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EDU TECH: Games for Bridging the Gap
CS 4660 Spring 2010
Phase III Collaborative Report
Mae Tidman, Andrea Benavides, Brian Barnard, Matt Lovett
ABSTRACT
Our proposition is that video games are a
multimedia that, complementary with traditional
teaching, can help bridge the gap between high-
ability and low-ability learners. In the scope of
this report, we cover an explanation of the
achievement gap and how video games can help
decrease the divide. We begin by arguing that
media can make great learning tools, followed by
an examination of video games as multimedia.
We then discuss the benefits of using video
games as a learning tool. Finally we look at
existing examples of educational games.
Keywords
Achievement gap; education technology; video
games; education games; media education
debate; Whyville.
1. INTRODUCTION
Teachers struggle to motivate all students
simultaneously, this is nothing new; however,
technology can assist teachers in tackling this
challenge. The students that get “left behind” are
at a disadvantage because the education system’s
traditions and standards do not mold to their
unique needs. Students describe their favorite
classes as the ones that engaged them or catch
their attention in a way that seems to apply to
them particularly – but not necessarily all the
students in any specific course benefit from the
environment, teacher, subject, content, and
everything else that goes into someone’s
education. If we want to help all students
simultaneously, an environment that
encompasses the needs of the majority of all
students would be necessary. Media in education
has been researched and argued to have an impact
on creating motivation and interesting contexts
for students, which is especially important for
students having a difficult time adapting to the
varying classroom materials and expectations.
Given this prior investigation, we think that video
games as multimedia teaching artifacts would
succeed in aiding low- and medium-ability
students to the point of decreasing the
achievement gap that is a huge problem faced by
the educational institutions of America.
1.1 The Achievement Gap
The achievement gap is explained as a disparity
between performances by groups defined by
ability. Despite the existing research involving
the achievement gap and media as a learning tool,
there has been little research about media being
used to directly affect the achievement gap. In his
topic essay, Hunter Gehlbach of Stanford
University states that, “The question of why
particular groups of students achieve or fail to
achieve is one that motivation researchers have
only minimally addressed” [5].
To better understand this discrepancy among
students we must first explain the differences
between high- and low-ability children. Students
with different levels of ability face challenges
and advantages that vary from student to student.
Low-ability students have individual reasons for
his or her lack of success, but in general they are
grouped together by lack of motivation,
concentration, prior skill and knowledge.
Through Gehlbach and other researchers of the
topic of ability learning, we have summed up
what can typically be expected to impact the
achievement of different students the most.
1.2 High- and Low-Ability Students
High-ability students are most impacted by their
prior skill and knowledge relating to the school
subject. These students are observed to be the
most likely group to apply themselves and make
an effort to learn the material even when they are
not interested in it; this probably has to do with a
student’s will to achieve simply because they are
more likely or inclined to naturally. On the other
hand, low-ability students’ achievement is more
likely to be determined by motivation than by
level of prior knowledge. Their performances
have been observed to vary depending upon
whether they actually engage in the task or not,
and these students are also more likely to
perceive the environment quite differently from
their peers. Achievement for medium-ability
learners depends upon a combination of prior
skill, motivation, and potentially their perception
of the learning environment, and Gehlbach’s
research shows that interest and self-efficacy
were significantly related to the outcome of exam
scores [5].
1.3 Helping ALL Students Learn
To enable every student to reach his or her full
potential, an environment must be capable of
catering to the various needs and motivations of
each student while meeting the standards for
education. This environment would ideally be a
responsive environment capable of adjusting
itself to meet the needs of the student choosing to
use it. Offering students choices about what and
how they learn bolsters their feelings of self-
determination and autonomy, which is then likely
to increase their motivation [5]. An environment
that encourages students to pursue mastery goals
(i.e. goals to understand material and improve
that understanding over time) is likely to increase
the effort and amount of time students expend on
tasks. Interest in content and course should also
be supported or – more beneficially –
strengthened by this educational environment.
We believe video games as a multimedia directed
to address educational subjects in engaging and
motivating ways can achieve the goal of
decreasing the achievement gap and giving all
students more advantages in learning.
2. DEFENDING OUR PROPOSITION
2.1 Media for Learning
An assortment of media is an educator’s best
toolbox for successfully teaching a variety of
class materials to a wide range of student
abilities. While all people are capable of
establishing mental models about the world, not
everyone can create their own mental
representations of information as conveyed by
just any device. Media can fill the holes in
cognition that prevent students from learning, and
different media are able to fill in different holes.
For example, Jennifer Rusted and Veronika
Coltheart did a study in 1979 showing that
image-supplemented text does a much better job
of conveying information in a passage than just
plain text. Poor readers were able to retain only
pictured information, while good readers were
able to retain information presented both
textually and with images combined with text [6].
Age, learning ability, and intention all affect how
a student treats a source of information, which in
turn effects what they take away from the
experience. Charles Bazerman from Baruch
College University did a study that evaluated
how professionals in a domain treated text
documents in their subject of study [2]. They read
slowly and deliberately, skipping through the
document for interesting or relevant pieces of
information, and while they did not read the
entire document, they did retain the information
that they concentrated on. For poor readers
however, who read each word one by one, often
slowing down or repeating lines when they come
across unfamiliar words or word combinations,
reading is a very different experience that does
not always end in comprehension; especially
since most of their effort is dedicating to getting
through a passage rather than retaining
information [7]. When used to supplement
learning, media can provide different types of
help depending on the needs of the learner.
The various forms of media are also predisposed
to being particularly well suited to conveying
certain types of information. Each medium
conveys information in a unique way that makes
it better suited to serving certain learning styles
and ability levels. Television, as an example,
changes as a medium for different age groups.
Small children lend the TV very short snippets of
their attention, devote a more rapt attention
during the early elementary school years, and
then commit to smaller increments of viewing
again during adulthood [1]. TV is not good at
displaying certain kinds of information to anyone
regardless of their age because of the affordances
of television: information is displayed
temporarily and quickly replaced with other
output, so new knowledge is hard to instill
because there is very limited time to create brand-
new representations in a learner’s mind. Rather,
television is best as supplementing existing
knowledge since the core representations already
exist in the student’s mind. This is an example of
how media treat information and students
discriminatorily.
2.2 Digital Games as Multimedia
Video games, on the other hand, incorporate
many forms of media into one experience.
Orthographic symbols, images, and video are all
combined into one interactive experience in
which students immerse themselves in a world
where complex problems are overcome by the
motivation to thrive in that world. No matter
what domain is presented in the game world, the
needs of any learner can be met because of the
multitude of ways information is presented. Help
is also provided at every level because of the
social interaction aspect of many video games,
and non-playing characters become models and
sources of knowledge about how to succeed in
the world. If used correctly, video games are a
multimedia that can successfully teach complex
information to students with a range of learning
aptitudes because of the ability of the medium to
offer structure and motivation to anyone playing
the game.
2.3 Video Games for Learning
Games have the ability to offer great learning
opportunities in for a diversity of people. First
we will explore the assortment of ways games
have the ability to impart knowledge on their
players, and then we will look at how these video
game abilities can reach all types of learners.
Game strengths in regard to learning can be
categorized as a handful of main attributes.
These are Immersion, Complex Problems,
Knowledge instead of Facts, Professionalism,
Designed Experiences, Learning as performance,
and Discovery-Based Learning. By looking at
these aspects of video games, it will become clear
that they are a great medium for teaching students
with a wide range of abilities.
2.3.1 Immersion
Immersion is a key part of gaming and important
for educational as well as non-educational games
uses. Games allow the user to become
completely surrounded by an alternate world.
Whether the player is in space, an alternate
universe, or just a different time, he or she
becomes a part of the game world. The game
environment becomes the naturally accepted
reality for the player. Users absorb the rules of
the world almost subconsciously. Important
information about how the environment works,
such as physics, gravity, or other natural laws, are
assimilated into their world model. Players accept
new information about the language, customs,
and technology. Being immersed in this
environment means the player is totally
consumed by it and believes in it. A player
becomes who they are in the game and learns
about his or her limitations, abilities, and how to
think in a way that solves that world’s problems.
2.3.2 Complex Problems
Games also offer complex problems, and usually
succeed in getting the users to solve them.
Motivation can be hard for people, especially
when presented with complicated topics they
have little experience with; yet games for years
have been pulling users in and getting them to
complete and even master extremely complicated
and long problems, all the while entertaining the
user. If this works so well for non-educational
games, pulling it in to an educational game would
be incredibly powerful. By using the joy of
playing a game and the immersion that is natural
in most games, video games have the ability to
piece by piece with perfect guidance get users to
spend the time and attention necessary to master
complex problems.
2.3.3 Knowledge Rather Than Facts
The type of learning that can occur in games is
also important. Instead of attempting to
memorize a list of facts, reading a book and
understand descriptions, or listening to a lecturer
explain, the student experiences it and gains
knowledge through interaction and performance.
When one learns something in a game, he or she
is not just being fed facts; instead, the student is
expected to interact with the environment and
non-playable characters to learn the facts and
then understanding is fostered through the
expectation of students to use the facts in the
game world for the purposes of succeeding at the
challenge. “A large body of facts that resist out-
of-context memorization and rote learning
becomes easier to assimilate if learners are
immersed in activities and experiences that use
these facts for plans, goals, and purposes within a
coherent knowledge domain" [8]. The
understanding that users have of information
learned in the game goes much deeper than other
types of learning. Terms learned in a game will
go beyond just a definition: the users will
understand in what cases the word is used, what
concepts are connected with the term, and
understanding will therefore be fostered.
2.3.4 Learning as Performance
Another reason the education provided by games
can be so great is the way the knowledge is
learned: through performance. Instead of being
passive by reading, watching, or listening, the
users are actively engaging and participating in
the learning. Instead of learning how to do a task
by being told and memorizing, games can guide
the student through it. Having the user do the
tasks and be a part of the hands on actions creates
a deeper and more efficient learning structure.
People learn better by doing, and games are the
perfect way to exploit this fact. With the users
immersed in the game, the tasks being completed
can be more successfully realistic and applicable,
and they can have learning impacts much higher
than other – especially traditional – methods of
teaching.
2.3.5 Teacher- and Student- Designed
Experiences
Game designers are in unique positions involving
the creation of a game that users will go through.
These designers and developers control who and
what the users will interact with, what problems
they must solve, and the overall experience they
will have. They control when the game will help,
and when the game will let the user struggle.
"Game designers ‘write’ the parameters for
player's experience, and the game experience as
such is best described as an interaction between
the game designer and the player" [9]. This is an
ideal form of technology for teaching because of
its personalization and customization
possibilities. The game designers can control and
even change difficulty of tasks, amount of
information, and every other aspect of the game
depending on how the user is doing, or other
information about the user. For our high-ability
learners, a challenge may motivate the students to
try harder and reach their full potential of
learning, while low-ability learners may be
discouraged by that challenge so another format
can be preset to cater to their needs. This aspect
of gaming allows for an experience that is
completely molded to the user, and game
designer guide the user through whatever they
would like. In this model, the game can become a
teacher, personalized just for the user, and the
teacher or student can become the designer,
creating worlds better suited for the needs of their
students or peers.
2.3.6 Discovery Based Learning
Discovery based learning is a highly debated
topic in the educational world. Advocates rave
for the learning and depth of knowledge that can
come from letting users come across answers on
their own without complete direction. Opponents
argue that learners get lost in the chaos, and
spend too much time exploring wrong avenues.
They also argue that it requires too much
motivation and prior ability to thrive in the
standard and traditional environment. Games
offer the perfect compromise and make this
system amazing using boundaries. As game
developer improve at the rate that technology
grows, the game worlds and possibilities are
getting larger and more open, but there are
always boundaries with technology. These
boundaries can keep users from wandering too
far, but leave it open enough for the user to learn
on their own when they are on the right path.
This way, the users can get all the benefit from
the self-exploration of discovery based learning,
without the risks – taking another path can lead
you back to the intended path or can lead you
down a new path of discovery. This ability to use
discovery based learning so effectively is
impressive, giving tons of opportunities for the
gain of real in depth knowledge.
As mentioned earlier, high ability and low ability
learners face very different challenges, and need
different environments to thrive in acquiring
knowledge. Games offer a great way to bridge
this gap by offering more personalized and
interactive teaching than other methods of
instruction. One of the major issues these
students face is motivation. Games have the
capability to be highly motivating, pulling the
students in. The game can become easier through
more hints and more direction for users that are
struggling, all the while leaving more openness
for the high-ability and already motivated users.
This way all students can learn at their full
potential, without any one type of student being
neglected. Research has also shown that learners
need varying levels of response from their
learning environment. This can be hard in
traditional learning methods, but games offer the
one on one personal variable response that can fit
the level of response necessary to keep everyone
learning. All of the benefits of games abilities to
learn can be molded around each student without
knowing the student or having to spend resources
making additions for specific users. The game
can be made in a way to increase or decrease
amounts of feedback, guidance, and other
situations so that each user can learn in his or her
own way. This gives games the rare ability to
help various types of learners learn deep and
meaningful knowledge in an immersive and
captivating environment.
3. EDUCATION GAMES
Video games have been used in the classroom for
years. In fact, you would be hard-pressed to find
a college-aged student that has not been exposed
Math Blaster. Whereas Math Blaster was
originally designed for educational purposes,
there have been many commercial games used in
the classroom. The latter of these range from
business simulation games like DinoPark and
Roller Coaster Tycoon to city and civilization
simulation games such as the aptly titled
Civilization and Age of Empires. These games
have a lot to offer in the way of bridging the gap
between high- and low-ability learners. With
many of these simulation games, the skills
required to start are very simple and require little
knowledge beyond being able to use a computer
thanks to the tutorials and other introduction
resources created by the developers. Each of
these games – as well as others unmentioned –
has a great deal to teach children, while still
being fun and engaging for the variety of learners
in a classroom.
One issue that has come up throughout our
readings and discussions in class about using
software in the classroom is the level of
familiarity that the teachers need with the
software they are using. However, with video
games as the multimedia platform for learning,
students are at an advantage because of their
familiarity with the format and expectations of a
game. A teacher should be able to figure out the
rules and interface of the games relatively
quickly. The expertise of the children can be
extremely helpful in the classroom and allow a
more rewarding experience through getting the
children excited about the subject. One such case
where more experienced children are currently
helping to guide their peers is Whyville.
3.1 Case: Whyville
Whyville is an educational massively multiplayer
online game that is targeted towards preteens and
children. Since it’s launch in 1999, Whyville has
grown to a count of over two-million visitors per
month, and over 60,000 new citizens each month
[10]. One of its primary goals is to get the
citizens to interact with each other while learning
about and participating in subjects including
Science, Math, Art, Civics, and
Economics. Research states that the middle
school years are a time when children, especially
girls, lose their interest in math and science.
Whyville is turning this trend around by making
each of these subjects and their corresponding
activities fun. As a result of these factors,
Whyville has gained the support from many
sponsors including NASA, Adobe, Scion, Sun
Microsystems, the Center for Disease Control,
and WHOI. Because of the vast support Whyville
has it is almost completely supported through its
sponsors, and they are able to continue to add
new and exciting content.
Image 1 Whyville Screenshot
The map of Whyville consists of an island
covered in buildings and locations that the users
can navigate to (see Image 1). One of these
locations, the Whyville Oceanographic Institution,
is only now available through the generous
sponsorship of the Woods Hole Oceanographic
Institution (WHOI) [11]. The WHOI locations in
Whyville are currently made up of a dock, a bay
to view red plankton in, and two underwater
laboratories. The Plankton lab allows users to
collect sensors for their boats, take specimens
from the bay to view in a microscope, make a
collection of specimens, and even play a
phytoplankton card game. Each of the sponsors
contributes to many activities and places to learn
in the world of Whyville. Thanks to the
sponsorship of the Bankinter in Spain, every
Whyvillian gets a checking account, and the
students have the ability to open up a savings
account, along with purchasing CDs in order to
learn about interest and the value of saving. The
other beauty of Whyville comes from it being an
MMO, this opens up great deals of collaboration
and help for those who need it such as the low
ability learners, but still keeps open the
possibility for high ability learners to go at their
own pace.
Image 2: Every Student Engaged
4. CONCLUSION
We have argued that video games can engage
every student in the class (see Image 2) in a way
that targets their individual needs as young
learners and gives them an advantage that other
students may have naturally. Games hold a
promising future as an education technology, but
unfortunately there is little research being done to
see how the multimedia can be adapted to suit a
variety of students’ assortments of needs. It is a
shame that some children and young adults miss
out on the chance to excel at school because of
the poor malleability and adaptability of
traditional schooling techniques and methods. To
find a solution to the achievement gap would
greatly benefit the future of education, and video
games can be an opportunity to bridge that gap
and raise the potential of learning for low- and
medium-ability students. Most students do not
have the natural advantage of being a self-
motivating, high-ability learner, so it would be to
the greatest benefit of the public to help every
student find the self-perpetuating, life-long
learner that we suspect exists within every
person.
5. REFERENCES
[1] Anderson, D. R., E. Lorch, D. Field, P.
Collins, and J. Nathan. "Television Viewing
at Home: Age Trends in Visual Attention and
Time with Television." Child
Development 57 (1986): 1024-033. Web.
[2] Bazerman, Charles. "Physicists Reading
Physics." Written Communication 2.1 (1985):
3-23. Web.
[3] Bowman, Mic, Saumya K. Debray, and Larry
L. Petersen. "Reasoning about Naming
Systems." ACM Trans. Program. Lang.
Syst. 15.5 (1993): 795-825. Web.
[4] Gee, James Paul. "What Would a State of the
Art Instructional Video Game Look
Like?" Innovate 1.6 (2005). Web.
[5] Gehlbach, Hunter. “Motivating Learnes of
Different Ability Levels.” Apr. 2003.
Research Report.
[6] Rusted, J., and Veronika Coltheart. "The
Effect of Pictures on the Retention of Novel
Words and Prose Passages." Journal of
Experimental Child Psychology 28 (1979):
516-24. Web.
[7] Samuels, S. J., and David LaBerge. "Toward
a Theory of Automatic Information
Processing in Reading." Cognitive
Psychology 6 (1974): 293-323. Web.
[8] Shaffer, David W., Kurt R. Squire, Richard
Halverson, and James P. Gee. "Video Games
and the Future of Learning." (2004). Web.
[9] Squire, Kurt. "From Content to Context:
Videogames as Designed
Experience." Educational Researcher 35.8
(2006): 19-29. Web.
[10] Welcome to Whyville! Web. 27 Apr. 2010.
<http://www.whyville.net>.
[11] "Whyville." COSEE - New England. Web. 27
Apr. 2010. <http://www.cosee-
ne.net/resources/whyville.php>.