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Author: Graeme Daniel
29/08/05

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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.'

  • Harnessing the Power of Games in Education  (Kurt Squire and Henry Jenkins / Insight 2003, Vol. 3) describes five scenarios illustrating the pedagogical potential of computer games:

    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.

  • Digital Game-Based Learning  (Marc Prensky / McGraw-Hill, 2004) Paperback: $29.95        ISBN: 071454004
  • What Video Games Have to Teach Us About Learning and Literacy   (James Paul Gee / Palgrave Macmillan, New Ed edition, 2004) Paperback: $10.85      ISBN: 1403965382
  • Simulations and the Future of Learning : An Innovative (and Perhaps Revolutionary) Approach to e-Learning  (Clark Aldrich / Pfeiffer, 2003) Hardcover: $43.20   ISBN: 0787969621


Graeme Daniel 29/08/05

A:
Games