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Why Games Don't Teach
Why Games Don't Teach

Ruth Clark claims that "games don't teach," an obviously false statement. She has some legitimate points about matching the game design to the learning outcomes, but her claim that no research supports using games for anything other than "drill and practice" type activities is clearly incorrect. She makes this claim without addressing any work by Squire, Aldrich, etc., so it appears she didn't do a literature review prior to writing.

She cites one study with two games that were less effective at helping learners remember, and she believes that discounts the dozens of other studies on the topic. First, maybe those games were poorly designed. Second, if you're just measuring "transfer and retention" rather than application, I wouldn't be surprised that a game didn't do as well. Games are often better at moving from recall to application--but of course, she didn't measure application.

The goal of the research was to compare learning efficiency and effectiveness from a narrative game to a slide presentation of the content. Students who played the Crystal Island game learned less and rated the lesson more difficult than students who viewed a slide presentation without any game narrative or hands on activities. Results were similar with the Cache 17 game. The authors conclude that their findings “show that the two well-designed narrative discovery games…were less effective than corresponding slideshows in promoting learning outcomes based on transfer and retention of the games’ academic content” (p. 246).
Often the features of a game are at counter-purposes to the learning objectives. For example, many games incorporate an onscreen clock requiring the learner to achieve the goal in seconds or minutes. For learning outcomes that are based on understanding and critical thinking, games with time goals that reinforce fast responses are a poor match.
Despite the uncontested popularity of commercial games and a lot of hype in the training community, the reality is that there is scarce credible evidence on how and when to best use games to improve instructional outcomes and motivation. At this stage, I recommend games to implement drill and practice exercises for tasks that require immediate and accurate responses.
·astd.org·
Why Games Don't Teach
Curatr - Motivate your learners to truly engage with online learning
Curatr - Motivate your learners to truly engage with online learning
Tool for curating existing resources in a gamified learning experience. Lets learners explore resources at their own pace but with some structure from levels, badges, etc. Learners can comment on resources and discuss with each other. The free edition doesn't allow uploads, but you can link to content elsewhere online. The teacher edition has limited uploading but is still free for teachers. The corporate version is has more features but is costly.
·curatr.co.uk·
Curatr - Motivate your learners to truly engage with online learning
Innovate: A Learning Theory for 21st-Century Students
Innovate: A Learning Theory for 21st-Century Students

The author calls this a new learning theory combining behaviorism & cognitivism. I see a new instructional design model that combines elements from a number of different sources, but I'm not sure I see a new learning theory. The model seems very complex; how long would you have to work with this before you internalized all the separate parts of the model?

Student results were better using this model. However, the control group was tested before doing a roleplaying game and the experimental groups did the game prior to testing. This could just show that roleplaying helps students understand characters in the Aeneid. Free registration required.

With its inclusion of <a href="javascript:open_win('extra.php?id=3158',650,750,0,0,0,0,0,1,1,0,5,'extra');">game elements</a>, which foster attention, memory, and motivation, SCCS provides a bridge between behaviorist and cognitivist learning theories.
SCCS learning theory focuses on the formation of <a href="javascript:open_win('extra.php?id=3011',650,775,0,0,0,0,0,1,1,0,5,'extra');">schemata</a> in the process of learning, particularly <a href="javascript:open_win('extra.php?id=3206',600,625,0,0,0,0,0,1,1,0,5,'extra');">social-connectedness</a> and <a href="javascript:open_win('extra.php?id=3207',600,375,0,0,0,0,0,1,1,0,5,'extra');">cognitive-connectedness</a> schemata.
Students engage their social-connectedness schema in a set of behaviors that I describe as “link, lurk, and lunge”: Students <em>link</em> up with others who have the knowledge they need; they <em>lurk</em>, watching others who know how do to what they want to do; and they<em> lunge</em>, jumping in to try new things often without seeking guidance beforehand (Brown 2000).
The cognitive-connectedness schema structures a student's ability and desire to know how what they are learning connects to a larger picture.
·innovateonline.info·
Innovate: A Learning Theory for 21st-Century Students
Systems thinking and innovation | effectivedesign.org
Systems thinking and innovation | effectivedesign.org
Live blogged notes from AECT about systems thinking, innovation, and games for learning. Lots of side comments too, including some good connections to instructional design and getting too bogged down in multiple theories.
This is exactly what has happened to instructional design, and could by <a href="http://effectivedesign.org/2008/02/11/instructional-design-in-academia-where-theory-and-practice-rarely-meet/">why theory and practice don’t meet</a>. <strong>So much theory has been introduced that we can no longer see how instruction is actually designed.</strong> That’s why I think many times it has become easier for novice (in this case non-academically trained) designers can do it so often. They are not encumbered by the fog of theory.
·effectivedesign.org·
Systems thinking and innovation | effectivedesign.org
Donald Clark Plan B: Immersive games beats classroom in maths
Donald Clark Plan B: Immersive games beats classroom in maths
18-week study comparing performance of high school students who learned math in a traditional classroom or with a game. Both classroom and game learning resulted in improvement in skills, but students who played the game scored significantly higher.
According to the teachers, the games were effective teaching and learning tools because they (a) were experiential in nature, (b) offered an alternative way of teaching and learning, (c) gave the students reasons to learn mathematics to solve the game problems and progress in the games, (d) addressed students' mathematics phobias and (e) increased time on task.
·donaldclarkplanb.blogspot.com·
Donald Clark Plan B: Immersive games beats classroom in maths
Games by GAMBIT: AudiOdyssey
Games by GAMBIT: AudiOdyssey
A game developed so that visually impaired users can play it, using either a Wiimote or keyboard. One of the goals was to create "an engaging game that relies more on high quality audio than visuals." Very interesting concept; quality accessibly game design could also help designing for other applications.
·gambit.mit.edu·
Games by GAMBIT: AudiOdyssey
Sandra Day O'Connor: Game Designer | Game | Life from Wired.com
Sandra Day O'Connor: Game Designer | Game | Life from Wired.com
Not what I would have guessed she would do for a career after retiring from the Supreme Court. Sanda Day O'Connor is helping develop an educational game to teach students about the legal system.
O'Connor believes that America's youth aren't learning enough about civics, and thinks that the educational power of videogames is just the thing to change that.
The game "lets students engage in real issues and real problems," O'Connor said. It will allow them to "step into the shoes of a judge, a legislator, an executive -- teach them how to think through and analyze problems, take action and voice opinions to their elected representatives."
·blog.wired.com·
Sandra Day O'Connor: Game Designer | Game | Life from Wired.com
Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal
Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal
Survey results on attitudes towards technology in education, including games.
<p>According to the survey, the majority of middle and high school students (51 percent of students in grades 6 through 12) indicated that "games make it easier to understand difficult concepts. Forty-six percent said they'd learn more about a subject if information were presented in a game format; 44 percent said gaming "would make it more interesting to practice problems"; and about a third said that "the use of games in schools will help them learn how to work in teams and see the direct results of their problem solving activities."</p> <div id="square"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=3,0,0,0" id="Ad" height="280" width="336"> <param name="movie" value="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584"> <param name="wmode" value="transparent"> <param name="quality" value="autohigh"> <param name="bgcolor" value="none"> <embed src="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration%202.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584" wmode="transparent" quality="autohigh" swliveconnect="FALSE" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash" height="280" width="336"> </object> <noembed>&lt;A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584"&gt;&lt;IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"&gt;&lt;/A&gt;</noembed> <noscript><A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=36080713/site=THE/area=std/aamsz=336x280/pos=m03/pageid=93737584"><IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"></A></noscript> </div> <p>Teachers were apparently even more enthusiastic about gaming, as 65 percent indicated that they thought educational gaming would be an effective tool for students with different learning styles and would help engage students in coursework. More than half said they'd like to learn more about educational gaming, and some 46 percent said they would "like to receive specific professional development on how to effectively integrate gaming technologies into curriculum," according to the survey.</p>
<p>According to the survey, the majority of middle and high school students (51 percent of students in grades 6 through 12) indicated that "games make it easier to understand difficult concepts. Forty-six percent said they'd learn more about a subject if information were presented in a game format; 44 percent said gaming "would make it more interesting to practice problems"; and about a third said that "the use of games in schools will help them learn how to work in teams and see the direct results of their problem solving activities."</p> <div id="square"><object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=3,0,0,0" id="Ad" height="280" width="336"> <param name="movie" value="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397"> <param name="wmode" value="transparent"> <param name="quality" value="autohigh"> <param name="bgcolor" value="none"> <embed src="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration%202.0/collaboration_336x280v4.swf?clickTAG=http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397" wmode="transparent" quality="autohigh" swliveconnect="FALSE" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash" height="280" width="336"> </object> <noembed>&lt;A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397"&gt;&lt;IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"&gt;&lt;/A&gt;</noembed> <noscript><A HREF="http://ad101com.adbureau.net/accipiter/adclick/CID=00003efce00ea3bb00000000/acc_random=79093549/site=THE/area=std/aamsz=336x280/pos=m03/pageid=86059397"><IMG SRC="http://ad101com-images.adbureau.net/ad101com/THE/Collaboration 2.0/336x280_Collaboration.jpg" ALT="Collaboration 2.0" WIDTH="336" HEIGHT="280" BORDER="0"></A></noscript> </div> <p>Teachers were apparently even more enthusiastic about gaming, as 65 percent indicated that they thought educational gaming would be an effective tool for students with different learning styles and would help engage students in coursework. More than half said they'd like to learn more about educational gaming, and some 46 percent said they would "like to receive specific professional development on how to effectively integrate gaming technologies into curriculum," according to the survey.</p>
·thejournal.com·
Are Schools Inhibiting 21st Century Learning? : April 2008 : THE Journal
Game Couch: Interview: Dr. Cheryl K. Olson co-author of Grand Theft Childhood
Game Couch: Interview: Dr. Cheryl K. Olson co-author of Grand Theft Childhood
Interview with the author of a book about extensive research on violence in video games. Instead of just researching the effects on college students playing for 15 minutes, this author looked at real children and how they play games. One finding was that many children who play violent games use it to "get their anger out."
In 2007, results from a breakthrough Harvard video game study found that children used video games to manage their feelings, the stereotype of the socially stunted gamer was a myth, and there was no obvious connection between violent games and youth crime.
·gamecouch.com·
Game Couch: Interview: Dr. Cheryl K. Olson co-author of Grand Theft Childhood
growing changing learning creating: Building bridges to gamers
growing changing learning creating: Building bridges to gamers
You may have noticed three separate islands where you work. There's an island of senior executives with their top-down, bottom line, control-freak approach to the other islands. There's a far away island of gamers thriving on fun challenges and immersive gameplay. In between, there's an island of trainers, instructional designers and content developers struggling to reach out to both of the other islands.
·growchangelearn.blogspot.com·
growing changing learning creating: Building bridges to gamers