Sunday, February 22, 2015

RSA 4

RSA #4 Game-based learning

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Module summary
This module focuses around game-based learning.  Game-based learning or GBL, is the idea of using competitive exercises, either pitting the students against each other or getting them to challenge themselves in order to motivate them to learn better (Teed, n.d.).  GBL creates communication, competition, drive and motivation amongst students to learn, be successful and improve.  The results are usually instantaneous with clear feedback about what you did or didn’t do correctly.  There are many GBL resources available online with ways to design your own game.  There are also digital and non-digital forms of GBL.  Playing board games, cards and dice are examples of non-digital ways while using tablets, computers and smartphones provide digital GBL.

    The first source is a website created by Rebecca Tweed with basics about game-based learning.  This module is written to assist faculty who want to start using games to help them teach (Tweed, 2013). The posting is helpful to teachers who are new to game-based learning by breaking down the essentials of this learning style.  Topics ranging from what makes a good game, why use game-based learning and how to teach with games are areas all covered in this module.  In order to create a truly educational game, the instructor needs to make sure that learning the material is essential to scoring and winning(Tweed, 2013.).  There needs to be learning objectives and purpose to the game.  If there isn’t, why are you playing the game?  The module provides ways to give appropriate rewards, address questions which may arise during creation and examples of games used in classrooms.  This would be a must read prior to utilizing game-based learning in the classroom. 

The second source is collection of game-based resources from Andrew Miller of edutopia.org. He provides a list of his favorite games to be used in the classroom.   There are many tools out there that are free and that teachers could use in the classroom as soon as tomorrow. Some of these tools are not only the games themselves, but also lesson plans and ideas for using the game in the classroom” (Miller, 2013).  The games surround the content of history, science and math.  There are also game resources for ELL students.  While these games are suggested by the author as some of his favorite, how the game works to your curriculum may be different. Asking yourself: “Is this a good game?” can be a driving question in the implementation of game-based learning (Miller, 2013). 

The third resource is a study done focusing on if game-based learning is effective in teaching first aid content.  This study aimed at assessing the learning effectiveness and motivational appeal of a (board) game for acquiring FA knowledge, as compared to a traditional approach in the form of an interactive lecture giving a PowerPoint presentation, encompassing indentical learning objectives and content but lacking the gaming aspect (Charlier & De Fraine, 2013). The study revolved around 120 eighth grade students divided into four groups.  Two were controlled groups (lecture) and the other two experimental groups (game). Each group was given a pre-test done the same way and then split into their different learning methods.  Once instruction finished they were given a post test and retention test eight weeks later.  The study found that both methods confirmed learning had occurred however the higher scores came from the control group.  I was surprised to read this as I had thought the gaming group would have scored higher.  The retention test for both groups showed learning loss but still were higher than the pre-test.  An important difference between both methods was that more students of the game-playing group indicated that they enjoyed learning first aid(2013).  It is important to understand that possibly the most important feature of game-based learning is students enjoy themselves more and what they learn is learned with enjoyment.  This can lead to continued learning of content in positive ways. 

The fourth resource is a study investigating the interrelationships between motivation, engagement, and complex problem solving in game-based learning.  We argue that complex problem solving and associated cognitive processing and motivational requirements are most impacted by gameplay; and that interactivity captures the most salient features of gameplay as it relates to complex problem solving and motivation (Eseryel, Law, Ifenthaler, Ge & Miller, 2014).  The researchers believe that by game-based learning environments motivate despite challenges with complex problem solving and players engage longer to complete more tasks, which build up skills and competence.  A rural Midwest high school was used to conduct their study over one year.  They conducted pre and posttests and used McLaurin’s Adventures as their game of choice. “This study shows that motivation and engagement in a game-based learning environment have an impact on learner’s problem solving outcomes.  Thus, it is crucial to design game-based learning environment to scaffold students’ motivation and engagement. Not all the games are necessarily designed as complex to engage students in problem solving tasks; therefore, the assumptions that all games are engaging and that playing games will increase learners’ problem-solving skills are challenged” (Eseryel, Law, Ifenthaler, Ge & Miller, 2014).

What is the relationship from the ideas from the additional readings? Compare and contrast the ideas to those in an assigned reading.  (Do they support each other or do they contradict each other? How?)

The additional readings are both studies done using game-based learning as a way of instructing for information and motivating to achieve more complex problem solving.  They both are looking to measure improvements in different categories by using-game based learning in the classroom.  I would argue that both studies determined when using game-based learning that when enjoyment and challenges occurred, game-based learning was successful in determining their thesis.  All of the topics support each other because they are all promoting the use of game-based learning.  The two module readings selected, provide examples of games, benefits and understanding into the world of game-based learning while the two I added take the theories associated with game-based learning from the previous two sources and put them into use.  In both studies, there are mentions of how limited the studies of game-based learning are.  Any information and study out there would seem to support each other to promote the use and influence of game-based learning.  Games that encompass curricular objectives are believed to hold the potential to render learning more learner-centered, easier, more enjoyable, more interesting, and perhaps, more effective (Papastergiou, 2009).
Apply the concepts of the reading into an educational setting?

Before you place a game into an educational setting it has to have some requirements before use.  There needs to be a learning objective the students have.  Learning goals have to be essential for winning or the material is likely to be ignored (Lepper and Cordova, 1992). In Teed’s module, she mentions some key components necessary to make a good game prior to use.  Being able to make a game continuous with multiple challenges, create a good plot or storyline, be flexible in achieving your outcomes, and include immediate rewards and a sense of realism.  I have used games to review for tests before but I have also made them learning experiences.  I play a hunter-gather game that simulates the life of hunter-gatherer tribe member.  The objective is to see how long you can last amongst your group members. Each player selects cards and tracks their progress along a spreadsheet. Besides picking cards, moral dilemmas come into play in this game as well.  When students run low on essentials (food), other group members can choose to donate or keep food for their use.  In this digital age, many games that teachers have developed and used in their class have been made available online for free.  The use of smartboards, tablets, and laptops in the classroom has, for many teachers, increased the frequency of game use.  I notice students seem to really awaken when playing a game, especially if they get to use a computer or tablet to play it.  When it comes down to it, if the student is enjoying their self and learning is taking place, why not use games more often?


Charlier, N., & DeFraine, B. (2013). Game-Based Learning as a Vehicle to Teach First Aid Content: A Randomized Experiment. Journal of School Health, 83(7), 493-499.

Eseryle, D., Law, V., Ifenthaler, D., Ge, X., & Miller, R. (2014). An Investigation of the Interrelationships between Motivation, Engagement, and Complex Problem Solving in Game-Based Learning. Educational Technology & Society, 17(1), 42-53.

Lepper, M., & Cordova, D. (1992). A desire to be taught: Instructional consequences of intrinsic motivation. Motivation and Emotion, 16(3), 187-208.

Miller, A. (2013). Free tools to incorporate game based learning Edutopia. Retrieved from http://www.edutopia.org/blog/free-tools-to-incorporate-gbl-andrew-miller

 Papastergiou, M. (2009). Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Comput Educ, 52, 1-12.

Teed, R. (2013). Game-based learning. Starting Point: Teaching entry level geoscience. Retrieved from http://serc.carleton.edu/introgeo/games/index.html


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