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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
2
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.
3
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
4
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).
5
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.
6
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
7
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.
8
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
9
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–
10
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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