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Alan Gershenfeld

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Game-Based Learning: Hype Vs. Reality

Posted: 04/03/11 11:16 AM ET

In a recent speech to a group of students at TechBoston in Dorchestor, Massachusetts. President Obama had this to say about video games:

I'm calling for investments in educational technology that will help create ... educational software that is as compelling as the best video game. I want you guys to be stuck on a video game that's teaching you something other just blowing something up.

When I started my career in video games in the early 1990s, the idea of a sitting President saying anything positive about video games was pretty much unthinkable. Back then, the medium was routinely vilified by politicians and generally dismissed as a frivolous waste of time by everyone else.

Perceptions of video games are definitely changing.

Today, hardly a week passes without a new study highlighting how video games can be good for learning. There is a steady stream of books, blogs, TED talks and conferences making a wide variety of claims about the positive potential of games. These claims range from rigorous academic studies highlighting the efficacy of a single game to broad claims about games saving the planet.

So, is game-based learning hype or reality? Right now it is both.

I believe that computer and video games absolutely have the potential to make significant learning (and social) impact. But I also believe that this potential is currently not being realized -- at least not at a meaningful scale.

To understand why games have so much potential (as well as why realizing this potential is so difficult) let's look at some of the thorniest education challenges the President outlined in his speech.

  • Twenty-five percent of all kids in America are dropping out of school. Clearly school is neither engaging nor relevant to a large percentage of our youth.
  • U.S. students are falling further behind other industrialized countries in everything from math and science scores (25th) to the proportion of young people with college degrees (9th). Clearly we are not effectively preparing enough of our students for a hyper competitive, inter-connected, rapidly changing, digitally charged global landscape.
  • Schools are operating with severe fiscal constraints. Clearly innovation needs to happen, but this innovation must be capital efficient; enabling good teachers to do more with less.

While game-based-learning is certainly not a silver bullet for solving these complex challenges, games -- when effectively harnessed -- can be a powerful tool for addressing them. This is because there is a unique and, for many, surprising alignment between the core elements that make video games so deeply engaging and the best practices that many of the most effective teachers are employing in the classroom.

Here are just a few examples of this alignment:

Project-based learning: Games are interactive, "lean-forward," and participatory. They enable players to step into different roles (e.g. scientist, explorer, inventor, political leader), confront a problem, make meaningful choices and explore the consequences of these choices. Games can help make learning more engaging, relevant and give students real agency in ways that static textbooks simply cannot.

Personalized learning: Games are designed to enable players to advance at their own pace, fail in a safe and supportive environment, acquire critical knowledge just-in-time (vs. just-in-case), iterate based on feedback and use this knowledge to develop mastery. Games can help teachers manage large classes with widely divergent student capabilities and learning styles through embedded assessment and individualized, adaptive feedback.

24/7 learning: Games offer a delicate mix of challenges, rewards and goals that drive motivation, time-on-task and a level of engagement that can seamlessly cross from formal to informal learning environments. Given that kids spend more time engaged with digital media than any other activity (other than sleep), games can enable an increasing portion of this out-of-school digital media time to effectively reinforce in-school learning (and vice-versa).

Peer-to-peer learning: Games are increasingly social. Whether they involve guilds or teams jointly accomplishing missions, asynchronous collaboration over social networks or sourcing advice from interest-driven communities to help solve tricky challenges, games naturally drive peer-to-peer and peer-to-mentor social interactions.

21st Century skill development: Games are complex. Whether it is a 5-year-old parsing a Pokemon card or a 15-year-old optimizing a city in SimCity, games can foster critical skills such as problem solving, critical thinking, systems thinking, digital media literacy, creativity and collaboration. Given that many of the jobs that will emerge in 21st century have not yet been invented, these 'portable' skills are particularly important.

Games are also capital efficient. Games, especially game-based services, can be deployed, scaled, updated and optimized at a fraction of the per student cost of most textbooks.

That's the good news.

The bad news is that designing, developing, distributing, implementing and scaling effective game-based-learning products that leverage all of these capabilities is extremely difficult -- especially if the goal is widespread adoption in the classroom.

As a result, there is a significant gap between the potential of game-based-learning and the current reality. The next series of posts will explore this gap further as well as methodologies for closing it.

 
In a recent speech to a group of students at TechBoston in Dorchestor, Massachusetts. President Obama had this to say about video games: I'm calling for investments in educational technology that wil...
In a recent speech to a group of students at TechBoston in Dorchestor, Massachusetts. President Obama had this to say about video games: I'm calling for investments in educational technology that wil...
 
 
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01:30 PM on 05/05/2011
I’m thinking we’re missing something vital here. Are we creating games to get kids to learn stuff we think they need to know, or are we open to the potential imagination and play has to offer?

Jane McGonigal’s, Reality is Broken, brought this home to me.
Jane explains a good game as one you can’t possibly play on your own and it’s a necessarily volunteer. She suggests taking the parts of a good game, any kind, and bringing them into our everyday lives. Like detox for those of us who have forgotten how to imagine, play, be mindful.

She points out that we have many 21 year olds, who have played 10,000 hrs of good video games, expert collaboraters. What better lifelong skill, since many things we face can’t be done alone.

The problem I see with our focus on whether video games would be helpful in ed is twofold:

1) We’re trying to use games to entertain kids into learning things that quite honestly, they may or may not need. I’m wondering if Khan academies recent addition of badges isn’t great evidence of that. The motivation needs to be intrinsic or after the excitement of something new is gone, so will the player be.

2) If we focus on #1, we’re missing the potential altogether. I’m thinking we need to realize the power of volunteer play and trust. Unleash that. I’m thinking we cheapen or even miss possibility when we use play to accomplish an agenda.
04:13 PM on 04/07/2011
I think it's possible to bridge the gap that you wrote about. If the game is broad and complex enough, you can even incorporate your entire course curriculum into it and have it play out for an entire semester. Even better, have students help in building the game from the ground up or have them assist the teacher in adding new levels or dimensions. I'm not sure if there is a digital or online game yet which covers an entire course, but I'd be very interested in seeing something like this. For now, I've completed a text-based version of this game (see http://theglobalchallengeproject.blogspot.com) and am hoping to find someone who will help me in turning this into a video game. I'll be speaking on this topic in Atlanta on May 10 and hope to bring this article into the discussion. See https://secure.aplusworkshops.com/workshop_events/details/869 for details.
06:08 PM on 04/05/2011
That is what we are focusing on at OpenStudy -- making the world one big study group!
12:56 PM on 04/05/2011
Why aren't we teaching students how to make their own video games? There are many platforms that already exist for people to make their own video games. These games could be educational (complicated like Oregon Trail or a simple math game). If kids could spend more time being active learners rather than passive learners, they would learn how to construct a game, gather content, and get feedback on how to improve the game.
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dudervision
New Tech Maven
01:58 PM on 04/05/2011
Exactly! I taught Video Game Design for a local high school during the past 5 years. The quality of the games my students produced was on par with the professional games (if not better in some cases). In addition, students who didn't feel they were up to the level of many of the more academically oriented students who filled their schedules with AP classes discovered they had real talent. In the end, many who did not originally plan to attend college are now in college level programs in architecture, engineering, and video game design. Sadly, budget cuts killed the program last year and how the schools curriculum is focusing ever more and more on a purely academic "college prep" curriculum that leaves a portion of the student body out in the cold. One possible solution would be the development of EXTRAcurricular programs in game design. The rub? Funding.
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Alan Gershenfeld
08:32 AM on 04/06/2011
I completely agree - making video games requires all of the 21st century skills; problem solving, iterative design, systems thinking, digital literacies, creativity, collaboration etc. and builds a powerful motivation for STEM (science, technology, engineering and math). Making games is actually really hard and yet many kids truly embrace the challenge and complexity because it taps into a natural passion.

In fact, we just announced the winners of the National STEM Youth Video Game Challenge - a national middle school video game design competition. Here is a link to a short video of the winners where the kids themselves articulate nicely the educational value of making games: http://www.youtube.com/watch?v=SA3EPf9tsI8

There are actually a number of good tools (and curriculums) for teaching both video game design and programming - many of them free or offering free tiers of service. I am actually planning to do a future blog post covering youth video game design which will cover the ecosystem of tools.

My company recently published (in collaboration with the Institute of Play and the MacArthur Foundation) a game and curriculum designed to teach middle schools students game design called Gamestar Mechanic (http://gamestarmechanic.com/). There is a very robust free version and free curriculum. Other youth-friendly game creation tools include Scratch, Kodu, Game Maker, Game Salad, RPG Maker, StageCast Creator. More in a future post...
10:17 PM on 04/06/2011
Just today I found out that I have been approved to teach a video game design class for my school's Summer Enrichment Program. I am planning to use Scratch but will now be checking out Gamestar Mechanic tomorrow. Looks great!
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LightShadow62
The answers are not found in the extremes
03:42 PM on 04/04/2011
It might be easier to get kids to pay attention if video games are in the classroom but it doesn't particularly translate to them learning.

The entire focus of education has been turned from learning for the sake of knowledge to attending school to get a high paying job. Of course it is brutally obvious that the latter is just creating a bunch of people with huge student loans working 2 to 3 jobs to just survive.
03:25 PM on 04/04/2011
The major video game players have yet to embrace education as a viable market and we have yet to see original titles that are built specifically for the education market. There are some smaller companies that have tried, but we have not seen widespread success. If we really look at student engagement and problem solving as primary aspects of good learning, then a video game can offer that almost better than anything else. If you really watch someone playing an engaging game, even many of the "violent" ones. The players brain is making sometimes hundreds of decisions and responses a minute. Compare this to having to listen to a lecture or do worksheets. They are not as engaged and their brains are much more passive. I think that being a good reader and writer takes practice by actually doing it. I have seen some video games help kids with their reading, but having students read high interest books and writing about topics they like are more engaging for those skills. Skills like problem solving are becoming increasingly more important and we would be foolish not to consider video games that have been developed to specifically target this type of skill. We do not advocate for banning reading even though some books are subversive and inappropriate for students. Ensuring that our students can all learn at a higher level may include using video games for part of the curriculum.
12:56 PM on 04/04/2011
Please stop trying to push this gaming/social media agenda into our kids classrooms! I feel that my children's only refuge from this 24/7 video game, tech products, and internet assault is in the classroom! The only place where they get to hold a book, hold a pencil, physically interact with peers, sit and listen to a teacher, and make art with their hands without all the media distractions. Many of use who did not grow up using social media and interactive devices have no problem assimilating to it today. Why do you think the children need to learn how to use this in school when its all around us? Its almost like saying that we need to teach kids how to eat with a fork in school since that is what is relevant to them. Its perfectly fine to use computers in school to enhance learning such as typing papers, making a video presentation, research information in tandem with books, but using media forms as a means to learning will not make kids smarter.

When I think back to my HS years in the 80's, our valedictorian was not the kid who you can always find hanging out at the arcade beating everyones' high scores on Ms. Pac Man or Space Invaders...that kid did not even go to college.
09:49 AM on 04/04/2011
When you put my two Grandsons, ages 10 and 12, in front of Xbox or the computer playing a game, they become zombies. They hear nothing, are only focused on the screen, have very poor reading skills and often times completely skip the reading portions of the game, to get to the shoot, kill, blow up part of the game. The only way you can get their attention at this point is to turn off the device, then they wake up from their game stupor. My daughter and her husband have hooked up the devices to a timer and when the time runs out, the device goes off and stays off.

There is a time and place for video games, but I am not sure that during the school day is the answer. Video games do not teach social skills and though they may be able to use teaching video games in elementary school, I am not so sure about the high school level, and how they will keep that age groups interest.
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Ldcook
Gay Harvard Grad
11:34 AM on 04/04/2011
I like the timer idea, particularly for games that don't have any educational value. They should be seen as treats and treated as such. Also I am willing to bet those violent games you are speaking of (blow up, shoot kill etc.) are rated at teen or higher. So they are not really made for kids of that age.

Where I disagree with you is the social skills aspect. I am referring to MMORPG's played online with other people. As an example when I play, I am often with a group of 17 other people. Most of whom I have never communicated with before, none of them whom I have met before, and we have to get organized and coordinated to complete a task or objective. That level of working together and organization takes a good deal of social skills. If the leader can't juggle the 17 personalities, the group falls apart. If the members can't get along to get it done, the group falls apart. If they cannot read the text fast and well enough to know what is going on the group will fall apart.

Also if a game has story/text content that can just be skipped over in my opinion is using the text wrong and needs to create a better story. If kids are interested in what is going on then they will read it.
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maninal2
Without knowledge action is useless
07:59 AM on 04/05/2011
"As an example when I play, I am often with a group of 17 other people"

A common fallacy by the game deluded. You are not with anyone. You are in your basement. If you're on the phone you're not "with" anyone why do you believe you on online? It's an absurd statment that denies reality which is the biggest problem with games as education.
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LearnMe
Native NY-er, father of 2, husband to 1. I teach
09:16 AM on 04/04/2011
Yes, I totally agree (even though I don't play video games and my kids mostly don't), that as part of a curriculum, as part of life, such virtual engagement has potential benefits and may, even, be necessary and essential. But that has nothing to do with addicted kids, hours and hours spent gaming as opposed to reading, conversing, playing a sport, etc. http://learnmeproject.com/?s=video+games
10:03 PM on 04/03/2011
Moving forward.
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GlennWatson
Two million fans
08:51 PM on 04/03/2011
No video game every made can teach as much as a good book.

Give me two kids. One plays any game in the world you select for 10 hours over say five days. The other reads quality subject oriented books for 10 hours over five days.

My money is on the reader.
08:39 AM on 04/04/2011
Agreed. But I think the counterargument is that games might teach kids who aren't going to be reading.

Now, I'm not sure the gaming industry would make that argument. They'd like as broad of adoption as they can get, and if they can wean readers off books in favor of their products, great. But I expect some people would make that argument.

Then of course, there's the counter to that. Maybe we should expect those kids to learn how to read even if it's not their first choice. Maybe we're better off not raising a generation of kids who expect flashing lights and immediate rewards every time they learn something. Perhaps their parents should force them to buckle down and build the sorts of skills they're going to need to learn things outside of a video game.

But really, how likely is that?
01:04 PM on 04/04/2011
Very likely and it can be done if some parents would grow a pair.... My son is a high honors student at his school, why? Because the Nintendo Wii comes out of the closet on Friday night (after music practice and homework is done) then goes back in the closet on Sunday night. During the week he studies, reads, plays music and draws, and that's about it.
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Ldcook
Gay Harvard Grad
11:39 AM on 04/04/2011
It depends on what your goal is. Games today (at least ones that are worth playing) are not designed to teach the same thing as "quality subject oriented books" are. If your goal is to teach someone strategy, and how to plan and think ahead. I would bet that a game such as Medieval Total War II or Shogun II would get more into a kid than would say "The Art of War"

In this case it would be a difference of reading about knowledge versus actually applying knowledge. (There are certainly ways that the game can be "gamed" or "cheated" but isn't finding flaws in your opponent part of strategy?)

If your goal is to teach chemistry, then the book will win out.

You need to identify your goals and what you are trying to accomplish and find the best tool for the job.
03:09 PM on 04/04/2011
I am in agreement about the context in which games are better for learning than others. Though an experience where students have a hands on and immersive learning experience in chemistry should be able to teach the application of chemistry better than a book. It is about active vs passive learning. Our students are not getting enough hands on with science, a simulation or game gives them a scaffolded, risk-free environment to see a cause and effect relationship between any given process that they want. The can see and experiment with science on a enormous scale like astronomy or down to the cellular level.

There is still a place for being able to read about Science, especially when they can read text from some of the scientists that many of the Science books summarize.
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GlennWatson
Two million fans
04:24 PM on 04/04/2011
I disagree. You want to learn strategy read Sun Tzu or Clausewitz, study Napoleon or Lee.

Gimme another.
07:40 PM on 04/03/2011
Interesting.

Personally, I see the problem as more of the homogenization and watering down of video game culture in general now that it has become a viable yet exploitable medium, too much emphasis on what sells (graphics and explosions) and not enough focus on creativity. There used to be such great innovation -- first the days of roguelikes, and text based adventures, followed by final fantasy zelda, myst, age of empires, etc - games where you needed to read a whole lot, and use critical thought/imagination. Sure, there have been mindless (enjoyable) platformers since the days of the arcade, but I feel like gamers just used to be smarter kids in general, perhaps because many were introverted, yet extremely creative. Maybe I'm just nostalgic since most of my friends used to be gamers, but now that gaming has hit the mainstream it seems like all I see is the same first person shooter rehashed over and over again, complete with linear levels and voice acting. Innovation today means motion detection or making your game graphically superior. I know there's more out there than the new hit title for Xbox, that there are independent companies dedicated to making challenging, thought-provoking games, but they're not what sells or gets attention. What really needs to happen is a shift in the general gaming culture; until that day, I'll encourage the kids I meet to compliment their game play with a healthy dose of reading.
06:36 PM on 04/03/2011
I agree with you are saying, but I think you might want to take a look at how you are supporting your position:

when you say: "U.S. students are falling further behind other industrialized countries in everything".

How about some context? The truth is, the USA outperforms every other nation handily when students are compared across socio-economic categories. http://goo.gl/nEV8V

We measure all students, not select groups.

Games are cool, and i build games, and raised standardized reading comprehension scores with game study, but the take home message was that the technology was in the design of the learning activity and how transfer was designed for other contexts -- it was not the digitized interface.

I am all in favor of kids playing games, and agree with you on your last point wholeheartedly.
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Alan Gershenfeld
08:39 AM on 04/06/2011
Thanks for the post and the link - agree that it is important to frame stats and studies with relevant context.