Wednesday, March 26, 2014

Games and Learning

Recently, there's been a lot of buzz about educational games and gamification of educational content. There's no doubt that games hold a lot of promise for educators and learners alike. They provide problems in situated contexts that promote systems thinking and improve metacognition all in an environment that allows for failure after failure with no real-world consequences. They tap into our brains and release tons of good-feeling endorphins and push intrinsic motivation to keep on playing for the sake of simply solving the game's problems. It's no wonder that educators are waiting to see what educational games have to offer in the classroom.

Here's a brief video of James Paul Gees's discussing what a good educational game has to offer. There are a series of videos on youtube where James Paul Gee talks about his different principles on how games help learning and I encourage you to travel down that rabbit hole.

Visually, games can change how we actually see. For example, as we play games we are conditioned to expect movement to come in from the sides of the screen, especially in action games. This conditioning pumps up our peripheral vision.

This video on vision and video games from the Coursera course "Video Games and Learning" from The University of Wisconsin in Madison explains it in more detail:


You can browse the Coursera videos here, including the James Paul Gee videos.

I'm playing Skyrim at the same time I am taking my classes and as I play, I can relate learning and cognition theories to what I experience within the game. Visually, Skyrim is highly interactive and beautiful. I often find myself riding my virtual horse and watching the two massive moons high overhead or I'll catch an amazing vista from the top of a mountain. The virtual world is so immersive and gorgeous that it supports an open-ended discovery-based type of gameplay with quite a bit of hidden easter eggs. This type of game can keep me going for hours and hours. 


At the moment, game use in education is still in its infancy. There are still many unanswered questions about how games teach, how they change our cognition and - the big question - will info learned in a game environment transfer to the real world. It's also quite possible that playing games may not be enough to truly learn. But building games, creating content surrounding games and developing problems for others to solve in the context of a game has the potential to teach us quite a bit about systems, how they work and how to solve problems embedded in systems. Bringing up the next generation of systems thinkers to tackle the world's problems may seem like a tall order but maybe we can discuss it the next time we meet up and go raid that orc camp.



9 comments:

  1. Thank you for linking to that mooc and those videos! I always like more resources :)
    At the end you mention how games can teach us quite a bit about systems and problem-solving, but I want to also throw in the idea that games can simulate experiences we otherwise cannot attain. Think of pilots and the many hours of flight simulation they need to log before even getting into a real cockpit.

    So learning any topic is available through games, not just an understanding of systems, and problem-solving skills.

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    1. Yep, that's true. I'm referring to what good games can do in very general ways, i.e. systems thinking and problem-solving. Simulations, etc. certainly do provide new experiences, either in preparation for or in lieu of the real thing. One thing that relates to this is the concept of identity and how games foster role playing. In a simulation, a student may adopt the role of an expert pilot or navigator or biologist or what have you. This kind of role playing is thought to be key in learning content. If you're going to be a biologist, you better know your cell structure!

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    2. I would like to hear more about this concept of identity and how games foster role playing! I have been toying with the idea of a simulation for my MOOC-based project in the Instructional Design course.

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  2. Katie - this is really neat stuff you posted! Using games to teach is something that has evolved a lot through the years, and can find teaching roots in constructivist and information processing theories. I think that our ability to be hands on with the material and manipulate it as we please helps to increase retention through practice. Furthermore, the visual aspects appeal to all of our senses, and really helps to reinforce concrete topics. Awesome job!

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  3. I didn't grow up on gaming and I don't have much exposure to it now. I have always stayed away from action video and computer games because I feel that they are overwhelming. It's so interesting that action gaming can improve people's sight by two lines on an eye chart. It makes me wonder if my feelings of being overwhelmed are based on something to do with poor eyesight, other physical/mental capabilities, or different factors completely.

    Also, back to Becca's point and Katie's example of a biologist... I remember hearing about a frog dissection simulator that was available in other schools for 9th grad Bio class. At the time, I wished so much that my school had the program. The dissection unit was really uncomfortable for me and I don't think I took away as much as I could have. I think some of the issues I had with the unit would've been resolved by using a simulated experience.

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  4. Pretty interesting! You'd really enjoy "Games, Simulations, and Virtual Worlds," if you haven't already taken the course. It was fun and educational. But for seeing better, guess people like me are just out of luck. Action games cause motion sickness for me. I realized that when I took that class. Always knew I could only play such games with my son for a few minutes, but it wasn't until I actually sat down and played one myself for 30 minutes that I realized how sick it made me. Motion sickness pills were taken every time I had to complete an assignment in such a game. And I have no issues with motion sickness otherwise.

    And I skipped the 9th grade frog dissection. Maybe a simulation would have been okay? But such things didn't exist when I was in 9th grade.

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    1. Thanks, and so sorry for the motion sickness! I would hope that some of the games allow for more "third person" camera use (instead of "first person") and maybe that would help - and a big heap of ginger pills...

      As for "Games, Simulations and Virtual Worlds", I plan to take it during the summer. So excited!

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  5. This is great Katie. I am so for gaming in the schools and classrooms. My husband and I have always felt that games have a lot to offer, as you mentioned, and can build skill sets that can then be generalized to other situations. For example, studies find that good gamer's tend to be more creative, curious, problem-solvers, patient in thinking and don't give up easily. These are skills need to beat any quest in a game,but also to succeed in a classroom or in real life. In addition, gamer's know that team work is often involved and everybody has a role to play if success is to be achieved. Thanks for sharing this. I have read some things by James Paul Gee and enjoy his stuff.

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