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1 How Can Teachers Use Video Games to Teach Their Students Mathematics? Jeremiah I. Holden and Caroline C. Williams University of Wisconsin–Madison A Pew report published in 2008 reported that 97 percent of teenagers play video games of some type (Lenhart et al., 2008). The U.S. Department of Education’s Transforming American Education: Learning Powered by Technology (2010) suggests video games can support a range of teaching and learning activities in school, from embedded assessment to engagement with locally relevant issues. This recommendation echoes research describing how well-designed video games can simulate professional practices and model real-world problem solving (Gee, 2005, 2007; Salen, 2008; Shaffer, 2006a; Squire, 2006). Recently, a survey of elementary and middle school teachers already using video games in their classrooms found that nearly one- fifth teach with video games every day (Millstone, 2012). Concerning mathematics education, we suggest it is necessary to ask: How can teachers use video games to teach their students mathematics? Our primary concern raises additional questions about how teachers select and evaluate video games, and the various types of video games suitable for mathematics instruction. We address these questions by reviewing current research on video games and mathematics education, and then detailing how to find specific mathematics video games. After highlighting a case of video game play supporting statistical reasoning, we discuss how to adapt video games to support classroom teaching, and we then consider the future of teaching mathematics with video games. <H1>Background: Video games and Mathematics Education For many teachers, their introduction to teaching mathematics with video games was Math Blaster (Davidson & Associates, 1983), “A standard drill-and-practice-type instructional mechanism . . . within a shooter game idiom” (Ito, 2008, p. 93). Introduced in 1983, Math Blaster was a best-selling piece of software; today, mathematics video games are a broader, dynamic, and profitable enterprise. Video games have been designed across grade levels and to

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HowCanTeachersUseVideoGamestoTeachTheirStudentsMathematics?

JeremiahI.HoldenandCarolineC.Williams

UniversityofWisconsin–Madison

APewreportpublishedin2008reportedthat97percentofteenagersplayvideogamesof

sometype(Lenhartetal.,2008).TheU.S.DepartmentofEducation’sTransformingAmerican

Education:LearningPoweredbyTechnology(2010)suggestsvideogamescansupportarange

ofteachingandlearningactivitiesinschool,fromembeddedassessmenttoengagementwith

locallyrelevantissues.Thisrecommendationechoesresearchdescribinghowwell-designed

videogamescansimulateprofessionalpracticesandmodelreal-worldproblemsolving(Gee,

2005,2007;Salen,2008;Shaffer,2006a;Squire,2006).Recently,asurveyofelementaryand

middleschoolteachersalreadyusingvideogamesintheirclassroomsfoundthatnearlyone-

fifthteachwithvideogameseveryday(Millstone,2012).

Concerningmathematicseducation,wesuggestitisnecessarytoask:Howcanteachers

usevideogamestoteachtheirstudentsmathematics?Ourprimaryconcernraisesadditional

questionsabouthowteachersselectandevaluatevideogames,andthevarioustypesofvideo

gamessuitableformathematicsinstruction.Weaddressthesequestionsbyreviewingcurrent

researchonvideogamesandmathematicseducation,andthendetailinghowtofindspecific

mathematicsvideogames.Afterhighlightingacaseofvideogameplaysupportingstatistical

reasoning,wediscusshowtoadaptvideogamestosupportclassroomteaching,andwethen

considerthefutureofteachingmathematicswithvideogames.

<H1>Background:VideogamesandMathematicsEducation

Formanyteachers,theirintroductiontoteachingmathematicswithvideogameswasMath

Blaster(Davidson&Associates,1983),“Astandarddrill-and-practice-typeinstructional

mechanism...withinashootergameidiom”(Ito,2008,p.93).Introducedin1983,Math

Blasterwasabest-sellingpieceofsoftware;today,mathematicsvideogamesareabroader,

dynamic,andprofitableenterprise.Videogameshavebeendesignedacrossgradelevelsandto

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meetCommonCoreStateStandardsforMathematics(2010)andNationalCouncilofTeachers

ofMathematics(2000)standards.TheynowrangefromthemobiledrillprogramFlashMath

(Kiger,Herro,&Prunty,2012)tonarrative-basedvirtualworldslikeQuestAtlantis(Gresalfi,

Barab,Siyahhan,&Christensen,2009;Robert,2013).

Becausedefinitionsof“game”arebroadandcontested(Salen&Zimmerman,2003;

Schell,2008),inthisbriefweconsidervideogamestobe“imaginaryworlds,hypothetical

spaceswhereplayerscantestideasandexperiencetheirconsequences”(Squire&Jenkins,

2003,p.8).Thisdefinitionisconsistentwithageneralconsensusthatvideogamesaremore

thandigitaltools;videogamesaredesignedenvironments,orpossibilityspaces(Squire,2008),

thatsupportlearningacrossmultiplesocialspaces,sharedpractices,andemergentformsof

knowledge(Barab,Gresalfi,Dodge,&Ingram-Goble,2010;Gee,2003;Shaffer,2006b).Our

understandingofvideogamescontrastswithdigitalsimulationslikeGeometer’sSketchpad(Key

CurriculumPress,1991;e.g.,Knuth,2002;Leong&Lim-Teo,2003)or“cognitivetutor”systems

(e.g.Anderson,Corbett,Koedinger,&Pelletier,1995),whichprimarilysupportconsistentand

accuratemeansofinteractingwithmathematicalobjectsandornotations.Videogameplay,on

theotherhand—likeplayingeneral—affordspositiveaffect,nonlinearity,intrinsicmotivation,

process,andfreechoice(Johnson,Christie,&Wardle,2005;Vygotsky,1978).

Unlikeestablishedresearchabouttheimpactofvideogamesonstudents’science

learning(e.g.,Barabetal.,2007;Clarke&Dede,2009;Gaydos&Squire,2012;Squire,2010),

onlyahandfulofempiricalinvestigationshaveexploredhowvideogamesinfluencestudents’

mathematicsexperiencesandunderstanding(e.g.,Harris,Yuill,&Luckin,2008;Ke,2008;Ke&

Grabowski,2007;Kebritchi,2008).Youngandcolleagues(2012)recentlyexaminedthe

pedagogicalvalueofvideogamesinrespecttostudentachievement.Ninestudiesfromthe

mathematicsgamingliteraturewereincludedintheirmeta-analysis.Likepreviousreviews

whichidentifiedasparseliteraturebaseandinsufficientresearchaboutinstructionalgaming

amongspecificagegroups(Mitchell&Savill-Smith,2004),Youngetal.(2012)suggestbetter

“correspondence”bedevelopedbetweenagame’sobjectivesandstudents’mathematics

learningactivities.Teachingmathematicswithvideogamesdoesnotinvariablyequateto

studentslearningmathematicsfromvideogames.Inotherwords,theresultsaremixed.

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Ke&Grabowski(2007)foundthatfifthgraderswhoplayedvideogamesoutperformed

non-gamingpeers,yetonlythosewhoplayedgamescooperatively(ratherthancompetitively)

hadeffectivegainsinmathematicsunderstandingandpositivechangesinattitude(as

measuredbyamodifiedversionoftheAttitudesTowardsMathsInventory;Tapia,Marsh,&

George,2004).Forhighschoolstudents,playingDimensionMwhenalignedwithonline

modulesandclassroomteachingincreasedmathematicsachievementincomparisontonon-

gamingstudents;however,gameplaydidnotimprovemotivationtolearnmathematics

(Kebritchi,2008).Kebritchi,Hirumi,andBai(2008)foundstatisticallysignificantgainsforhigh

schoolstudentswhoplayedvideogames;theiraverageachievementgainbetweentwodistrict

examswasmorethandoublethatofnon-gamingpeers.Further,thesestudents’teachers

reportedvideogamesas“effective”learningtoolsbecausetheywereexperimental,offered

alternativeteachingapproaches,providedanengagingrationaleforlearning,andincreased

timeontask.Nonetheless,trendspersistacrossthisliterature;thesuccessandfailureof

teachingmathematicswithvideogamesreflectsmanyfactors,includingresearchdesign,game

mechanics,teachingstrategies,learningobjectives,andcontext(Youngetal.,2012).

Thevariedinfluenceofvideogameplayinmathematicsclassroomsisunsurprising:

gamesarenomagicbullet.LikeYoungetal.(2012),webelievethatsuccessfullearningdepends

uponteachersdevelopingandsupporting“correspondence”betweenplayandinstruction.

Effectivelyteachingmathematicswithvideogamesrequiresteacherswhocandevelop,support,

andreflectuponhowanygamecorrespondstoinstructionalgoalsandstudentlearningneeds.

Insum,mathematicallymeaningfulgameplayistheresultofthoughtfulandcreativeteaching.

Buthowdoesateachergoaboutfindingmathematicsvideogamestosupportteachingand

learninginhisorherclassroom?

<H1>FindingMathematicsVideoGames

Imagineaveteranmathematicseducatoreagertorefineherpractice.Oralternatively,imagine

the“digitallyable”first-yearteacher(Starkey,2010),anoviceconfidentinherabilitytoadapta

rangeofnewtechnologiestocommunicate,problem-solve,play,andshareinformationabout

teachingandstudentlearning.Howmighteitherteacheridentifywhatmakesgameplay

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effectiveinamathematicsclassroom?Whatwilleitherperceivetobetheadvantagesofvideo

gamesincontrasttomoretraditionalinstructionalstrategies?Cancommonpitfallsbeavoided,

hallmarksofsuccessrecognized,andchallengesmitigated?Eachoftheseeducatorscaneasily

visitthe“Education”sectionofApple’sAppStoreandsearchfor“mathgames.”AsofMay2014,

thissearchgave219results.Somegamesarefreewhileothersarecheap,andtheavailable

gamescoverarangeofcontentareasandgradelevels,withmanyclaimingtodramatically

improvestudents’learning.Wheremighttheseteachersgotofindwell-designedvideogames,

relatedcurricularmaterials,and—perhapsmostimportantly—acommunityofprofessionals

whocansupportimplementationandrefinementofteachingmathematicswithvideogames?

Enthusiasmaboutvideogamesandlearninghasresultedinthegrowthofmanyonline

resourcesandcommunities,aswellasofflineconferencesandprofessionallearningevents.

WebsitessuchasGameDesk’sEducade(http://educade.org)andCommonSenseMedia’s

Graphite(http://www.graphite.org)providefreegamereviews,lessonplans,teachingtools,

andotherresources—manyofthemauthoredbyteachers.Manyeducatorshavealsocreated

andjoinedonlinecommunitiesdevotedtosinglegames.Forexample,thegameMinecraft

(Mojang,2009)hasinspiredMinecraftEdu(http://minecraftedu.com),anonlinecommunity

andcollaborativeeffortpromotingaffordabilityandschoolaccessibility.Additionally,the

PlayfulLearningInitiative(http://playfullearning.com)supportsanonlineknowledgebaseof

videogames,facilitatesregionalandnationalpartnershipsandprofessionallearningsummits,

andisguidedbyanadvisoryboardofK–12educators.

Asnewmathematicsvideogamesaredesigned,sotoowillthenumberofwebsites,

onlinecommunities,andotherresourcesproliferate.Eachwebsiteandonlinecommunityhas

differentcharacteristics;accordingly,weofferabriefoutlineofhowtofindrelevantgames

usingEducade(seefig.1).

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Fig.1.ScreenshotofEducadehomepage

Asearchbaratthetopofthewebsitemaybeused,forexample,tofindgamesfocusedon

middleandhighschoolalgebra.Sevenresultsarepresented.Fourare“teachingtools,”or

informationaboutspecificgamesandresourcesforteachingmathematics.Theremainingthree

are“lessonplans”focusedonimplementinggamesaccordingtospecificlearningobjectives.

One“teachingtool”isDragonbox(WeWantToKnow,2012).Accompaniedbytwolessonplans,

Dragonboxislikelyausefulresource,andselectingthegameleadstoadditionalinformation.A

screenshotfromDragonboxisincludedasfigure2.

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Fig.2.ScreenshotofalevelfromDragonbox

Dragonboxisrobustlydescribedwithtext,images,avideo,aswellasinformation

regardingalgebraiccontent,appropriategradelevels,platformssupportinggameplay,andhow

teacherscanimplementthegame.Therearealsotworelevantlessonplans,andalinktothe

officialDragonboxwebsite.WhilewestronglyrecommendDragonbox(particularlyfor

mathematicsteachersnewlyinterestedinvideogames),morethanafewpoorlydesigned

mathematicsgamesarealsoavailable.Weadviseplayingademobeforepurchasingany

mathematicsvideogame.Ifagamedoesnothaveafreelyavailabledemo,requestonefrom

thecompany.Inourexperience,acompanyunwillingtoshareademomaybeconcernedthat

theyaremarketinganinferiorproduct.

Afterdownloadingthedemo,playit!Whiledevelopingideasabouthowthegamefits

withclassroomteaching,requestfundingtopurchasethefullgameforclassroomuse.Consider

howthegamealignswithcurricula,andthe“correspondence”amongstudents’play,

mathematicscontent,andinstruction.Willstudentsplayintheclassroom,afterschool,orat

home?Whetherplayingatschoolorassigningashomeworkorextracredit,makesurethata

computerlabisavailableandthatthegameisproperlyinstalledsothatallstudentshaveaccess

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toit.

Finally,itiscrucialtofullyplayanygamebeforeimplementation.Whileplaying,

referencedesiredlearningobjectivesandnotewhicharesupportedbyplayandwhicharenot.

Considerhowthegamesupportsstandardsandcurricula,andwhatlessonandunitplanning

couldconnectstudentgameplaywithlearningobjectives.Teacherswhoareeagertoconsult

modelsofclassroomteachingandlearningcanfindonlinecommunitiesofteachersand

designers(listedearlier)whoopenlysharetalesoftriumphandfailure.Thesestoriescaninform

decisionsaboutwhetherorhowagameshouldbeplayed.Accordingly,wenowshareacase

studythathighlightswaysofconnectinggameplaytoclassroomteaching.

<H1>CaseStudy:StatisticalReasoningandWorldofWarcraft

TeachingmathematicswithvideogamesneednotconjureupagedimagesofMathBlaster;

classroomteachersareadaptingvariousgamingenvironmentstosupportthedevelopmentof

sophisticatedmathematicalinvestigations.ConsiderthecaseofScottMcClintock,astatistics

teacheratWestChesterUniversityinWestChester,Pennsylvania.WritinginNCTM’s

MathematicsTeacher,McClintock(2011)describeshowthegameWorldofWarcraft(Blizzard

Entertainment,2004;fig.3,below)supportedhisstudents’understandingofstatistical

reasoning.AprimaryconcernforMcClintockhadbeendatacollectionandanalysis;he

perceivedissuesofsamplesizeandsurveyrelevancetobepedagogicalchallengesforquality

teachingandlearning.However,withWorldofWarcraftMcClintockrealizedhecouldaddress

thesechallengesbycreatingassignmentsthatengageda“widevarietyofstatisticalpractices”

(p.215).OnekeytoMcClintock’ssuccesses—andhisstudents’learning—wastheopportunities

forengagementandreflectionfoundwithinthegameworldandalsoinclassaftergameplay

ended.

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Fig.3.ScreenshotoftheOrcstartingzoneinWorldofWarcraft

Oneassignmentconcernsthestatisticalconceptofsampling.McClintockdirectedhis

studentstosurveytheraceandclassof50WorldofWarcraftplayersineachofthreedifferent

cities.Knowledgeableaboutthedifferentracesanddifferentclasscategoriespossibleforany

givenplayer,studentssampled50playersinthehumancapital,50intheelvencapital,and50

inaraciallyneutralcity.Aftercollectingdata,studentscalculatedthepercentageofhumansin

eachsample,andthendeterminedwhichsampleproportionmostlikelyrepresentedthetrue

proportionoftotalhumanplayers.

AlthoughWorldofWarcraftwasnotdesignedtoteachstatistics,anumberofgame

featuressupportedstudents’statisticalreasoning.First,randomsamplingmethodswouldnot

workinthisvirtualcontext;instead,systematicsamplingwaspossibleastheraceandclassofa

givenplayercouldbeobtainedthroughanunobtrusivemouseclick.Second,thedesignof

particularcitiesbiasesthesample;samplinginthehumancapitalwouldlikelyoverestimatethe

totalproportionofhumans,whereassamplingintheelvencapitalwouldlikelyunderestimate

thatproportion.Thus,onlyinarace-neutralcitycouldstudentsobtaintheleastbiased

statisticalsample.Itwasbecauseofthegame’scontextualfeaturesthatmoresophisticated

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mathematics,abouttheprobabilitiesofplayers’raceandclass,becamepossible.McClintock

alsoaddressedtheimportanceofcontinuingtosupportstudents’investigationsbeyond

gameplay.

Reflectinguponhisownlimitations,hesuggeststeachersprovidewrittenfeedbackto

studentsaboutfindings,encouragestudentstoaskquestionsoftheirdata,andconduct

iterativeroundsofdatacollectionandanalysisbackinWorldofWarcrafttotestnew

hypotheses.Ultimately,McClintockarguesthatbothgamefeaturesandteachers’pedagogycan

appropriatelysupportstudents’learningofcomplexstatistics,andthatteachersshould

“considerhowwemightadapt[videogames]toenhancethereachandscopeoftheclassroom”

(p.217).

<H1>Discussion:PlayingandAdaptingVideoGamesforTeachingMathematics

Theintentofthisbriefisnottosupportanymathematicsteacherinonlyvisitinganonline

database,downloadingagameandrelatedmaterials,andthenhavingstudentsplay“forfun”

orasa“reward”aftercompletinganotherassignment.Rather,weadvocateadaptingvideo

gamestocomplementthecharacteristicsofaclassroom.McCall(2011),writingabouthisown

useofgamesintheclassroom,argues,“Successfulgame-basedlessonsaretheproductofwell-

designedenvironments.Teacher/designersmustthoughtfullyembedthesegamesinan

environmentandsetoflearningactivitieswherestudents,learningtools,andresourceswork

togetherinpursuitofthedesiredoutcomes”(p.61).

Robustmathematicseducationhasneverbeenachievedthroughtheblindadoptionof

newcurricula,tools,ormethodsdevoidofteachers’skillfulfacilitation;videogamesarenot—

and,webelieve,willneverbe—anexception.Teachingmathematicswithvideogameswill

requirethatteachersdeftlyconsidertrends,limitations,andtheinsightsofcasestudiessuchas

theonenotedabove;makeprofessionaljudgmentsrelevanttolocalcontext;andreflectupon

thesuccessesandchallengesassociatedwithteachingandstudentlearning.

Wesuggestthateducatorsinterestedinteachingmathematicswithvideogames

recognizethesubstantialeffortandintellectualengagementrequiredofsuchanendeavor.

Learningtoplayanygametosupportlearning–and,inparticular,amathematicsvideogame–

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entailsprofessionalbehaviorssimilartoacquiringanynewteachingmethod:research,planning,

implementation,reflection,anditeration.Teachersshouldinvestigategamesandrelated

teachingresources.Gameplayshouldbeacentralelementtoanyteachers’personalresearch

andlearning.Curricularmaterials,lessonplans,andassessmentsshouldalsobeprepared

beforeclassroomimplementation,yetremainflexibleenoughtoberevisediteratively.

Furthermore,itmaybeadvantageousforteacherstojoinonlineprofessional-amateur(“pro-

am”)gamingcommunities,likethoseassociatedwithMinecraft,inordertodiscussexperiences,

shareinsights,andgrowaprofessionalnetworkofteachers-as-players.

[H1>TheFutureofGame-BasedMathematicsEducation

Asbothliteratureandpopularmediaindicate,teachersandtheirstudentsareplayingand

increasinglydesigningvideogames(Squire,2011).Withagrowingnumberofteacherswriting

abouttheirownexperiencedesigningandteachingwithvideogames(e.g.,Elford[blog];McCall,

2011;Williams[Ed.],inprogress),webelievethisisaveryexcitingtimetobeamathematics

educatorinterestedinusingvideogames(andothergames)forlearning.Classroomteachers

arebeginningtorefinehowresearchersanddesignerscreatemathematicsvideogames,so

contentandgameplaybothaligntostandardsandalsoadapttoindividualstudents’learning

needs(e.g.Riconscente,2011).Whatnewformsofpedagogical,technological(cf.Mishra&

Koehler,2006),andmathematicalknowledgeforteaching(cf.Ball,Thames,&Phelps,2008)

mightteachersdemonstratewhenteachingwithvideogamesacrossbothformalandinformal

settings?Mightvirtualgameworlds,likeWorldofWarcraft,becomeacommunalmathematics

“thirdplace”(Steinkuehler&D.Williams,2006)amongnetworkedlearnersaroundtheworld?

Andhowmightplayfulpedagogyandgame-basedcurriculaalterhowresearchersand

practitionersunderstand“ambitious”instruction(cf.Lampertetal.,2010)?AsYoungand

colleagues(2012)suggest,thefutureofgame-basededucationwillbeshapedbyeducatorsand

researcherswhocollaborativelyexamine“howgamingcombinedwithinstructionalfacilitation

byamasterteacheraffectsengagement,studentbehavior,andoverallacademicachievement”

(p.83).Itisanexcitingtimetobeaneducatorinterestedinteachingmathematicswithvideo

games.

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Acknowledgements

WethankourthoughtfuladvisorsandmentorsattheUniversityofWisconsin–Madisonandthe

Games+Learning+SocietyCenterwhoreviewedthismanuscript:Dr.AmyB.Ellis,Dr.KurtSquire,

andDr.ConstanceSteinkuehler.WealsothanktwoanonymousreviewersandSeriesEditor

MichaelFishfortheirusefulcommentary.Authorshipwasalphabeticalbylastname.

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