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Computer Games for Learning. |
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'Is it a new
medium on a par with film and music, a valuable educational tool, a
form of harmless fun or a digital menace that turns children into
violent zombies? Video gaming is all these things, depending on whom
you ask.' - Chasing the
Dream (The
Economist: August 04, 2005)
Playing games to learn basic
life skills has been an important learning strategy from earliest
times, and remains so today, especially for early instruction at
home. However, when games are mooted as strategies for formal
instruction, opinion quickly polarises around two very different
positions: on the one hand, some educators will point out that apart
from their undeniable power to motivate, games are capable of
fostering the development of valuable skills in areas such as
strategic thinking, communication and collaboration, group
decision-making and negotiation, literacy and numeracy; on the other
hand, others (perhaps less willing to accept the role of fun in
education) see games as wasting valuable time, irrelevant to set
curricula, and incapable of helping students to achieve mandated
high-stakes outcomes. The advent of digital games has tended to add
more fuel to the controversy, being popularly portrayed as being
even more time-consuming, motivational to the point of addiction,
and fostering a range of antisocial values which may translate into
sexist, racist or criminal behaviour. We have
considered this topic in earlier newsletters: Computer Games in
Education (WWWTools for
Education: June 25,
2002), and Learning with
Role-Playing Games
(July 01, 2003). Given the pace of development, it's time to
take another look.
On the Nature of
Games.
- In The Game, the
Player, the World: Looking for a Heart of Gameness
(Level Up
Conference in Utrecht, November 04 - 06, 2003), Jesper Juul
presents a selection of definitions to choose from.
- Martin Owen's paper, An Anatomy of
Games (NESTA Futurelab, 2004) assumes that games
are a Good Thing because they've been significant aspects of human
culture for a long while, and goes on to describe their structural
elements under these headings: Fantasies and Narrative; Objectives;
Pieces, Location; Obstacles, hazards and attrition; Language;
Time; Making progress and surprise; and Putting it all together. Modern
genres such as computer games are included.
- Although it's 'part of an
ongoing attempt to devise good learning activities that adopt some
of the qualities of playfulness, engagement and motivation we
recognise when people play ', the paper's scope does not
extend into theoretical and pedagogical considerations. However,
some of the appended references touch on the ludology /
narratology debate - see for example Ye Olde
Disciplinary Punch-and-Judy Show (Julian
Oliver / Terra Nova -
Exploring Virtual Worlds: September 10, 2004)
- Computer Game
Theory: Narrative Versus Ludology (Teresa Dillon
/ NESTA Futurelab, August 2005) overviews the theoretical field
since its official inception in the peer-reviewed articles
comprising Game Studies: the
International Journal of Computer Game Research (volume 1,
issue 1: July 2001).
Learning Through
Playing.
- At the recent Games, Learning
& Society Conference (University of
Wisconsin-Madison School of Education and the Academic ADL Co-Lab:
June 23-24, 2005), educators and others explored the pedagogical
and social significance of gaming and its culture - abstracts of
papers linked in the Program
schedule indicate directions and current areas of
interest.
- Learning Should Be
Hard Fun , according to Clark N. Quinn - see
pertinent points and comment by Albert Ip in his Random Walk in E-Learning blog.
See also Stephen Downes' brief comment.
- What fascinates educators most about computer games is their
undoubted power to engage attention and motivate learning - Keri
Facer's paper on Computer Games and
Learning (NESTA Futurelab) is a clear account of
the connection.
- For a more extensive coverage of the topic, see also NESTA
Futurelab's Report 8:
Literature Review in Games and Learning (John
Kirriemuir and Angela McFarlane, 2004). Both articles also carry
useful bibliographies.
Computer Games
in Schools and Classrooms.
- How well do computer games rate in the teaching stakes?
Joel Foreman explores an interesting comparison in Videogames and Good
Teachers - The Similarities. The Possibilities .
(Converge Online) - for
example, both may: analyse performance with a view to further
improvement; engage attention; motivate involvement; provide
exercises in problem-solving and guided discovery; generate
collaborative activity; induce enthusiastic flow.
- In Game-Based
Learning: How to Delight and Instruct in the 21st Century
(Educause Review:
September/October 2004), Joel Foreman interviews 5 leading
thinkers about videogames in educational environments: individual
conversations with James Paul Gee, J. C. Herz, Randy Hinrichs,
Marc Prensky, and Ben Sawyer are melded into a single simulated
discussion, focusing on these topics:
'. The
dysfunctions of conventional instruction. . The power of
simulations. . The importance of
game-based learning communities . The reasons
videogames promise a better learning future . The changes
necessary for the new paradigm to take hold. . The practical
steps that colleges/universities and influential academics can
take.'
Scenario 1: Replaying
History with Civilization
III. Scenario 2: Historical
Thinking Through
Revolutionary Role Playing
. Scenario 3: Role Playing
and Literary Analysis on
Prospero's Island. Scenario 4: Freeing
Computer Games from the Desktop in Environmental Detectives. Scenario 5: Mastering
Essential Skills through
Biohazard: Hot Zone.
- Tim Rylands at Chew Magna Primary School uses Myst games in teaching literacy
and communication skills and to facilitate whole-class discussion
- see the details in 21st Century
Teaching Tactics ( GameShout News: 3/2005)
- A search on 'games' at the
Educause site yields
672 results, led by a link to the most recently added 29 resources
at the Games and
Gaming page. As an example, the first of these is
Meet the Gamers (Kurt
Squire & Constance Steinkuehler / Library Journal : April
15, 2005) - all about online communities, where 'game cultures promote various types of
information literacy, develop information seeking habits and
production practices (like writing), and require good,
old-fashioned research skills...' There's probably enough
material in this listing to cover the next wet weekend or so; make
sure not to miss the Conference
Materials listed further down the page.
- In the Wired for School
section of Play and
Learn (David Stonehouse / Sydney Morning Herald: August
27, 2005), we find an account of how computer games and
simulations are used at Cherrybrook Technology High School in northern
Sydney; there's also an interesting bit of trivia on the first
known graphics-based computer game, invented in 1952 at the
University of Cambridge.
Trends.
Here are a few points to ponder on the way things seem to be
heading:
- Once a Booming
Market, Educational Software for the PC Takes a Nose Dive
(Matt Richtel / New
York Times: August 22, 2005) - free new technology is
eroding sales of proprietary educational software.
- Educational Games
Crank Up the Fun (BusinessWeekOnline : August 23,
2005) - sales of console video-game titles are soaring, PC games
sales are down, including those of traditional educational titles;
a hint to designers to change their approach.
- NESTA Futurelab's - What's New
page is updated regularly, highlighting important new
information and content; a monthly e-newsletter is also available
- . Chasing the
Dream ( The
Economist: August 04, 2005) - the ongoing debate about the
social impact of computer games.
- Some Video Games
Have a Positive Side (Kate Shatzkin / Nashua Telegraph: August 26,
2005) - some games are being designed to encourage young players
to exercise, focus, monitor their health, and relax.
- Video Game Players
Find a Special Place to Party (Marketta Gregory /
Rochester Democrat and
Chronicle: August 23, 2005) — Rochester Institute of
Technology graduates turn a college project into a business;
highlights social aspects of videogaming.
- Video Games Go to
College (
TechNewsWorld: August 27, 2005) - Michigan State
University's Specialization in
Game Design and Development will bring together students
from computer science, studio art, and Telecommunication,
Information Studies and Media 'to
explore the history, social impacts, technology, design
fundamentals, and team-based production of digital games.'
- Does It Compute?
Camps Teach Video Game Design, Tech Skills (Fern Shen /
Nashua Telegraph: August
07, 2005) - a video game design camp for young people at
Georgetown University.
- There's a Minor in Game
Studies: An Interdisciplinary Approach at Rensselaer Polytechnic Institute
, put together from current courses offered within the
Departments of Cognitive Science and Arts.
- Arabic-Teaching
Videogame Ships Out to Iraq-Bound Soldiers (ISI,
University of Southern California: March 10, 2005) - 'Tactical Iraqi' is designed to
teach Arabic to troops before they go.
- Why Don't Germans
Like Video Games? ( Joystiq: August 18, 2005) - a
public perception that games ' make young people stupid'.
- Cybertroops Keep
War Games Real (Dan Orzech / Wired News: August 24, 2005) -
military simulation and modeling technology becomes progressively
more sophisticated
- Game
Plan (Eric Mankin / USC Trojan Family Magazine:
Summer 2005) - presents computer games as a key to 21st-century
innovation.
- Jim Brazell's Blog:
Games, Education and Economic Development V (The
Digital Divide Network: August 03, 2005) - getting young people
excited about technology education.
Finding Out What
Works.
It's relatively easy to ascertain the relative popularity of a
given offering of computer games, but considerably harder to
discover what works to deliver learning outcomes:
- Games to Be Tested
in Classrooms (BBC News: August 10, 2005)- a project
backed by Electronic Arts and NESTA Futurelab will test the
usefulness of computer games in four UK secondary schools. Games
will include both established educational titles and commercial
games played for entertainment - expect a report about a year from
now. The See Also links on
this page are also worth following up.
- Racing Academy
Available for Download (NESTA Futurelab) - anyone
who wants to participate in educational software evaluation is
invited to download and road-test the Racing Academy car racing and
vehicle engineering simulation, with a view to providing feedback
via an online community.
- The
Academic Advanced Distributed Learning Co-Lab tests,
evaluates and demonstrates ADL-compliant learning tools and
technologies and promotes reusable content for distributed
learning.
Areas of focus are repositories, mobile learning, and
educational games and simulations.
- Stay up-to-date with the Academic ADL Co-Lab
News Report , a weekly digest of events and issues
categorised under: Education;
Games and Learning; Technology; and Internet/Wireless Related.
Interesting
Games and Simulations.
- NationStates - a free
simulation game by Max Barry, loosely based on his novel,
Jennifer Government .
'Build a nation and run it
according to your own warped political ideals.'
- Note Attack
1.36 (Aspire Software / Association of Shareware
Professionals) - learn to read sheet music with this free
educational video game.
- PeaceMaker (Asi Burak
et al), as described in War Games
( Haaretz:
August 25, 2005) - victory in PeaceMaker is achieved by
reaching an understanding with the other party to the conflict; an
educational tool.
- Games for the Brain -
quick online games along traditional lines.
- Kids
Games (Surfnetkids) - free games, listed both by
type and topic
- Gratis Gaming - 10
Games You Can Play for Free (John P. Falcone / CNET.com: August 22, 2005)
- older versions of popular computer games. How might they
be used in learning environments? How could they have been
improved from that point of view?
- For an historical perspective, It's Worth the Drive to Chicago
(Johnny Keogh / andPOP: August 24, 2005) to
visit Game On
- a look into the past, present and future of video games at the
Museum of Science and Industry, running until September
05.
On Designing
Educational Games.
- Chris Crawford's The Art of Computer
Game Design was originally written in 1982, and
is now housed online at Washington State University, Vancouver.
This version includes more recent material from the author.
- Innovate
(August/September 2005) - a special issue focusing on
the role of video game technology in educational settings. The
first article is Jim Gee's ' What
Would a State of the Art Instructional Video Game Look
Like?', arguing that good commercial video games are
designed around good learning theory. However, don't stop there -
all the articles here are 'not-to-be-missed'
- Building
Collaboration between Designers and Researchers
(NESTA Futurelab) - this final report from Research Council Seminars
2003/2004 summarises conclusions from discussions on how
educational research may be brought to bear on software design
processes. Case studies are used to demonstrate the value of doing
this:
. AtticMedia's Iya-Ola project to develop a
multimedia Spanish /English language game.
. a multinational educational toy company
examines timescale issues.
. a national Science Museum examines the
implementation of public education programs.
. a university considers the development of
interactive mathematics learning resources.
. teachers' use of Think Maths: Teaching and
Learning Problem Solving (BEAM Technology) - a multimedia
professional development CD-ROM for mathematics coordinators,
teachers and LEA advisers.
Innovative Uses
for Computer Games and Simulation Software.
- Sim
Civics (Jeff MacIntyre / Boston Globe: August 07, 2005) -
GIS applications, known as ' scenario planning' or 'decision support' tools
facilitate citizen input into urban planning initiatives.
- Guessing Game Gives
Machines Clearer Vision (Will Knight / NewScientist.com : August
09, 2005) - devised by researchers at Carnegie Mellon
University, Peekaboom
is a 2-player guessing game that may also be
used to teach computers how to recognise objects.
- Economists to
Explore World of Online Games; Researchers Could Assess Players'
Response to Change (Tom Abate / San Francisco Chronicle: August
01, 2005) - some economists and social scientists see online
role-playing games as a new sort of behavioural sciences
laboratory.
- Games Blur News and
Entertainment (Clark Boyd / BBC News: September 16,
2004) - Gonzalo Frasca's idea of incorporating current
events into computer games results in September 12th, an unwinnable
game. Could newsgaming become a useful instructional tool?
- SimSchool is a
classroom simulator for educators.
- Christians Code
Heavenly Games (John Gartner / Wired News: August 04,
2005) - wholesome alternatives to the sex and violence of
video games like Grand Theft
Auto.
- New Training Games
For DS (Anoop Gantayat / IGN Entertainment: August 12,
2005) - Interchannel's new Japanese series fosters Right Brain
thinking.
Future.
- Hipbone on Computer
Games - writings about the history and future
possibilities of computer games. Will the industry move in a 'direction which is more friendly to
intelligence and feeling?'
- Science, Society and Sims:
The Future of Science Education (November 02 - 03
2005, Coventry University Technology Park) - the conference program is now
available . For example, on Day 2, Tony Sherborne's presentation
on Bringing Emotion to Science
Education will demonstrate how techniques like media
construction, simulations and edu-games can be provide a more
compelling and effective learning experience.
- 3001 AD Creates the
Future of Video Games ( Business Wire: August 23, 2005 -
the release of a head- mounted display unit for use in virtual
reality applications, including some in the educational, medical
and military markets.
- China to Invest
US$1.8 Billion to Develop Online Games (People's Daily Online : July 31,
2005) - 100 kinds of online games to be developed over the next
five years.
- Game Maker Sees
Convergence with TV Fiction (Mark Wallace / International Herald Tribune:
August 16, 2005) - cross-platform game/TV products?
- Games to Go
(Mike Musgrove / Washington Post: August 24,
2005) - cell phone platforms may be the next frontier in the
growing portable video game market. There must be an educational
application here somewhere.
Books to
Buy.
Graeme Daniel 29/08/05
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