Educational game

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Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

Contents

As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy a fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the learning takes place.

Video games

With the increase and availability of technological devices, there has been a shift in what types of games people play. Video or electronic gaming has become more widely used than traditional board games. Barab (2009) defines conceptual play as "a state of engagement that involves (a) projection into the role of character who, (b) engaged in a partly fictional problem context, (c) must apply conceptual understandings to make sense of, and ultimately, transform the context". [1] The goal of such play spaces is to have the "gamer" engage in the narrative while learning cognitive and social skills. The ability to immerse oneself in the gaming process facilitates "empathetic embodiment" which occurs when a player learns to identify with the character they have chosen for the game and the virtual environment of the game (Barab, 2009). [2]

Educational video games have been divided into two major categories. "Edutainment" games are those that are typically based on drilling fundamental lessons in a linear progression, with added entertainment value. "Educational video games" are ones that encourage creative thinking and problem solving. [3]

Game-based learning

Game-based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game-based learning is designed to balance subject matter with gameplay and the ability of the player to retain, and apply said subject matter to the real world. [4] Children tend to spend hours playing hide and seek, learning the steps of digital games, such as chess, and engaging in creative games. Therefore, it can be said that play and learning are synonymous, leading to cognitive and emotional development inside a social and cultural context. For instance, the game of hide and seek: Good hiders need visual and spatial perspective to define the best hiding places, while seekers must be skilled at searching for cues from the surroundings and choosing the most probable location for the hider among various possible places. [5] A systematic review investigated the effects of educational games for mental health students:

Educational game plus standard training compared to standard training for mental health professionals [6]
Summary
Current very limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. The one salient study should be refined and repeated. [6]

Origins

In his classical essay, "Upon the Aesthetic Education of Man", Friedrich Schiller discusses play as a force of civilization, which helps humans rise above their instincts and become members of enlightened communities. He states that "humans are only fully human when they play". While the text is limited by the author's beliefs in concepts such as freedom and beauty, it nevertheless sets the stage for Johan Huizinga's classical study, Homo Ludens .

Games have long been employed as a means of education. Using the ancient game of chess, noblemen of the Middle Ages learned strategies of war. During the Civil War, volunteers from Rhode Island played American Kriegsspiel, which had originally been created in 1812 for training Prussian officers-of-war. [7] Then, in the early 19th century, came the creation of Kindergarten by Friedrich Fröbel, which was based on learning through play. Children delighted in his Fröbel Gifts, simple educational toys such as blocks, sewing kits, clay, and weaving materials. [8]

Theory

According to Richard N. Van Eck, there are three main approaches to creating software that stimulates cognitive growth in the gamer. These three approaches are: building games from scratch created by educators and programmers; integrate commercial off-the-shelf (COTS); and creating games from scratch by the students. The most time- and cost-effective approach to designing these educational games is to incorporate COTS games into the classroom with the understanding of the learning outcomes the instructor has for the course. [9] This requires the teacher to buy into the positive results of using digital games for education. It also requires teachers to have adequate self-efficacy concerning the use of these games and their technology. The students usually have high amounts of self-efficacy in usage of digital games, while the lack of confidence teachers have in incorporating the digital games usually results in less effective educational use of the games. However, Gerber and Price (2013) have found that teachers' inexperience with digital games does not preclude them from the desire to incorporate them in class instruction, but districts must have in place support through regular professional development, supportive learning communities with their colleagues, and adequate financial support to implement game-based learning in their class instruction. [10]

Games often have a fantasy element that engages players in a learning activity through narrative or storylines. Educational video games can motivate children and allow them to develop an awareness of consequentiality. [11] Children are allowed to express themselves as individuals while learning and engaging in social issues. Today's games are more social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life. [12] In classrooms, social game-based learning platforms are increasing in popularity, as they purport to enable students to reinforce knowledge and develop social and leadership skills. [13] [ citation needed ]

The success of game-based learning strategies owes to active participation and interaction being at the center of the experience, and signals that current educational methods are not engaging students enough. [14] Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce. [15] Game-based learning is an expansive category, ranging from simple paper-and-pencil games like word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. [16] The use of collaborative game-based role-play for learning provides an opportunity for learners to apply acquired knowledge and to experiment and get feedback in the form of consequences or rewards, thus getting the experiences in the "safe virtual world". [17]

The built-in learning process of games is what makes a game enjoyable. The progress a player makes in a game is through learning. It is the process of the human mind grasping and coming to understand a new system. The progress of understanding a new concept through gaming makes an individual feel a sense of reward whether the game is considered entertainment ( Call of Duty ) or serious (FAA-approved flight simulator). Well-designed games that motivate players are what make them ideal learning environments.[ citation needed ] Real-world challenges are easier faced within a game containing effective, interactive experiences that actively engage people in the learning process. In a successful game-based learning environment, choosing actions, experiencing consequences, and working toward goals allows players to make mistakes through experimentation in a risk-free environment. [13] Games have rules and structure and goals that inspire motivation. Games are interactive and provide outcomes and feedback. Most games also have problem solving situations that spark creativity. [18]

Identification with the character within the video game is an important factor in the learning potential of the gamer. Some of the electronic games allow the gamer to create an avatar that is designed and “owned” by the gamer. This character is an expression of the human creating the virtual character. [13] This has opened a new set of scientific possibilities. The virtual world can be used as a laboratory. The relationships and space within the games can simulate complex societies and relationships without having to truly participate. This application of an avatar in not limited to simulation exercises. [19] According to Bainbridge, interviews and ethnographic research could be conducted within the reality of the game space. [13] This could include experiments in social psychology and cognitive science. The fact that game creators and gamers are wanting new experiences within the games, the introduction of “experiments” could increase the level of play and engagement. [13]

Application

Interactive multimedia educational game. Interactive multimedia educational game.jpg
Interactive multimedia educational game.

Traditionally, technology used in school operates usually to solve problems in a fun way, particularly in mathematics. They usually make up case studies designed to introduce students to certain technologies in an effort to prepare them for a future major assignment that requires the aforementioned technology. They have also been developed to work in the virtual world. [20] More recently educational egames have been developed for Higher Education students, combining real-world case studies in a virtual environment for students to have a consistent, 24/7 educational 'virtual' experience. [21] In some public schools implementing Common Core Standards, game-based learning programs are utilized by educators to supplement their teaching programs. According to a recent case study by an ed tech-based nonprofit organization, teachers find some digital learning games help address issues with alignment in Common Core. [22]

In the future, technology and games are expected to be used in simulation environments to simulate real world issues. In the professional sector, such as flight training, simulations are already used in an effort to prepare pilots for training before actually going out into planes. These training sessions are used to replicate real life stresses without the risk factor associated with flying. Simulation-games are used in other professional areas as well; a spy-themed learning game has been used to improve sales skills at Avaya [23] and a 3D simulation game has been used to train New York City emergency responders. [24]

Before deciding how to use game-based learning, the trainer must first determine what they would like the trainees to learn. A trainer that fails to focus training around a central idea runs the risk of using a game that fails to connect with the learners. To prevent this, tailor the material to the demographic (age group, familiarity, educational pre-text) so that the material is neither too difficult for, nor too familiar to the learner. [25] Gathering ideas from children early in the design process has yielded useful insights into what children want in technology in general or in a specific type of application. [26] Children's early involvement in requirements gathering has revealed clues about gender differences in preferences related to technology, children's navigation skills, ways of presenting textual information, application-specific content-related preferences, the variety of elements to be included in user interfaces and their structures, and children's desire to personalize their applications. [26] Multiplayer role playing games (MMO's) provide opportunities for players to improve such skills as, “complex learning, thinking, and social practices”. [27] MMO's also provide a social network which can favor collaborative gaming and learning and contribute to the formation of teams, communication within a group and help strengthen individual and communal identities. [28]

See also

Footnotes

  1. p. 991
  2. Barab, S. A.; Scott, B.; Siyahhan, S.; Goldstone, R.; Ingram-Goble, A.; Zuiker, S. J.; Warren, S. (2009). "Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education". Journal of Science Education and Technology. 18 (4): 305–320. doi:10.1007/s10956-009-9171-5. S2CID   16964887.
  3. Dondlinger, Mary Jo (2007). "Educational Video Game Design: A Review of the Literature". Journal of Applied Educational Technology. 4 (1).
  4. Team, Editorial. "What is GBL (Game-Based Learning)?". EdTechReview. Retrieved 2017-03-15.
  5. Yang, Ya-Ting Carolyn (2012). "Building virtual cities, inspiring intelligent citizens: Digital games for developing students' problem solving and learning motivation". Computers & Education. 59 (2): 365–377. doi:10.1016/j.compedu.2012.01.012.
  6. 1 2 Bhoopathi, P; Sheoran, R; Välimäki, M (2006). "Educational games for mental health professionals". Cochrane Database of Systematic Reviews. 2 (2): CD001471.pub2. doi:10.1002/14651858.CD001471.pub2. PMC   7028004 . PMID   16625545.
  7. "Institute of Play, History of Games & Learning" . Retrieved 2014-03-17.
  8. "Historical Perspectives on Games and Education". Archived from the original on 2014-03-22. Retrieved 2014-03-17.
  9. Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless… Educase Review, 41,2, 1-16.
  10. Gerber, H. R. & Price, D. P. (2013): "Fighting baddies and collecting bananas: Teachers' perceptions of game-based learning", Educational Media International.
  11. "Making Learning Fun: Quest Atlantis, A Game Without Guns" Archived 2011-09-30 at the Wayback Machine by Barab, Thomas, Dodge, Carteaux, Tuzun
  12. "Teens, Video Games, and Civics" Archived 2009-03-06 at the Wayback Machine by Lenhart, Pew Internet Project
  13. 1 2 3 4 5 Bainbridge, W. S. (2007). "The Scientific Research Potential of Virtual Worlds". Science. 317 (5837): 472–476. doi:10.1126/science.1146930. PMID   17656715. S2CID   1179233.
  14. Green, C. S.; Bavelier, D. (2012). "Learning, Attentional Control, and Action Video Games". Current Biology. 22 (6): R197–R206. doi:10.1016/j.cub.2012.02.012. PMC   3461277 . PMID   22440805.
  15. "'2009 Horizon Report' by The New Media Consortium and EDUCAUSE Learning Initiative". Nmc.org. Archived from the original on 2011-09-28. Retrieved 2013-05-02.
  16. "2010 Horizon Report: The K12 Edition". Wp.nmc.org. 2010-03-31. Retrieved 2013-05-02.
  17. "Game-based Learning or Game-based Teaching?" by Paul Pivec
  18. Shearer, James D. "Development of a Digital Game-based Learning Best Practices Checklist". Etd.ohiolink.edu. Retrieved 2013-05-02.
  19. Kim, B., Park, H., & Baek, Y. (2009). Not just for fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers and Education, 52, 800-810.
  20. Falloon, G (2011). "Using avatars and virtual environments in learning: what do they offer?". British Journal of Educational Technology. 41 (2): 108–122. doi:10.1111/j.1467-8535.2009.00991.x. S2CID   2792744.
  21. Pringle, JK (2014). "Educational egaming: the future for geoscience virtual learners?" (PDF). Geology Today. 30 (4): 147–150. doi:10.1111/gto.12058. S2CID   65022032.
  22. "Game-Based Learning + Formative Assessment = A Perfect Pair - Classroom Inc". Classroom Inc. Archived from the original on 2014-10-18. Retrieved 2015-12-21.
  23. Kapp, Karl (November 11, 2013). The Gamification of Learning and Instruction Fieldbook: Ideas into Practice Paperback. Pfeiffer. ISBN   978-1118674437.
  24. Gronstedt, Anders. "The Five Superpowers of the Learning Age". E-Learning Council.
  25. "How To Teach Using Games". Serc.carleton.edu. Retrieved 2013-05-02.
  26. 1 2 Nousiainen, Tuula; Kankaanranta, Marja (July 24, 2008). "Exploring Children's Requirements for Game-Based Learning Environments". Advances in Human-Computer Interaction. 2008: 1–7. doi: 10.1155/2008/284056 .
  27. Barab, 2009, p. 990
  28. Klopfer, E, Osterweil, S and Salen, K. Moving Learning Games Forward: Obstacles, oppostunities & openness. The education Arcade. 2009

Related Research Articles

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Educational software is a term used for any computer software which is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient.

Situated learning is a theory that explains an individual's acquisition of professional skills and includes research on apprenticeship into how legitimate peripheral participation leads to membership in a community of practice. Situated learning "takes as its focus the relationship between learning and the social situation in which it occurs".

Situated cognition is a theory that posits that knowing is inseparable from doing by arguing that all knowledge is situated in activity bound to social, cultural and physical contexts.

<span class="mw-page-title-main">Online school</span> School that teaches students entirely or primarily online or through the Internet

An online school teaches students entirely or primarily online or through the Internet. It has been defined as "education that uses one or more technologies to deliver instruction to students who are separated from the instructor and to support regular and substantive interaction between the students. Online education exists all around the world and is used for all levels of education. This type of learning enables the individuals to earn transferable credits, take recognized examinations, and advance to the next level of education over the Internet.

Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech," it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."

Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.

Quest Atlantis (QA) was a 3D multiuser, computer graphics learning environment that utilized a narrative programming toolkit to immerse children, ages 9–16, in meaningful inquiry tasks. Quest Atlantis combined strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. The project was unique in its goals to combine the best aspects of learning, playing, and helping, as a means to motivate and engage students. It allowed users to travel to virtual places to perform educational activities, talk with other users and mentors, and build virtual personae. The project was intended to engage children ages 9–16 in a form of transformational play comprising both online and off-line learning activities, with a storyline inspiring a disposition towards social action. More than sugar-coating content to coerce dis-empowered students into caring about disciplinary knowledge, the goal of Quest Atlantis was to establish educational worlds where children become empowered scientists, doctors, reporters, and mathematicians who have to understand disciplinary content to accomplish desired ends.

<span class="mw-page-title-main">Educational video game</span> Video game genre

An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.

<span class="mw-page-title-main">Digital native</span> Person who has grown up in the digital age

The term digital native describes a person who has grown up in the information age. The term "digital native" was coined by Marc Prensky, an American writer, speaker and technologist who wrote several articles referencing this subject. This term specifically applied to the generation that grew up in the "digital age," predominantly regarding individuals born after the year 1980, namely Millennials, Generation Z, and Generation Alpha. Individuals from these demographic cohorts can consume digital information quickly and comfortably through electronic devices and platforms such as computers, mobile phones, and social media.

A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition.

An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:

Interactive learning is a pedagogical approach that incorporates social networking and urban computing into course design and delivery. It has emerged as a result of the widespread use of digital technology and virtual communication among students. The integration of digital media in education has contributed to the popularity and reliance on interactive learning, transforming the traditional education process.

A virtual learning environment (VLE) in educational technology is a web-based platform for the digital aspects of courses of study, usually within educational institutions. They present resources, activities, and interactions within a course structure and provide for the different stages of assessment. VLEs also usually report on participation and have some level of integration with other institutional systems. In North America, VLEs are often referred to as Learning Management Systems (LMS).

<span class="mw-page-title-main">Gamification of learning</span> Educational approach aiming to promote learning by using video game design and game elements

The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. In other words, gamification is the introduction of game elements into a traditionally non-game situation.

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Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social interaction, and technology, all in service of doing things they care about. Computers and other technologies have already changed the way students learn. Integrating games into education has the potential to create new and more powerful ways to learn in schools, communities and workplaces. Games and learning researchers study how the social and collaborative aspects of video gameplay can create new kinds of learning communities. Researchers also study how the data generated by gameplay can be used to design the next generation of learning assessments.

Joey R. Fanfarelli is an American professor at Marist's School of Communication and the Arts in New York who has published studies and articles on gamification, digital badges, games, and online learning.

Immersive learning is a learning method which students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book. The motivations of using virtual reality (VR) for teaching contain: learning efficiency, time problems, physical inaccessibility, limits due to a dangerous situation and ethical problems.

Virtual reality is the creation of a three-dimensional, interactive environment. With this technology, users are able to move through this developed simulation, as if it is real.

References

Further reading