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LEARNING THROUGH GAMES 1
Learning Through Video Games
Hanna Suviha
University of Nicosia
MCOM-501
Fall 2014
LEARNING THROUGH GAMES 2
Abstract
Computer and video games is a fast growing industry all over the world. Amount of
time and money spent on the games industry cannot stay without our attention. In
2010 in America alone, total consumer spending on the games industry in totaled was
$25,1 billion (Siwek, 2010), which is much above the amount spent on the music
industry and box office movies. Variety of researches showed that the amount of
time young people spend with entertainment media in general is shocking. Youth
ages 8 to 18 years olds consume about 10,45 hours per day of media - compresses
into 7,38 hours per day thanks to multitasking (Rideout, Foehr, Roberts, 2010).
Apparently video games have interest and attention of school aged youth. This
findings make scholars think of the possibility of using video games in learning
process, particularly in schools and educational institutions, and examine this topic
more detailed. In my essay, I will briefly discuss influence of video games and
concentrate on learning through video games and its main learning principles.
LEARNING THROUGH GAMES 3
Introduction
Popular press used to give a lot of attention to the negative consequences of video
games. This topic is still new for people. And because we don't have rich historical
experience in this field, it may cause doubts and underestimation of possible effects.
But along with negative sides of gaming (such as addiction), scholars examine
positive impact of video games. For example, Griffiths in his article "The
Educational Benefits of Video Games" discuss how video games help to develop
skills ( such as language, basic math, basic reading and social skills) among special
needs group. The outcome of researches shows that, indeed, children with several
difficulties had improved their social skills after certain special-designed game's
sessions.
Popularity of video games with young people is not the key reason that learning
scientists have taken interest. Empirical findings on the impact of games come from a
broad range of academic disciplines, including neuroscience, social studies education,
literacy studies, health, and psychology (Steinkuehler, Squire, 2012). Action games
have been found to improve visual acuity and attention (Green, Pouget, Bavelier,
2010). Historical simulations aid systems understanding in world history and
geography (Squire & Barab, 2004). Exergames are shown to increase calorie
expenditure and decrease sedentary lifestyles for children (Graf, Pratt, Hester, Short,
2009). Casual games have been shown to increase mood and decrease stress
(Russoniello, O’Brien, Parks, 2009). Out of these studies several issues arise:
LEARNING THROUGH GAMES 4
Video games are remarkably engaging for the audience who plays them. Or we can
call it 'addictive' because of the extent that games have, and their interactivity and
design principles.
Commercial games often are examples of good pedagogy (Gee, 2010): Built into the
beginning levels of all successful commercial games are principles for learning that
enable players to successfully master not just the game system and interface but
game goals and rules.
Games afford opportunities for learning assessment that are quite rich. Ranging from
learning analytics applied to a given game title's data exhaust to connected
ethnographies, that trace student trajectories of learning from within the game to the
online game fandom community.
Games popularity and existing online distribution channels offer tangible means for
their potential scale (Steinkuehler, Squire, 2012).
These themes raise interest in the medium for use in learning, both within formal
classrooms and beyond them, in after-school programs and home. In my paper I will
look at games learning principles more detailed in order to understand how to apply
them in our studying practices and everyday life.
LEARNING THROUGH GAMES 5
Games and Learning
James Paul Gee suggests to look at his contemporary learning theory before trying to
analyze how we can learn through video games. Theory argues that people primarily
think and learn through experiences they have had. People store these experiences in
memory and use them to run simulations in their minds to prepare for problem
solving in new situations. These simulations help them to form hypotheses about
how to proceed in the new situation based on past experiences. But there are
conditions experiences need to meet in order to be truly useful for learning ( Gee,
2008).
First marked condition which experience need to meet - is that experience need to be
structured by specific goals. For people it is easier to store their experiences in terms
of goals, and how these goals did or did not work out. Second - they have to be
interpreted. It means thinking in and after action, extracting lessons and predicting
when and where those lessons can be useful. Third, people need to get immediate
feedback during their experiences so as they can determine their errors and see where
they failed. It is also important for people to understand why they failed and how
they could behave differently. Next condition is that learners need to have
opportunities to apply their previous analyzed experiences to similar new situations,
so they can improve their knowledge of these experience. And fifth, people also
should learn from the interpreted experiences and explanations of other people,
including professionals and people of the same age. Social interaction and discussion
is very important. When all these conditions are met, people's experiences are
organized in memory in such a way that they can draw on those experiences as from
LEARNING THROUGH GAMES 6
a data bank, building simulations in their minds that allow them to prepare for action
( Gee, 2008).
Squire in his article 'Changing The Game: What Happens When Video Games Enter
the Classroom?' is discussing his practice of bringing Civilization III into curricula
for educational uses. First thing which most academic theorists expect - is increased
motivation. Early research on arcade-style games shows that games create intrinsic
motivation through fantasy, control, challenge, curiosity, and competition (Malone
1981; Cordova, Lepper 1996). Indeed, when Squire first introduced Civilization III to
the class, students were immediately motivated. But It brought curiosity as well as
incomprehension of how this game can teach them about history or geography. And
almost one quarter of students decided to turn back to standard learning means such
as reading. They found the game too hard, complicated and uninteresting. While
another quarter (particularly those not good at school) considered it as an ideal way
to learn history. The game-based learning provided them opportunities for replaying
history, for considering hypothetical historical scenarios, such as under what
conditions might have a Native American tribe held of Europeans or even colonized
Europe. In post interviews, these students developed new vocabularies, better
understandings of geography, and more robust concepts of world history (Squire,
2004). This example points several issues: playing games doesn't appeal to everyone
and no one game experience appeals to everyone. The experience of playing
Civilization III is a cerebral blend of planning, building, managing, and competing
with other civilizations. In this study, experience appealed to students who enjoyed
building and managing virtual societies, using mathematics in game play, or were
LEARNING THROUGH GAMES 7
interested in geography (Squire, 2004). Thus, there is an important issue for
educators to take into account - how different players experience different games of
different genders.
Video games offer people experiences in a virtual world and they use learning and
problem solving, and mastery for engagement and pleasure. For the last few years
James Paul Gee, learning theorist from USA, concentrated his work on main learning
principles in video games. His theory is persuasive and has strong arguments. So
according to Gee, there are thirteen main learning principles.
1) Agent principle (Co-Design Principle). It means that learners must feel like what
they do matters, they must feel like agents. Games are making you feel this way,
because everything you are doing in a game - affects it. The decisions you make, the
actions you take - everything affects the outcome and the way you solve problems.
Game designers have set of choices and decisions for gamer to take, and by taking
them gamer is co-designing the actual performance of that game.
2) Customization Principle. There are different types of players, different types of
learners. So if there is no way for particular learner to customize his learning style, it
lowers effectiveness of learning. Good games allow players to solve problems in
different ways, to customize difficulty levels and to think in different strategies in
order to satisfy different types of players. Good games invite to try a new style
instead of keeping playing or learning in a way they always do with very low cost of
failure.
3) Identity. For quality learning a person must have created identity. In real life it
should be answers on questions: "Who am I going to be?", "What am I going to get if
LEARNING THROUGH GAMES 8
I do this and learn this?". Games are creating such identity. They give learner an
avatar, they have clear goals and clear sense of who player is going to be.
4) Manipulation. Games allow players to manipulate game role: we can manipulate
our characters or the world. From the neuroscience we know, that when humans feel
that they can manipulate something, they feel that their body almost got into that
space. By playing games people have feeling that their body is transferred to a game
space because there is control over it. So people are able to learn in very embodied
way.
5) Well-Ordered Problems. The human mind is built in such a way that we need to
sequence problem solving, so that problems, which we see early, lead to genitive
solutions, that work later on for harder problems. Sequencing problems is a part of
level design. Players always start with easy level and continue with hardest. Each
level teaches how to solve problem, which leads better solutions for hardest problems
next levels.
6) Pleasantly Frustrating. For learners it is very important not to be stressed by
problem they need to solve. A problem leads to good learning when a person feel
challenge and also when he feels that some accomplishment mean head by solving it.
Games are giving to individual a feeling of pleasant frustration, which is not stressing
player because he knows that he is going to find solution.
7) The Cycle of Expertise. It is a way how people are becoming experts. Fist stage of
the cycle of expertise is to give a person a challenging problem and let him practice it
until he can do it easily. From the beginning he doesn't know how to solve problem,
but he practice over and over again until he can do it automatically. This is called
LEARNING THROUGH GAMES 9
routine knowledge. Then person gets problem, where that routine knowledge doesn't
work anymore. It is a new challenge. Individual rethinks about that routine
knowledge and finds new solutions, getting new skills. The he is practicing his new
skills, and then again he comes to a point when he has to challenge that knowledge.
This is how person is improving level of his proficiency.
8) Just-in-Time and On-Demand. Just-in-time means that a learner gets a piece of
information that he can apply and see how it works. If he didn't understand, he
should read or learn it again and then immediately apply it.
Information on-demand - it is when learner, out of a sudden, realizes that he needs to
learn particular thing, that he needs information or lecture. So he demands, he is
ready to get and learn this information.
9) Fish Tank Principle. When people are trying to solve big problem, they have to
deal with complexity. Fish Tank principle is when learner takes few elements of the
whole complex and examines it closer. When person learned everything about those
elements, he can go back to complexity. In games this principle is shown very clear.
Games add complexity level by level.
10) Sandbox Principle. It is a given opportunity to explore and try new things with
lower risk. Learners need a time just to explore before they are demanded to level up.
11) Skills as Strategies. In order to achieve high results in any field, people have to
master skills. And it is very important to put skills under strategy, because it makes
person feel that he is solving a problem. Using a strategy is meaningful, it is
accomplishing his goal. Having skills under the goal person understand, making him
to focus on his accomplishing of a goal and getting his strategy to work.
LEARNING THROUGH GAMES 10
12) System Thinking. Today most of the problems have to do with complex system:
environment, the economy, global immigration. People are trying to understand how
many problems interact in a very complex way with each other. So in order to solve
such big problems people need to do system thinking. Game is a form of complex
system. Because game is a set of rules that interact in a way to give rise to effects
based on decisions player make. In fact, good players try to build model in their head:
"how are the rules in this game working, so they give raise to me to be able to
accomplish my goals". So games are form of model based reasoning, thinking how
variables come together, so we can solve problems and accomplish goals. They are
core way to teach system thinking. It is a model-based reasoning, which is a
foundation of scientific reasoning.
13) Meaning as action (or situated meaning). People truly understand a meaning of
word when they can associate an image or an action, or experience they had. In
games it is image or action, or experience that you're having, what gives a meaning
to word in a game manual. Situated meaning is a foundation of a problem solving
LEARNING THROUGH GAMES 11
Conclusion
This work aimed to represent how video games can be helpful in learning. Modern
educational system is based on studying terms and passing tests. If we can introduce
video games learning principles in educational institutions, we can create more useful
set of skills for future employment. The topic for future research can be the way of
application of these principles in a classroom, how different players experience
different games of different genders, how to combine different types of knowledge
and skills and how to escape influence of negative effects of gaming. But one thing
remains clear: we can definitely benefit from playing video games.
LEARNING THROUGH GAMES 12
References
Steinkuehler, C.; Squire, K., (2012). Videogames and Learning. Cambridge
Handbook of the Learning Sciences. Second Edition
Jim Gee (2013, November 13). Jim Gee Principles on Gaming [Video file].
Retrieved from https://www.youtube.com/watch?v=4aQAgAjTozk
James Paul Gee, (2005). Good Video Games and Good Learning. Phi Kappa Phi
Forum. 85 (2)
Squire, K.R.; Shaffer D.W.; Halverson R.; Gee, J.P, (2005). Video Games and The
Future of Learning. Phi Delta Kappan. 87 (2), pp.104-11
Gee, J.P. “Learning and Games." The Ecology of Games: Connecting Youth, Games,
and Learning. Edited by Katie, S; The John D. and Catherine T. MacArthur
Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press,
2008. 21–40.
Kurt D. Squire (2004). Changing The Game: What Happens When Video Games
Enter the Classroom? . [ONLINE] Available at:
http://www.academiccolab.org/resources/documents/Changing%20The%20Game-
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