Evidences of effective game-based learning:
Author
|
Claims
|
My
perception
|
Molenda & Sullivan, 2003
|
Among problem solving and intergrated learning systems, games and
simulations are among the least used technology applications in education.
|
I think this evidence is a bit out of date. By the time I completed my
dissertation next year; this would be nearly 7 years ago.
So I need newer evidence to support my agreement upon his statement.
|
Cole, 1996
|
Long-term game playing has a positive effect on students’ learning.
|
Although this evidence is outdated, it seems worth to dig out the
nature and context of Cole’s study.
Like what kind of game playing? How long is considered long? What is
the positive effect, ie which domain of learning?
|
Gredler, 1996
|
Intellectual skills and “cognitive strategies” are acquired during
academic games (p. 525).
|
Another out-of-date evidence. Why scare quote? What does she mean by
academic games?
|
Gredler, 1994
|
Certain games require only simple skills such as recall of verbal or
visual elements rather than higher-order skills and as a result, provide
environments for winning by guessing.
|
Agree with her claim.
|
Prensky, 2001; Provenzo, 1992
|
Especially with the non-stop speedy games, the opportunity to stop and
think critically about the experience is lessened.
|
Need to look to the similar claim in Prensky (2007).
|
Csikszentmihalyi, 1990
|
During an enjoyable activity, insufficient amount of time is devoted
for thinking and reflection.
|
The key text on the effect of GBL.
|
Greenfield, 1984
|
Games are claimed to have cognitive development effects on visual
skills including “spatial representation”, “iconic skills”, and “visual
attention”.
|
Good evidence. Need to find out what does he meant by those visual
skills.
Secondary citation, need to trace from Prensky, 2001, p.45.
|
Greenfield et al, 1994
|
As players become more skilled in games, their visual attention
becomes proportionally better.
|
On what basis they made this claim?
It would be interesting to see how Greenfield retained or changed his
thought after 10 years.
|
Rieber, 1996
|
Critical thinking and problem-solving skills,
|
I can said since the beginning of game used in education, its
potential had been identified in 80s, 90s and 2000s.
It would be worth to table the research done by others
chronologically.
But in old days, games were not as multimedia-rich as nowadays.
|
Price, 1990
|
Drawing meaningful conclusions,
|
|
Gorriz & Medina, 2000;
Greenfield, 1984, cited in Prensky, 2001;
Price, 1990
|
Some inductive discovery skills like observation, trial and error and
hypothesis testing
|
|
Prensky, 2001; Provenzo, 1992
|
Some strategies of exploration
|
|
Subrahmanyam et al, 2001
|
Playing computer games con provide training opportunities for gaining
computer literacy.
|
|
Prensky, 2001
|
Games can be used in order to help people gain some familiarity with
the computer hardware.
|
|
Rieber, 1996
|
Games motivate learners to take responsibility for their own learning,
which leads to intrinsic motivation contained by the method itself.
|
See Rieber above.
|
Malone (1980) and Malone & Lepper (1987)
|
Define four characteristics of games that contribute to increases in
motivation and eagerness for learning. These are challenge, fantasy,
curiosity, and control. Challenges in a game tend to fight students’ boredom
and keep them engaged with the activity by means of adjusted levels of
difficulty. Fantasy in a game increases enthusiasm by providing an appealing
imaginary context, whereas curiosity offers interesting, surprising, and
novel contexts that stimulates students’ needs to explore the unknown.
Finally, the control characteristic gives learners the feeling of
self-determination.
|
|
Rieber (1996)
|
Gaming elements have a relationship with enjoyable activities that
enable the ‘flow’ stage
|
Maybe he is the first who link flow stage and game playing.
|
Prensky, 2001
|
Gaming activities have the potential to engross the learner into a
state of flow and consequently cause better learning through focus and
pleasant rewards.
|
|
Rosas et al, 2003
|
increasing their motivation and attainment
|
|
Gredler, 1996; Prensky, 2001;
Price, 1990;
Provenzo, 1992
|
Other characteristics that ensure the effectiveness of GBL are their
engagement and interactivity, and active participation
|
Must dig out all literature.
|
Gredler, 1994; Melone, 1980; Prensky, 2001; Rieber, 1996.
|
Games provide a great deal of highly interactive feedback, which is
crucial to learning
|
|
Prensky, 2001
|
“Practice and feedback, learning by doing, learning from mistakes,
goal oriented learning, discovery learning, task-based learning,
question-based learning, situated learning, role playing, coaching,
constructivist learning, multi-sensory learning” are applicable interactive
learning techniques, when learning through games (p. 157).
|
Prensky’s claims are not research-based.
|
Dempsey et al, 1998; Dempsey et al, 1996
|
Computer games can be considered powerful tools for increasing
learning.
|
|
Prensky, 2001
|
Learning can best take place when there is high engagement, and he
proposes “digital game-based learning” which has potential for achievement of
the necessary “high learning” through “high engagement” (p. 149).
High engagement, interactive learning process, and the way the two are
put together will guarantee the sound working
of digital GBL.
|
|
Akili, G.K. (2007) Games and simulations: a new approach in education?
In Gibson, D., Aldrich, C. and Prensky, M. (Eds.), Games and simulations in online learning: research and
development frameworks (pp. 1-20), London, Information
Science Publishing.
Dempsey, J. V.,
Lucassen, B. A., Haynes, L. L., & Casey, M. S. (1998). Instructional
applications of computer games. In J.J. Hirschbuhl & D. Bishop (Eds.),
Computer studies: Computers in education (8th ed., pp. 85-91). Guilford, CT:
Dushkin/MaGraw Hill.
Dempsey, J. V., Rasmussen, K., & Lucassen, B. (1996). The instructional gaming literature: Implications and
99 sources (Tech. Rep. No. 96-1). Mobile, AL: University of
South Alabama, College of Education. [available] http://www.coe.usouthal.edu/TechReports/TR96_1.pdf [broken link]
Gredler, M. E. (1996). Educational games and simulations: A technology
in search of a (research) paradigm. In D. H. Jonassen (Ed.), Handbook of research for educational communications
and technology (pp. 521-539). New York: Macmillan.
Heinich, R., Molenda, M., Russell, J. D., & Smaldino, S. E. (2002). Instructional media and technologies for learning (7th ed.). Upper Saddle River, NJ: Merrill Prentice Hall.
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Turkle, S. (1984). Video games and computer holding power. In The second self: Computers and the human spirit (pp. 64-92). New York: Simon and Schuster.
Author(s)
|
Genre
|
My views
|
Prensky, 2001
|
Action, puzzle, educational, fighting/combat, sports, racing, role
play/adventure, flight, shoot’em, violence, non-violent sports, sports
violence, and simulation games.
|
I need to clearly demarcate them according to author and source.
|
Alessi & Trollip, 2001
|
||
Funk et al, 1999
|
||
Media Analysis Laboratory, 1999
|
||
Yelland & Lloyd, 2001
|
References:
Alessi, G. K. & Trollip, S. R. (2001). Multimedia for learning:
Methods and development (3rd ed.) Boston: Allyn and Bacon Publication.
Funk, J. B., Hagan, J., & Schimming, J. (1999). Children and
electronic games: A comparison of parents' and children's perceptions of
children's habits and preferences in a United States Sample. Psychological Reports, 85(3), 883-888.
Media Analysis Laboratory, Simon Fraser University, B.C. (1998). Video
game culture: Leisure and play of B.C. teens [online] http://www.mediaawareness.ca/eng/ISSUES/VIOLENCE/RESOURCE/reports/vgames.html [broken link]
Prensky, M. (2001). Digital game-based learning. New York: McGraw-Hill.
Yelland, N. & Lloyd, M. (2001). Virtual kids of the 21st century:
Understanding the children in schools today. Information Technology in Childhood Education Annual, 13(1), 175-192.
Academics’ definitions
Author(s)
|
Definition
|
My
views
|
Baudrillard, 1983
|
An interactive abstraction or simplification of some real life.
|
Need demarcation
|
Heinich et al, 2002
|
||
Alessi & Trollip, 2001
|
Any attempt to imitate a real or imaginary environment or system
|
Need demarcation
|
Reigeluth & Schwartz, 1989
|
||
Thurman, 1993
|
||
Tessmer et al, 1989
|
A simulated real-life scenario displayed on the computer, which the
student has to act upon (p. 89).
|
|
Prensky, 2001
|
Depending on what it is doing, a simulation can be a story, it can be
a game, it can be a toy (p. 128).
|
Check with version 2007
|
Akili, 2007
|
Game-like learning environments, which are authentic or simulated
places, where learning is fostered and supported especially by seamless
integration of motivating game elements, such as challenge, curiosity, and
fantasy.
|
So, it is only game-like, not actually a game.
|
Association between game and simulation
Jacobs & Dempsey,
1993:
The distinction
between simulation and games is often blurred, and that many recent articles in
this area refer to a single “simulation game” entity.
Similarities
|
|
Gredler, 1996
|
Both contain a model of some kind of system
In both of them learners can observe the consequences of their
actions, such as changes occurred in variable, values, or specific actions
|
Jacobs & Dempsey, 1993
|
Differences
|
||
Author(s)
|
Game
|
Simulation
|
Gredler, 1996
|
Participants are attempting to win the objective of games
|
Participants are executing serious responsibilities with privileges
that result in associated consequences.
|
The event sequence is
typically linear:
The player or a team in many games respond to a content-related
question and either advance or do not advance depending on the answer, which
is repeated for each player or team at each turn.
|
The event sequence is non-linear:
Participants are confronted with different problems, issues, or events
caused mainly by their prior decisions made at each decision point.
|
|
The mechanisms that determine
the consequences to be conveyed for different action taken by the
players.
|
||
Games consist of rules that describe allowable moves, constraints,
privilege, and penalties for illegal (non-permissable) actions.
The rules may be totally imaginative, unrelated to real world or
events.
|
A simulation is based on dynamic set(s) of relationships among several
variables that change over time and reflect authentic causal processes.
The processes should possess, embody, and result in verifiable
relationships.
|
|
Prensky, 2001
|
In order to become games, simulations need additional structural
elements—fun, play, rules, a goal, winning, competition, etc (p. 212)
|
Characteristics of games:
Author(s)
|
Characteristics
of games
|
My
views
|
Price, 1990
|
One or more players (decision makes), rules of play, one or more goals
that the players are trying to reach, conditions introduced by chance, a
spirit of competition, a strategy or pattern of action-choices to be taken by
the players, a feedback system for revealing the state of the game, and a
winning player or team (p. 52).
|
|
Alessi & Trollip, 2001
|
Turn-taking, fantasy, equipment, and some combination of skill versus
luck (p. 271).
|
|
Educational Use of
Games and Simulations
History / Background
Author(s)
|
Evidence
|
My
views
|
Dempsey et al, 1998
|
There is evidence that the use of games as instructional tools dates
back to 3000 B.C. in China
|
This is a very good starting point which I could use to set the
overall scene for games used in education.
However, the author had to stick to “games and simulations” instead of
“games” alone—a problem I don’t have to face.
|
Gredler, 1996
|
Nevertheless, games and simulations did not become a part of the
formal field of instructional design until the early 1970s, despite their
entrance into the educational scene in the late 1950s
|
Hopefully, there are some examples of titles provided in the original
source.
|
Seels & Richie, 1994
|
In those times audio-visual specialists saw the potential of games and
simulations but not of video or electronic games
|
What do the authors mean?
|
Problems
Author(s)
|
Evidence
|
My
views
|
Gredler, 1996
|
There are two major problems that instructional designers encounter:
-
There
are no available comprehensive design paradigms
-
The lack
of well-designed research studies.
|
I agree with this.
|
While the literature on games and simulations is growing, a majority
of the research studies report on perceived student reactions preceded by
vague descriptions of games and simulations or on comparisons of simulations
versus regular classroom instruction.
|
|
|
Dede, 1996; Dempsey et al, 1998
|
The more important questions that need further research remain
unanswered:
-
How to
incorporate games into learning environments?
-
How do
students learn best through games and simulations?
-
What are
the significant impacts of games and simulations on learning that
differentiate them from other forms of online teaching?
|
Am I trying to answer one or some of these questions?
|
Rieber, 1996
|
Technological innovations provide new opportunities for interactive
learning environments that can be integrated with and validated by theories
of learning.
|
I disagree as I buy Prensky’s idea on how to learn what.
|
Prensky, 2001
|
Underscores the need for change in instructional design by claiming
that much of the instruction currently provided through computer assisted
instruction and Web-based technologies does not contribute to learning,
rather it subtracts.
People do not want to be included in such learning “opportunities”
offered via “new wine into old bottles” innovative technologies, unless they
have to, since these learning “opportunities” possess still the same boring
content and same old fashioned strategy as traditional education (pp. 92-92).
|
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