Showing posts with label Research. Show all posts
Showing posts with label Research. Show all posts

Monday, 30 December 2013

15 Games Based Learning Articles and News

This post is a collection of interesting articles about Games Based Learning.  Some of them are pedagogical, some are more practical; there should be a good mix.

Image courtesy of Kevin Jarrett on Flickr.

  1. Video Games Becoming Required Coursework in Schools 
  2. Building Social Skills and Literacy Through Gaming 
  3. MIT Unleashes New Online Game for Math and Science 
  4. The Pedagogies in Games Based Learning: A Case Study of Teacher Attitudes and Perceptions 
  5. What Research Says about Game-Based Learning 
  6. Designing the Future of Games, Learning and Assessment 
  7. Teaching Empathy Through Digital Game Play 
  8. Researchers See Video Games as Testing, Learning Tools 
  9. Disruptions: Minecraft, an Obsession and an Educational Tool 
  10. When to Teach Physics with ‘Angry Birds’ 
  11. Making Games Based Learning Sustainable Outside the Classroom 
  12. Teachers’ Quick Guide on the Use of Games in Education: Learn how to educationally integrate games into your teaching 
  13. How to Use Games With Your Students 
  14. Ed Tech Review: Game Based Learning in Education 
  15. Success Stories – Compilation on Game-Based Learning Initiatives in Adults’ Education 
Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’sFacebook and Google+ pages for blog updates and interesting games based learning findings.

Friday, 23 August 2013

Summary of Games Based Learning Meta-Analysis

Image courtesy of Tess Watson on Flickr.
A report by Futurelab at NFER was published in April 2013 entitled: ‘Game-based learning: latest evidence and future directions’.  The study was a meta-analysis of some of the existing research surrounding games based learning.  It sought to answer the following questions:

  • What is game-based learning?
  • What is the impact and potential impact of game-based learning on learners’ engagement and attainment? 
  • What is the nature and extent of the evidence base?
  • What are the implications for schools?

The authors found some interesting findings which I will summarise below and also offered some advice to teachers based on their findings (also below).

Academic Achievement

  • Where studies expressly sought to measure ‘academic achievement’, five calculated some degree of improvement. 
  • Another meta-analysis observed significant, but undefined, cognitive gains across studies utilising games versus traditional teaching methods.
  • However, four studies found no impact on academic achievement.

Problem Solving Skills

  • The studies consistently found that video games can impact positively on problem solving skills.
  • All five studies that specifically focused on problem solving skills found some degree of improvement.

Motivation and Engagement

  • The studies consistently found that video games can impact positively on motivation and engagement.
  • The majority of the studies examining the impact of video games on student motivation and engagement found positive results.  However, it was unclear whether this impact could be sustained.

Attitude to Learning

  • One study found that games promoted a more positive attitude to maths learning. 
  • Another study explored mathematics or academic self-concept (the set of beliefs an individual holds about themselves as a mathematician) and found no improvement. 
  • However, a meta-analysis found that significantly better attitudes towards learning were yielded for subjects using interactive games or simulations, compared to those using traditional methods for instruction.

Advice to teachers:

“The best way of integrating gaming into teaching is by using it within a clear pedagogic process. In particular:

  • Place learning activities and academic content within the video game’s fictional and entertainment context, maintaining a balance between fun and learning. 
  • Make the academic content integral to the game rather than an add-on. Content-specific tasks work better when embedded in the fictional context and rules (‘mechanics’) of the game. 
  • Carefully plan the roles that you and your learners will take on in the game. Teachers should play roles that allow them to mediate the experience for learners: providing guidance when needed; ensuring that rules are followed; and maintaining a respectful atmosphere.
  • Don’t try to divorce decontextualized components of a game (such as badges, scores or leaderboards) from the fictional context and rules of the game (the ‘mechanics’)”

We would agree with this advice and it is similar to the advice we give in our Games Based Learning Analysis and Planning Tool (click to download) and our blog post “Six Key Principles of Collaborative Games Based Learning”.

Conclusion
The report seems very positive and optimistic about games based learning.  However, the authors seemed disappointed at the amount of and validity of existing research.  For example they say, “It is important we develop a more analytic approach that considers how the different elements that operate within video games impact in an educational setting” and “We noted a complete lack of evidence about ‘gamification’.”  That is, to some extent, to be expected as games based learning is a relatively new phenomenon.  However, what they did find was insightful and supports some of our opinions about games based learning.  It will be interesting to see what future research has to say about games based learning and gamification in education, and there is likely to be much more of it in the near future.

References

Perrotta, C., Featherstone, G., Aston, H. and Houghton, E. (2013). Game-based Learning: Latest Evidence and Future Directions (NFER Research Programme: Innovation in Education). Slough: NFER.

Click here to read in full.

Please follow @paulladley on Twittergames-ED on Pinterest and like games-ED’s Facebook and Google+ pages for blog updates and interesting games based learning findings.

Monday, 24 September 2012

Games Based Learning Interest around the World

This blog is not an in depth piece of research, but should be of interest nonetheless. Basically, the data is derived from our Blogger stats. Our blog has had around 21,000 page views at the time of writing, so it provides a decent sample size.

Page Views via Country
Entry
Page views
United States
5935
France
3417
United Kingdom
3376
China
1000
Ukraine
880
Germany
856
India
566
Australia
378
Russia
266
Canada
221


We have promoted our blog in the UK and USA through links to other bloggers and some of the page views are from these sources.  An analysis of referring sites indicates some key sites that we have nurtured relationships with or where we have posted about our blog. This shows that traffic is not purely organic.  For example GetIdeas.org, Linkedin, and Kings School * account for around 450 page views. Some of the views are also driven from our corporate sites (www.games-ed.co.uk and www.pixelfountain.co.uk).

Blogger map of our page views
Even though search engines and Twitter account for the majority of views, we would have expected a slight skewing of the results to the UK and US because of the promotional activities stated above. This might impact on the results shown in the table, but deducting a few hundred off the UK and US would not change the order. These are countries that are clearly interested in games based learning.  The French result is particularly impressive - note we have not nurtured any French link ups, so that traffic is all organic. The Ukraine and Russian results are hard to decipher as the source sites can be obscure.

Our blog is written in English, which is likely to skew the results. Taking that into account, can we put forward any reason for our results?  Possibly, an enthusiasm for entertainment games is the key to the interest in games based learning. A proxy for this enthusiasm can perhaps be seen in the number of games companies in a particular country. Looking at the contractor list on Gamasutra website shows a reasonable correlation with our page views, although again France is somewhat of an anomaly.

If anyone has any other ideas, we would love to read your comments. Finally, I wonder if other bloggers out there could share their data and we could do a meta-analysis. Wow, that would almost be like proper research.

* We wrote a case study of their use of our games-ED product on the blog, which the school’s site links to.

Tuesday, 7 December 2010

Is Game Based Learning More Effective Than Traditional Methods?

Games based learning research tends to compare apples with oranges (as stated in a previous blog). It seems inappropriate to lump a pilot / modded game, entertainment game, purpose built game into one category and compare to traditional teaching methods. The purpose built game ought to (although there is no guarantee) have better educational value, else it mustn't have been designed very well.

Even if that was deemed appropriate to lump together games of varying "educational value", the games fracture into many genres (simulation, action, puzzle and so on). So to use a film analogy, it would be like saying Gone with the Wind is not as escapist as Harry Potter. Game genres work in different ways, so their effect in education will vary. Education, itself, can be sliced and diced in terms of subject and age. Also, there are some games (such as multi player simulations) that offer up possibilities that are not easily achievable in traditional teaching.

Furthermore, games based learning and traditional methods don't have to be mutually exclusive. A blended approach can run across lessons, or the game can be played as a whole class exercise with the educator still providing scaffolding.

Our experience:

pixelfountain (www.pixelfountain.co.uk) has been developing learning simulations for nine years. Our simulations run in workshop settings with different sub-teams taking on different roles in the simulation. We have delivered around 450 workshops for around 6,000 delegates. We have delivered around 40 lessons in schools, colleges and universities. We have even developed online games with young people. Our education products are marketed under the brand games-ED (www.games-ed.co.uk).

We have "happy sheets" for all of these workshops and have done long-term evaluation on some of the larger projects. The delegates are asked for quantitative and qualitative feedback. Arguably, the feedback is unscientific; given there was no control group. Also, the evaluation was solicited for product / project improvement reasons for ourselves and project funders.

Delegates typically suggest they have achieved a 20% – 25% learning improvement across a number of areas. They judge the workshops at 8.5 to 9 out of 10. Although, I would say younger learners are harder to please.

Typical comments form education workshops:

“After playing the game, I now appreciate the simple things that government does.” – Pupil, Liverpool Schools Parliament.

“When I put together an induction week programme there was always a compromise between introducing the key concepts of the course and encouraging the students to communicate with each other and staff.  [Sustainaville] allows me to achieve both these goals in a very entertaining way.  It always amazes me that after a single day I can introduce most of the concepts of Urban Sustainable Development and they also know each other’s names as well!” - Course Leader, Sheffield Hallam University.

“The students thoroughly enjoyed the project and could confidently talk about what they had been doing and talk through their ideas. They have gained fantastic skills!” - Teacher from Mill Green Special School, Newton le Willows

Conclusion

Does the above prove that games based learning is better than traditional methods? Probably not. But then that is not the point. We solicited feedback, because we wanted to improve our products and how they were delivered. So maybe the original question could be reframed into, “how can we improve games based leaning products and how they are delivered?” This is how games based learning will succeed in the education market place. They will succeed by delivering what educators need and what learners like.

In some ways it is a bit like sports commentary. Listen to how the commentators often change their slant on the game after a goal has been scored. So maybe, once games based learning success has been commercially achieved, the research will prove why it happened. Until then the games based learning market, like any other, will rely on the early adopters and the innovators.

Tuesday, 30 November 2010

Games Based Learning (GBL): Review of the Research

There has been a lot of interest in the use of games in education. A recent teacher survey shows that:

  • 35% of the sample of UK teachers have already used computer games in their teaching
  • 60% of teachers would consider using computer games in their teaching in the future. 

In Scotland, Learning Teaching Scotland has promoted games in schools, including funding a games and learning centre for excellence.


“Almost 90% of teachers who used games stated they used games in their teaching “to engage students”. Almost half of teachers used them because they “independently wanted to offer an alternate way of teaching”. 31% were “inspired by other teachers”, while 7% had the idea “suggested by students”. The availability of consoles, publicity and articles has little impact on teachers using games.” NFER Futurelab 2009 survey 


Not everyone, though, is entirely convinced. A report from Becta (2010) provides a cautionary analysis of GBL. It states, “although some teachers are positive about the potential of games for learning, in particular to improve motivation and engagement, there are a number of challenges to introducing games in formal educational settings.” The following bullets outline the issues and puts forward some responses (in blue) based purpose built GBL rather than commercial games, which have so far tended to be the focus of research. 

  • The lack of integration of most games with the current curriculum and assessment framework:
  • Purpose built GBL should link to the curriculum and assessment framework.
  • Annual upgrades can keep them up-to-date.
  • Time constraints:
  • Games can be designed to fit into standard lesson times.
  • Save routines can allow the game play to spill over into a follow-on lesson.
  • Technical and logistical issues (cost, licensing, limitations of school computers, technical support):
  • Education games needn’t be the all singing dancing, gimmick-laden counterparts of commercial games that require the latest graphic cards.
  • Adobe Flash based games can be written without the need to install plug-in and can be quite small in file size provided they are not stuffed with audio and video.
  • Lack of teacher skills:
  • GBL programs do not need to be overly complicated. Commercial games are complex because need to keep interest over months (to offer value for money) not hours.
  • Contextual help can be embedded into the game.
  • Not all learners engage with games and many do not see a link between games and learning:
  • Purpose built GBL should easily demonstrate link between games and learning. Additional activities should re-enforce the message.
  • Teacher and parent concerns over the content of some games (e-safety):
  • This really is a problem associated with commercial games rather than purpose built GBL.

Others provide a warning for would be Games Based Learning developers. “The act of placing educational content inside a game does not guarantee that it will succeed in achieving a fun, motivating experience; meeting educational goals; or being a commercial success.” Glenda A. Gunter, Robert F. Kenny and Erik H. Vick (2007)

While GBL may not work in every situation, the potential gains are significant and expansive. Traci Sitzmann & Katherine Ely (2010) in performing a meta analysis of 65 studies and data from 6,476 trainees comparing post-training outcomes for simulation game and comparison groups, discovered that “overall, declarative knowledge was 11% higher for trainees taught with simulation games than a comparison group; procedural knowledge was 14% higher; retention was 9% higher; and self-efficacy was 20% higher.

“The emergence of Games Based Learning is offering the learning and teaching communities new opportunities to reach and motivate hard-to engage learner groups, support differentiated and personalised learning, address vocational and training-based course materials and provide new tools for teaching basic and key skills, science and maths education.” JISC Games Based Learning

The future is here:
“The category of game-based learning that is still two to three years away for schools, but one that has tremendous potential to transform education, includes open-ended, challenge-based, truly collaborative games…These games [develop generic skills and] lend themselves to curricular content, requiring students to discover and construct knowledge in order to solve problems. They are challenging to design well, but the results can be transformative.” Horizon Report, 2010.

Currently we are working on products under the brand games-ED (www.games-ed.co.uk), which achieve the goals set out in the Horizon Report, and they are being used in the classroom now.