Case Study #1: Weeks 2-3
On the Helpfulness of Statistics and Good Sourcing
Currently, our culture is in the
midst of the postmodern period. One of the characteristics of postmodernism
includes embracing technology. Children watch television, play on Iphones, cue
up search engines on computers, and play video games, either at home or at
friends’ houses. Kids are exposed to video games at an early age, the lure of
fantasy realms and problem solving missions an inescapable draw. Even if the
games seem pointless to parents, most simulate real-world problems and let the
user solve them through the means of trial and error. Because they are already
consuming video game time outside of school, it would not be a stretch to
integrate digital games into the schoolhouse curriculum, and would be
beneficial for both the students and the educational system.
I remember playing The Oregon Trail in grade school and not
only enjoying it immensely, but learning, with my classmates, from the digital
activity while having fun. The students, including myself, got into it, glued
to the computer screen, little eyes moving rapidly across the inventory list.
The game provided many learning opportunities as well as critical thinking
objectives, like deciding whether to float, avoid, or forge a river depending
on its speed and depth; quite impressive calculations for a fourth grader.
There are several benefits that can
spring from video games being used for educational purposes. An obvious benefit
lies in the fact that if a child is excited or interested by an activity, that
child will do better at performing that activity. In this case, if kids enjoy
playing video games they are more likely to succeed at a school activity that
involves playing a video game. Also, “games can motivate passive students to
contribute more than they would in a traditional learning environment”
(Annetta). Shy or otherwise socially disabled children do not have to worry
about speaking out in front of a class or being made fun of for performing a
task incorrectly. Video games allow students to mask their identity with a
fictional digital one, allowing the children to make mistakes through trail and
error without real time repercussion, which motivates the students to try more
combinations of answers and research different methods of solving without worry
of being embarrassed by answering wrongly.
Video games in education is a topic
that has been thought over and researched for years. For instance, in 2003, “a
movement was started for using video games in teaching and training…known as serious games” (Annetta). This movement studied several different
curriculum-based digital games and the responses of the students and educators
involved with play time. An example of one such a game is Immune Attack, a human biology game that has the user fight
bacterial and viral infections by training immune cell troops for combat. Another
instance includes Wolf’s Den, an
interactive game that allows both students and instructors to create an avatar,
perform classroom activities, and talk amidst each other during real time via
online communication. Students can enter a scientific lab and test water
samples through a microscope, using chemicals that would be potentially
dangerous in a real life situation. A game like the examples stated can also
reduce tuition costs for both the school and the students by cutting out text
book costs for the subject covered.
A study was conducted in Athens, Greece
by two esteemed researchers for the Journal
of Educational Technology and Society that delved into the question of
video games in education. The interesting thing about their study lies in the
fact that the two researchers used off-the-shelf games for their basis of
analysis and not curriculum-based games. Using a sample group of 59 junior high
school students (one control group of 29 and an experimental group of 30), aged
13-14 years old, the researchers first asked background questionnaires about
their opinions on school and, separately, video games. After this, the study
separated the children and had them each perform a series of curriculum tasks,
the experimental group doing so via a commercial video game, namely, Sims 2: Open for Business.
After the experiment, students in
the experimental group not only fulfilled the activity criteria but showed an
improvement in performance and “indicated successful engagement in the
evaluation of preformed actions’ outcomes” by being able to choose from several
alternate paths to complete a task assigned, while the students not involved
with gaming had only one child that “managed to develop more than one
alternative solution to the given problem” (Panoutsopoulos and Sampson). To cap
off the experiment, the researchers had the children involved fill out another
questionnaire regarding their opinions on the activities they had just
preformed. In this poll, 55.2% of students reported that the integration of The Sims helped them understand
mathematical concepts taught therein. The other 44.8% did not see a benefit
from the video game, but were not confused or hindered by it. The statistical
differences are apparent, however, the validity of the evidence is too vague to
use for the base of a full-hearted claim.
Off-the-shelf games, not meant to
teach children in a classroom, have been seen effective in relaying curriculum
objectivity and should therefore be researched further. If “leisure” games help
students to perform and learn their schoolhouse tasks, games designed
intentionally for students must have an even greater effect.
References:
Panoutsopoulos, H., &
Sampson, D. G. (2012). A Study on
Exploiting Commercial Digital Games into School Context.
Educational
Technology & Society, 15 (1),
15–27.
Theory Into
Practice, 47:229–239, 2008
Copyright © The College of Education
and Human Ecology, The Ohio
State University
ISSN: 0040-5841
print/1543-0421 online
DOI: 10.1080/00405840802153940
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