <H1>FindingMathematicsVideoGames Imagineaveteranmathematicseducatoreagertorefineherpractice.Oralternatively,imagine the“digitallyable”first-yearteacher(Starkey,2010),anoviceconfidentinherabilitytoadapta rangeofnewtechnologiestocommunicate,problem-solve,play,andshareinformationabout teachingandstudentlearning.Howmighteitherteacheridentifywhatmakesgameplay 3 effectiveinamathematicsclassroom?Whatwilleitherperceivetobetheadvantagesofvideo gamesincontrasttomoretraditionalinstructionalstrategies?Cancommonpitfallsbeavoided, hallmarksofsuccessrecognized,andchallengesmitigated?Eachoftheseeducatorscaneasily visitthe“Education”sectionofApple’sAppStoreandsearchfor“mathgames.”AsofMay2014, thissearchgave219results.Somegamesarefreewhileothersarecheap,andtheavailable gamescoverarangeofcontentareasandgradelevels,withmanyclaimingtodramatically improvestudents’learning.Wheremighttheseteachersgotofindwell-designedvideogames, relatedcurricularmaterials,and—perhapsmostimportantly—acommunityofprofessionals whocansupportimplementationandrefinementofteachingmathematicswithvideogames? Enthusiasmaboutvideogamesandlearninghasresultedinthegrowthofmanyonline resourcesandcommunities,aswellasofflineconferencesandprofessionallearningevents. WebsitessuchasGameDesk’sEducade(http://educade.org)andCommonSenseMedia’s Graphite(http://www.graphite.org)providefreegamereviews,lessonplans,teachingtools, andotherresources—manyofthemauthoredbyteachers.Manyeducatorshavealsocreated andjoinedonlinecommunitiesdevotedtosinglegames.Forexample,thegameMinecraft (Mojang,2009)hasinspiredMinecraftEdu(http://minecraftedu.com),anonlinecommunity andcollaborativeeffortpromotingaffordabilityandschoolaccessibility.Additionally,the PlayfulLearningInitiative(http://playfullearning.com)supportsanonlineknowledgebaseof videogames,facilitatesregionalandnationalpartnershipsandprofessionallearningsummits, andisguidedbyanadvisoryboardofK–12educators. Asnewmathematicsvideogamesaredesigned,sotoowillthenumberofwebsites, onlinecommunities,andotherresourcesproliferate.Eachwebsiteandonlinecommunityhas differentcharacteristics;accordingly,weofferabriefoutlineofhowtofindrelevantgames usingEducade(seefig.1). 4 Fig.1.ScreenshotofEducadehomepage Asearchbaratthetopofthewebsitemaybeused,forexample,tofindgamesfocusedon middleandhighschoolalgebra.Sevenresultsarepresented.Fourare“teachingtools,”or informationaboutspecificgamesandresourcesforteachingmathematics.Theremainingthree are“lessonplans”focusedonimplementinggamesaccordingtospecificlearningobjectives. One“teachingtool”isDragonbox(WeWantToKnow,2012).Accompaniedbytwolessonplans, Dragonboxislikelyausefulresource,andselectingthegameleadstoadditionalinformation.A screenshotfromDragonboxisincludedasfigure2. 5 Fig.2.ScreenshotofalevelfromDragonbox Dragonboxisrobustlydescribedwithtext,images,avideo,aswellasinformation regardingalgebraiccontent,appropriategradelevels,platformssupportinggameplay,andhow teacherscanimplementthegame.Therearealsotworelevantlessonplans,andalinktothe officialDragonboxwebsite.WhilewestronglyrecommendDragonbox(particularlyfor mathematicsteachersnewlyinterestedinvideogames),morethanafewpoorlydesigned mathematicsgamesarealsoavailable.Weadviseplayingademobeforepurchasingany mathematicsvideogame.Ifagamedoesnothaveafreelyavailabledemo,requestonefrom thecompany.Inourexperience,acompanyunwillingtoshareademomaybeconcernedthat theyaremarketinganinferiorproduct. Afterdownloadingthedemo,playit!Whiledevelopingideasabouthowthegamefits withclassroomteaching,requestfundingtopurchasethefullgameforclassroomuse.Consider howthegamealignswithcurricula,andthe“correspondence”amongstudents’play, mathematicscontent,andinstruction.Willstudentsplayintheclassroom,afterschool,orat home?Whetherplayingatschoolorassigningashomeworkorextracredit,makesurethata computerlabisavailableandthatthegameisproperlyinstalledsothatallstudentshaveaccess 6 toit. Finally,itiscrucialtofullyplayanygamebeforeimplementation.Whileplaying, referencedesiredlearningobjectivesandnotewhicharesupportedbyplayandwhicharenot. Considerhowthegamesupportsstandardsandcurricula,andwhatlessonandunitplanning couldconnectstudentgameplaywithlearningobjectives.Teacherswhoareeagertoconsult modelsofclassroomteachingandlearningcanfindonlinecommunitiesofteachersand designers(listedearlier)whoopenlysharetalesoftriumphandfailure.Thesestoriescaninform decisionsaboutwhetherorhowagameshouldbeplayed.Accordingly,wenowshareacase studythathighlightswaysofconnectinggameplaytoclassroomteaching. <H1>CaseStudy:StatisticalReasoningandWorldofWarcraft TeachingmathematicswithvideogamesneednotconjureupagedimagesofMathBlaster; classroomteachersareadaptingvariousgamingenvironmentstosupportthedevelopmentof sophisticatedmathematicalinvestigations.ConsiderthecaseofScottMcClintock,astatistics teacheratWestChesterUniversityinWestChester,Pennsylvania.WritinginNCTM’s MathematicsTeacher,McClintock(2011)describeshowthegameWorldofWarcraft(Blizzard Entertainment,2004;fig.3,below)supportedhisstudents’understandingofstatistical reasoning.AprimaryconcernforMcClintockhadbeendatacollectionandanalysis;he perceivedissuesofsamplesizeandsurveyrelevancetobepedagogicalchallengesforquality teachingandlearning.However,withWorldofWarcraftMcClintockrealizedhecouldaddress thesechallengesbycreatingassignmentsthatengageda“widevarietyofstatisticalpractices” (p.215).OnekeytoMcClintock’ssuccesses—andhisstudents’learning—wastheopportunities forengagementandreflectionfoundwithinthegameworldandalsoinclassaftergameplay ended. 7 Fig.3.ScreenshotoftheOrcstartingzoneinWorldofWarcraft Oneassignmentconcernsthestatisticalconceptofsampling.McClintockdirectedhis studentstosurveytheraceandclassof50WorldofWarcraftplayersineachofthreedifferent cities.Knowledgeableaboutthedifferentracesanddifferentclasscategoriespossibleforany givenplayer,studentssampled50playersinthehumancapital,50intheelvencapital,and50 inaraciallyneutralcity.Aftercollectingdata,studentscalculatedthepercentageofhumansin eachsample,andthendeterminedwhichsampleproportionmostlikelyrepresentedthetrue proportionoftotalhumanplayers. AlthoughWorldofWarcraftwasnotdesignedtoteachstatistics,anumberofgame featuressupportedstudents’statisticalreasoning.First,randomsamplingmethodswouldnot workinthisvirtualcontext;instead,systematicsamplingwaspossibleastheraceandclassofa givenplayercouldbeobtainedthroughanunobtrusivemouseclick.Second,thedesignof particularcitiesbiasesthesample;samplinginthehumancapitalwouldlikelyoverestimatethe totalproportionofhumans,whereassamplingintheelvencapitalwouldlikelyunderestimate thatproportion.Thus,onlyinarace-neutralcitycouldstudentsobtaintheleastbiased statisticalsample.Itwasbecauseofthegame’scontextualfeaturesthatmoresophisticated 8 mathematics,abouttheprobabilitiesofplayers’raceandclass,becamepossible.McClintock alsoaddressedtheimportanceofcontinuingtosupportstudents’investigationsbeyond gameplay. Reflectinguponhisownlimitations,hesuggeststeachersprovidewrittenfeedbackto studentsaboutfindings,encouragestudentstoaskquestionsoftheirdata,andconduct iterativeroundsofdatacollectionandanalysisbackinWorldofWarcrafttotestnew hypotheses.Ultimately,McClintockarguesthatbothgamefeaturesandteachers’pedagogycan appropriatelysupportstudents’learningofcomplexstatistics,andthatteachersshould “considerhowwemightadapt[videogames]toenhancethereachandscopeoftheclassroom” (p.217). <H1>Discussion:PlayingandAdaptingVideoGamesforTeachingMathematics Theintentofthisbriefisnottosupportanymathematicsteacherinonlyvisitinganonline database,downloadingagameandrelatedmaterials,andthenhavingstudentsplay“forfun” orasa“reward”aftercompletinganotherassignment.Rather,weadvocateadaptingvideo gamestocomplementthecharacteristicsofaclassroom.McCall(2011),writingabouthisown useofgamesintheclassroom,argues,“Successfulgame-basedlessonsaretheproductofwelldesignedenvironments.Teacher/designersmustthoughtfullyembedthesegamesinan environmentandsetoflearningactivitieswherestudents,learningtools,andresourceswork togetherinpursuitofthedesiredoutcomes”(p.61). Robustmathematicseducationhasneverbeenachievedthroughtheblindadoptionof newcurricula,tools,ormethodsdevoidofteachers’skillfulfacilitation;videogamesarenot— and,webelieve,willneverbe—anexception.Teachingmathematicswithvideogameswill requirethatteachersdeftlyconsidertrends,limitations,andtheinsightsofcasestudiessuchas theonenotedabove;makeprofessionaljudgmentsrelevanttolocalcontext;andreflectupon thesuccessesandchallengesassociatedwithteachingandstudentlearning. Wesuggestthateducatorsinterestedinteachingmathematicswithvideogames recognizethesubstantialeffortandintellectualengagementrequiredofsuchanendeavor. Learningtoplayanygametosupportlearning–and,inparticular,amathematicsvideogame– 9 entailsprofessionalbehaviorssimilartoacquiringanynewteachingmethod:research,planning, implementation,reflection,anditeration.Teachersshouldinvestigategamesandrelated teachingresources.Gameplayshouldbeacentralelementtoanyteachers’personalresearch andlearning.Curricularmaterials,lessonplans,andassessmentsshouldalsobeprepared beforeclassroomimplementation,yetremainflexibleenoughtoberevisediteratively. Furthermore,itmaybeadvantageousforteacherstojoinonlineprofessional-amateur(“proam”)gamingcommunities,likethoseassociatedwithMinecraft,inordertodiscussexperiences, shareinsights,andgrowaprofessionalnetworkofteachers-as-players. [H1>TheFutureofGame-BasedMathematicsEducation Asbothliteratureandpopularmediaindicate,teachersandtheirstudentsareplayingand increasinglydesigningvideogames(Squire,2011).Withagrowingnumberofteacherswriting abouttheirownexperiencedesigningandteachingwithvideogames(e.g.,Elford[blog];McCall, 2011;Williams[Ed.],inprogress),webelievethisisaveryexcitingtimetobeamathematics educatorinterestedinusingvideogames(andothergames)forlearning.Classroomteachers arebeginningtorefinehowresearchersanddesignerscreatemathematicsvideogames,so contentandgameplaybothaligntostandardsandalsoadapttoindividualstudents’learning needs(e.g.Riconscente,2011).Whatnewformsofpedagogical,technological(cf.Mishra& Koehler,2006),andmathematicalknowledgeforteaching(cf.Ball,Thames,&Phelps,2008) mightteachersdemonstratewhenteachingwithvideogamesacrossbothformalandinformal settings?Mightvirtualgameworlds,likeWorldofWarcraft,becomeacommunalmathematics “thirdplace”(Steinkuehler&D.Williams,2006)amongnetworkedlearnersaroundtheworld? Andhowmightplayfulpedagogyandgame-basedcurriculaalterhowresearchersand practitionersunderstand“ambitious”instruction(cf.Lampertetal.,2010)?AsYoungand colleagues(2012)suggest,thefutureofgame-basededucationwillbeshapedbyeducatorsand researcherswhocollaborativelyexamine“howgamingcombinedwithinstructionalfacilitation byamasterteacheraffectsengagement,studentbehavior,andoverallacademicachievement” (p.83).Itisanexcitingtimetobeaneducatorinterestedinteachingmathematicswithvideo games. 10 Acknowledgements WethankourthoughtfuladvisorsandmentorsattheUniversityofWisconsin–Madisonandthe Games+Learning+SocietyCenterwhoreviewedthismanuscript:Dr.AmyB.Ellis,Dr.KurtSquire, andDr.ConstanceSteinkuehler.WealsothanktwoanonymousreviewersandSeriesEditor MichaelFishfortheirusefulcommentary.Authorshipwasalphabeticalbylastname. References Anderson,J.,Corbett,A.,Koedinger,K.,&Pelletier,R.(1995).Cognitivetutors:Lessonslearned. JournaloftheLearningSciences,4(2),167–207. 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