Tuesday, September 28, 2010

Let Them Have Fun – you never know they might even learn to dance! by BurnBabyBern




In January this year Jeffrey Young published an article, in The Chronicle of Higher Education, about a study by Assistant Professor Steinkuehler into the use of games such as World of Warcraft as part of the curriculum.  Steinkuehler maintains that her studies indicate that even games with no apparent educational value result in students who “spend hours on difficult tasks, and actually learn quite a bit in the process.” http://chronicle.com/article/5-Lessons-Professors-Can-Learn/63708/

Clearly if the goal is to cover specified curriculum content then the games used must be able to deliver that content.  However, Steinkuehler’s work indicates that if the aim is to develop skills such as problem solving, collaborative learning and concentration then it is possible to be more liberal in choosing games.  She cites instances of students, playing World of Warcraft, communicating in chat rooms and using complex maths to generate a plan of attack to defeat the beasts.  Even at primary level the use of games requiring high levels of problem solving opens up opportunities to use blogs and wikis to communicate and collaborate.  It does, however, put an onus on educators to teach students about the risks and responsibilities of social networking (Adams, 2007, p.33). 

Steinkuehler urges instructors to remember that games succeed because they are fun.  She advocates instructors playing the games and doing lesson planning to identify likely outcomes, areas suited to solo or collaborative work, scaffolding requirements and above all that the game is engaging and fun. 

As a frequent user of digital games in my own classroom I concur with Steinkuehler’s findings.  Using such games as I Spy and Rush Hour Online I have seen high levels of engagement, cooperative problem solving and mathematical brainstorming, even from children who don’t collaborate well and who consider themselves poor at maths and/or literacy.  I have, however, had to justify my games and therefore still find myself attracted to the idea of an evidentiary instrument such as the one developed by Hong et al., even though Steinkuehler does not consider such formality necessary (Hong et al., 2009, pp431-435) . 


References
Adams, H. (2007). Social Networking and Privacy: A Law Enforcement Perspective. School Library Media Activities Monthly, 23(10), 33. Retrieved August 10, 2010, from ProQuest Education Journals.

Hong, J., Cheng, C., Hwang, M., Lee, C., & Chang, H. (2009). Assessing the Educational Value of Digital Games. In Journal of Computer Assisted Learning, 25 (5), 423-437. Retrieved August 9, 2010 from http://onlinelibrary.wiley.com.ezp01.library.qut.edu.au/doi/10.1111/j.1365-2729.2009.00319.x/abstract;jsessionid=182E79E79086FBD204D652B4084020CB.d03t02

Young, J. (2010, January 24). 5 Teaching Tips for Professors – from Video Games. [Electronic format]. In The Chronicle of Higher Education (technology), (n.p.). Retrieved September 9, 2010 from http://chronicle.com/article/5-Lessons-Professors-Can-Learn/63708/

Monday, September 27, 2010

Show Them Why You Should Play (by BurnbabyBern)

In 2009, in Taiwan, Hong et al. released a paper entitled Assessing the Educational Values of Digital GamesIn contrast to most other studies the Hong et al. research did not attempt to assess the value of digital games in education but started from a given assumption that digital games would continue to be an increasing presence in the curriculum.  They justified this assumption with an extensive literature review, citing sources such as Green & Bavelier (2003), Klabbers (2003), de Freitas (2005), and de Freitas & Oliver (2006) to verify the pedagogical value of digital games as part of classroom practice (Hong et al., 2009, pp.423-425).  Given this acceptance of the value of games as part of the curriculum, Hong et al. (2009, p.423) identified a need for the games being used in classrooms to undergo some sort of assessment process to justify their inclusion.  The ultimate aim of their project was to develop an assessment instrument for teachers and parents to use when assessing the educational value of games. 

In addition to the extensive citing of literature and research studies to justify their standpoint (that the use of video games can reap educational benefits) Hong et al. went as far back as the work of Piaget to demonstrate a positive correlation between game playing and learning.  Piaget asserted that playing games familiarised children with the environment in which they live and allowed them to explore and learn in safety (Woolfolk, 2005, p.53).  Standards for the 21st Century Learner modernised this thinking by expanding it to acknowledge the learning that takes place through shared problem solving and peer interaction, both face-to-face and via technology (American Association of School Librarians, 2007, p.3).  Also acknowledged by Hong et al. are the high levels of online and digital games usage by the ‘Google Generation’ which demands the inclusion of digital games into curriculum if we are to meet children ‘where they live’, thereby engaging and motivating students (Corkhill, 2005, p. 34; Nagel, 2006, p. 15; Thai et al., 2009, p.6; Williamson, 2009, pp.8-39).  Teachers commonly include board games etc. in their repertoire already: the extension to digital games would seem a logical next step.

Hong et al. put together a panel of experts to create their digital games evaluation instrument.  The process included extensive predevelopment discussions to determine a uniform approach, followed by playing games and rating them using the draft instrument.  The panel then reconvened and finetuned their assessment instrument.  The process was extensive with 125 games used in the testing process.  As a result of the discussion and testing process the final assessment instrument contains a total of 74 indices, within seven main categories, the developers consider essential to high quality effective educational games design.  These categories are:
  • ·       Mentality change
  • ·       Emotional fulfilment
  • ·       Knowledge enhancement
  • ·       Thinking skill development
  • ·       Interpersonal skill development
  • ·       Spatial ability development
  • ·       Bodily coordination
The report published by Hong et al. (2009) included a case study of one of the games (pp. 428-430).  This is a particularly valuable section of the report as it shows how to actually apply the assessment instrument to a game.  Of particular use is a graphic which summarises the outcomes of the use of the assessment instrument (see figure 1 below).  This graphic is easy to understand and the information is readily available.  I believe this could be valuable to teachers wanting to include digital games in their curriculum as it provides an evidence based justification for decisions.  Evidence based practice is an ever increasing reality of teaching today and if digital games are to be included as part of classroom pedagogy then an instrument such as this is going to be of vital importance to address some of the barriers to inclusion that currently exist in the education community (Klopfer, Osterweil, & Salen, 2009, pp.18-19). [The full list of Klopfer et al.’s Barriers to Inclusion is worth reading and considering] 

Figure 1
games assessment graphic 
Problems
The final assessment instrument developed by the Hong et al. panel is very valuable, but flawed.  The full instrument is included (Appendix A) or can be accessed via the Hong et al. report.  For ease of use the assessment instrument would require some adaptations, including modifying some of the language syntax and semantics to reflect our language norms.  The following indices reflect an approach that would be unfamiliar to most Australian teachers:
This game will be able to.......
  • ·       Put all spirit and body together
  • ·       Inspire one’s respect for ... the society (Hong et al., 2009, pp434-434).

Another weakness with the assessment instrument, in its present form, is that it was developed by games experts and scholars and in parts there is assumed knowledge that classroom teachers may not possess.  For example at the start of the form you are asked to identify the game mode from the following choices:
  • ·       Drill & Practice
  • ·       Single Combat
  • ·       Stable Contest
  • ·       Evolutionary contest Scenario
In the report Hong et al. explain the features of each of these game modes but an explanation of this item is not included within the assessment instrument itself.  Personally, I would not know how to complete this item and I know of many other teachers who also would be unable to complete it.  Additionally, the fact that there are seventy four indices in total would make this a time consuming instrument to use, even though not all indices are relevant to all games.

With regard to the report itself I question the methodology used to generate the composition of the panel of experts.  The panel consisted of five games scholars and five games designers (Hong et al., p.427).  This panel was highly skilled and would appear to have been appropriate for the development phase.  However, when it came to the testing phase, the study would have gained additional credibility had some system of feedback from students been included.  The students would not have needed to use the rating instrument developed but could have completed surveys to provide feedback on which skills and personal attributes they felt were required for the games.  This feedback could have been compared and contrasted with the expert opinions to ensure validity and reliability of the assessments garnered (Guba & Lincoln, 1989, p.233).

However, in spite of these shortcomings, some minor adaptations and exclusions would make the Hong et al. assessment instrument a valuable resource to use as a master plan for developing a similar item for use in individual schools.  It is readily adaptable to both the Australian context in general and to particular localised contexts, thereby providing clearly understood justification evidence for decisions of games inclusion.  From a teaching perspective it is worth keeping in mind the warnings of the Global Kids, Good Play Project, that even if you break down all resistance and incorporate games and modern technologies into the classroom all the potential for social dysfunction, bullying and unethical behaviour that exists in the school community still exists in digital game play.  Digital game time is not a stress free time out for teachers but a curriculum tool that requires careful planning and monitoring (Global Kids, 2009, p.7).


Appendix A
games assessment indices page 1
games assessment indices page 2
games assessment indices pae 3

References
American Association of School Librarians (AASL). (2007). Standards for the 21st Century Learner. Retrieved March 12, 2010 from http://www.ala.org/ala/mgrps/divs/aasl/guidelinesandstandards/learningstandards/AASL_Learning_Standards_2007.pdf

Corkhill, P. (2005). Framework for effective learning: a middle years initiative to improve student learning. Australian Journal of Middle Schooling, 5(1), 33-37. Retrieved March 21, 2010 from the Informit Database.

Global Kids, CommonSense Media, & the GoodPlay Project. (2009). Meeting of Minds: cross-generational dialogue on the ethics of digital life. Retrieved August 3, 2010 from http://www.globalkids.org/meetingofminds.pdf

Guba, E., & Lincoln, Y. (1989). Judging the Quality of Fourth Generation Evaluation. [Electronic format] In Guba, E. & Lincoln, Y (Ed.), Fourth Generation Evaluation. Newbury Park: Sage. Retrieved August 24, 2010 from Queensland University of Technology Course Materials Database.

Hong, J., Cheng, C., Hwang, M., Lee, C., & Chang, H. (2009). Assessing the Educational Value of Digital Games. In Journal of Computer Assisted Learning, 25 (5), 423-437. Retrieved August 9, 2010 from http://onlinelibrary.wiley.com.ezp01.library.qut.edu.au/doi/10.1111/j.1365-2729.2009.00319.x/abstract;jsessionid=182E79E79086FBD204D652B4084020CB.d03t02

Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving Learning Games Forward [Electronic format] The Education Arcade: Massachusetts Institute of Technology. Retrieved September 25, 2010 from http://education.mit.edu/papers/MovingLearningGamesForward_EdArcade.pdf

Nagel, M. (2006). Distinction or Extinction: stepping towards a middle years model for survival. Australian Journal of Middle Schooling, 6(1), 11-17. Retrieved March 17, 2010 from Informit Database.

Thai, A., Lowenstein, D., Ching, D., & Rejeski, D. (2009). Game Changer: Investing in Digital Play to Advance Children’s Learning and Health, New York: The Joan Ganz Cooney Center at Sesame Workshop. Retrieved September 24 from http://joanganzcooneycenter.org/upload_kits/game_changer_final_1_.pdf

Williamson, B. (2009). Computer Games, schools, and Young People: a report for educators on using games in learning. [Electronic format] Retrieved September 1, 2010 from http://www.futurelab.org.uk/resources/documents/project_reports/becta/Games_and_Learning_educators_report.pdf

Woolfolk, A. (2005). Educational psychology (9th ed.). Boston: Pearson Education.

Sunday, September 19, 2010



Quest2Learn’s Katie Salen talks with fellow game designer Nichole Pinkard, founder of the Chicago-based afterschool program Digital Youth Network about the philosophy behind Quest2Learn and how game design can be applied to learning in the classroom.

Response to Video, by Karen.

Game designer, animator, and Executive Director of Institute of Play and Quest2Learn, Katie Salen believes a game designer and a good teacher both aspire to create an effective learning environment. Manhattan public school, Quest2Learn uses digital media and game design as the primary means for accomplishing educational goals, with video games and other technologies at the centre of all classes and learning experiences.

Salen states that a game has a very particular goal that is set, and progress towards that goal is scaffolded and ordered in such a way that the player is given a challenge that is just out of reach, but is also given the tools to reach that challenge.  She posits that a good teacher ultimately does the same thing.  A game designer is constantly thinking "what does the player need to know right now?" and "what variety of experiences that I can give my player, based on their learning style?"  Again, this is exactly what a good teacher should be doing.

With compelling evidence that gaming is a significant and pervasive youth activity, we should be embracing the potential "good" that video games can bring to our classrooms.  De-contextualised learning leads to boredom and disengagement, whereas games can provide extreme self-motivation and enhanced productivity.  A good game is just at the outer edge of the player's competence, creating a challenge that is ultimately achievable, but one that requires higher order thinking and problem-solving.  Another positive aspect of games is that they encourage the development of cooperation and trust, and enhance social relationships through collaboration and team work.   

A learning environment that affords students opportunities to create and construct knowledge through integration of technology, combined with a pedagogy that promotes contextual problem solving and critical thinking provides me with much food for thought, and a desire to pursue and embrace the concept of video games as an acceptable and credible medium for learning in schools.