by Kelly Ellis
Historical Background
Playing games has always been a fun way to pass time and to learn. Whether it is a group or individual game does not matter; it has been a part of American lives for centuries. The interest in electronic gaming is at an all time high. The youth in this country are mesmerized by the options for gaming available to them.
Video gaming had to start somewhere. In the early 1950’s a young engineer names Ralph Baer was asked to build the “best television set” in the world. He wanted to integrate a game with the television, and after nearly 20 years he succeeded with what they called the “home tv game.” The demonstrated game would allow the user to switch between playing ping-pong, volleyball, handball, hockey, and some shooting games (Hunter 2000). This was just the beginning. From there, many varieties of electronic games were created, along with a great deal of companies: Atari, Sega, Nintendo, and Sony. For a complete history on video games, please see this interactive timeline.
The phrases video game and computer game are often used interchangeably. Typically, there is a screen of some sort (i.e. television, monitor, LCD display) in which the game is viewed and played with input devices (i.e. controller, joystick, keyboard, keypad). Many games can be downloaded from a website, satellite, or digital subscription service. Games can be played on PCs, Macintoshes, in arcades, on various consoles, cell phones, and many other electronic devices (Kirriemuir 2002).
One of the great attractions to electronic gaming is the escape from reality. One could be a football franchise owner, skilled boxer, alien hunter, or a favorite movie or television character. Games are not used for only entertainment purposes. For many years the business sector, military sector, and health and medical sector have used simulation-based games and games that practice realism techniques to train their employees (Kirriemuir 2002).
Most gaming used in K-12 education is PC based. It is uncommon to find a console in a classroom because of the lack of educational relevance. Another reason is there are not many education-based games for consoles. The majority of educational games are PC-based and many can be downloaded for free. It is important that educators recognize that game play helps people to acquire knowledge and complex skills proving the need for this disruptive technology in our education system (FAS 2006).
Relevance to education
In K-12 education, gaming technologies have been used increasingly to support teaching and learning. Effectiveness of games for educational purposes has been a debate amongst educators. Many reviews only indicate that mathematics is the only subject that can be effectively taught through video games. However, when this research was done games were relatively primitive. Games of today are complex and often demand greater interaction from a user (Kirriemuir 2002). This demand of the user shows how games can help strengthen our education system, while preparing our students for 21st century jobs. If America wants to stay competive in the job market with other countries, we must at the forefront of technological change. Using games in our education system, as a standard not an option, would help put our students in a place to be sought out and successful in their future careers (FAS 2006).
As educators today, it is important to recognize that our students have grown up with various digitial technologies. By leaving these technologies out of education, we are losing our students, and creating a gap that is difficult to fill. In many cases these students are more likely to respond and learn from these electronic educational games than from a traditional classroom. Complex video games can be very instrumental in teaching "higher order thinking skills such as strategic thinking, interpretative analysis, problem solving, plan formulation and execution, and adaptation to rapid change" (FAS 2006). All of these skills are important to emphasize in order to create productive workers for the job market they will be exposed to in years to come.
There is a recent movement to host gaming events in local libraries, whether they are public libraries or school libraries. One twist is that librarians are looking for ways to promote literacy skills using video or computer games (Barack, 2005). As well, some libraries are using games to draw in new patrons or subpopulations that do not regularly frequent the library. This helps to bridge the gap and show different audiences that they have a place in the library too. Researchers at the Syracuse University's School of Information Studies have begun an unfunded research project to explore this topic further. You can access research, blogs, news, and links at their website: http://gamelab.syr.edu/index.php?option=com_frontpage&Itemid=1.
Whether it is to teach ESL students, teach a new mathematics skills, grammatically games, or online writing workshops, educational gaming does have a significant place in education. The key is to get the educators and game designers working together to create value to this technology.
Glossary of Terms
The following terms will help with understanding the jargon used to discuss video gaming. These terms were located in various online sources. Please see resources below for links.
Edutainment
A form of entertainment designed to educate as well as to amuse.
Video game
A game that involves interaction with a user interface to generate visual feedback on a video device.
Video game console
An interactive entertainment computer or electronic device that manipulates the video display signal of a display device (a television, monitor, etc.) to display a game. The term video game console is used to distinguish a machine designed for consumers to buy and use solely for playing video games.
Personal computer game (aka computer game or PC game)
A video game played on a personal computer, rather than on a video game console or arcade machine.
Computer role-playing game (CRPG)
A widely encompassing video game genre originally developed for personal computers and other home computers.
Computer simulation (AKA computer model or a computational model )
A computer program that attempts to simulate an abstract model of a particular system.
Educational games
Games that are designed to teach people about a certain subject, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play.
Arcade Games
As distinct from console and computer games, arcade games, or "coin-ops", are machines in which players must put coins in order to play a game.
Interactive games
Generic term used for video games and computer games.
MMOG
Massively multiplayer online game, a game that is designed to support 256 or more concurrent online gamers and is run as an ongoing games service (for which a subscription or other payment mechanism is employed).
MMORPG
A massively multiplayer online role-playing game
Platform
Also known as hardware and format, this is the type of computer/console that a program or game can be played or used upon. For example the PC is one type of platform and the Sony PlayStation 2 is another. Most platforms need specifically written programs, thus one game might need to be re-written as many as five times to be played on five platforms.
Streaming games
A technology, AKA Games on Demand, which allows games to be streamed in realtime via a broadband connection to games devices whilst not actually transferring the whole game.
Start-up Costs
With video games in the classroom the users will usually be the students, but the teachers will be the ones who facilitate the learning. It is their responsibility to ensure learning is happening. To implement video gaming in your school you may want to start small, such as one department. For example, the English department; “How can we integrate this technology successfully?” Currently there are many math departments that use games to reinforce the concepts learned in the classroom. Games can be implemented in nearly every subject at the school, but for monetary and logistic reasons it is smarter to implement in stages. Typically, most K-12 schools do not have money just lying around, and it is a struggle to get funding for new ideas.
Most K-12 schools have a computer lab. Whether it is a struggle for you to get to that lab or not may make the difference in implementing this type of learning. If it is a struggle, then it is up to you to speak with you administrator on how to make this happen. This may also require some coordinating with the technology teacher.
To start with, use the equipment available to you. There is a plethora of downloadable or web-based educational games available for FREE on the internet.
Below is a list of various sites that offer educational games for free in most subjects:
http://nobelprize.org/educational_games/
Excerpt from site: "You don't have to be a genius to understand the work of the Nobel Laureates. These games and simulations, based on Nobel Prize-awarded achievements, will teach and inspire you while you're having FUN!"
http://www.funbrain.com/
This site offers games for math, reading, and writing. These games are for individual use and would need regular monitoring from teacher.
http://www.sheppardsoftware.com/web_games_menu.htm
Excerpt from site: “Our learning games will give your brain a workout! Learn new things and continually challenge yourself by advancing to higher levels.” This site offers games on geography, animals, vocabulary, and chemistry.
http://www.primarygames.com/
This site offers a variety of different games for various subjects such as language arts, science, math, and social studies.
http://www.thekidzpage.com/learninggames/learningonline.htm
There are many well known kids’ games to choose from on this site. Many of these games are familiar and are enhanced with fun graphics. Examples include Hangman, Sudoku, Word Search, and Memory.
For more free online educational games type in the keywords “free educational games” in a search engine and you will be overwhelmed with choices. These were just some of my favorites.
Another scenario to consider is finding PC based games that are downloadable for a cost. The upside to these games is many of them offer environments where students can play together or the teacher can lead a game while the students play along at their own computers. There are many different publishers that produce games. As the teacher implementing this technology, it will be your responsibility to decide what types of games you think will benefit your students best. There are many sites online to give you list and reviews of educational games. Most retail games offer some sort of trial period, so you the teacher (and other teachers if you like) can test the game out, and really get the feel for it before making a commitment. One of the sites you can try is http://www.teach-nology.com/downloads/. Depending on the game you would like, your cost could be anywhere from minimal to significant. As teachers, we understand what we can realistically do at our schools.
There are other areas besides the actual game itself where significant costs can accrue. Many times when getting a new game for a PC there are updates and requirements that the computers being used do not meet. So it is up to you, the implementer to make sure the computers meet these requirements. Be sure to find out the exact specifications before committing to anything. Check with your technology teacher to verify these requirements are met.
Key-players, gurus, experts
Marc Prensky
In addition to being an internationally respected writer, speaker, inventor, and consultant in the critical areas of education and learning, Marc is also the founder of Games2train, an e-learning company whose clients include IBM, Bank of America, Nortel and Nokia. He has authored the critically acclaimed book Digital Game-Based Learning. Mr. Prensky is considered one of the world’s top experts on finding the connection between games and learning. Schools, governments, and corporate America have implemented and benefited from his innovative combination of educational tools and game technology.
The Education Arcade
This site explores games that promote learning through authentic and engaging play. TEA's research and development projects focus both on the learning that naturally occurs in popular commercial games, and on the design of games that more vigorously address the educational needs of players.
Jim Gee
James Paul Gee is an acclaimed and respected author such books as An Introduction to Discourse Analysis (1999), Sociolinguistics and Literacies (1990), What Video Games Have to Teach Us About Learning and Literacy (2003), and Situated Language and Learning (2004). Mr. Gee’s specialty is reading, and he has done numerous amounts of work in Linguistics and Literacy. He more recent work has been focused on how to integrate video games in education, and the importance of doing so. Why Video Games Are Good for Your Soul , his latest book, explains how “good video games marry pleasure and learning and have the capacity to empower people.” (http://gameslearningsociety.org/people_geej.php)
The Educational Cyber Playground
This site provides a plethora of knowledge on combining technology with education. There are several different sections of the site that help with various technology questions. The portion I recommend for those wanting to integrate video games in the classroom can be found here. It gives several links to different lessons to try and explains how video games can be effective in the classroom.
Lifelong Kindergarten
This is a group based out of the MIT Media Lab whose focus is teaching children the importance of creating, designing, and inventing their own toys, games, etc. They are inspired by the ways children are educated in kindergarten: finger painting to teach how colors work together, building houses and castles with wooden blocks to learn about stability and structures. The group’s ”ultimate goal is a world full of playfully creative people who are constantly inventing new opportunities for themselves and their communities.” (http://llk.media.mit.edu/mission.php")
Education World
In my opinion, this is one of the best teacher resource sites on the web. There are lesson plans, blogs, advice, articles, and best of all a whole section on Technology Integration. Although it does not all pertain to using video games, their are links there that will help someone if getting started using technology in the classroom. There are a few lesson plans involving video games, and you can find articles to help support this idea as well. And you can always ask an expert for advice on their blog.
Sample Lesson Plans
Here are a few lesson plans, for various age groups, to help get you started. Even though some of these were written for a particular age group, you can still possibly modify to fit the needs of your class.
http://www.northcanton.sparcc.org/~hck/cgi-bin/lp_display_page.pl?id=lessons&lp=3
http://www.tabuladigita.com/
A fantastic Algebra game.
http://club.live.com/home.aspx
A microsoft gaming site that allows you to play educational games AND earn tickets where you can "buy" prizes. Excellent motivator, and gives the teacher something to verify the game play. Most of the games are geared towards building language, vocabulary, and history. The students are encouraged to use the internet to look up the answers to the questions, which is a great way to help familiarize them with searching for valuable information.
Tutorials
Click here for a powerpoint tutorial on getting started using video games in the classroom. Within this tutorial you will go over 10 questions to ask when evaluating a video game before implementing in the classroom:
1. How compelling or engaging was the experience?
2. How comfortable did you feel with the game controls (interface, etc.)?
3. Did you feel you were playing or learning?
4. Did the graphic quality help or hinder the experience?
5. What kind of instructional design could you observe in the game?
6. Did you choose to continue on to the next level or stage when you had the opportunity?
7. Can this be played in groups or only individual?
8. What objectives would playing this cover in the curriculm?
9. Would you be able to assess their learning?
10. Do you have the technology available to support this game?
Sources
Federation of American Scientists. Summit on Educational Games 2006: Harnessing the power of video games for learning. Retrieved July 15,
Hunter, William (September 2000). The History of Video Games: from Pong to Pac-Man. Retrieved July 15, 2007,
Kirriemuir, John (February 2002). Video Gaming, Education, and Digital Learning Technologies: Relevance and Opportunities. D-Lib Magazine, 8 (2), Retrieved July 15,
Nobel Peace Prize Organization. Educational Games section. Retrieved July 22, 2007, from http://nobelprize.org/educational_games/
www.funbrain.com. Website dedicated to educational games for kids. Retrieved July 22, 2007
Sheppard Software. Web-based games section. Retrieved July 22, 2007, from http://www.sheppardsoftware.com/web_games_menu.htm
www.primarygames.com. Website dedicated to educational games for kids. Retrieved July 22, 2007.
The Kidz Page.com. Learning Section. Retrieved July 22, 2007, from http://www.thekidzpage.com/learninggames/index.htm.
Wikipedia. Various terms used in the glossary were from here. Retrieved July 24, 2007, from
http://en.wikipedia.org/wiki/Edutainment
http://en.wikipedia.org/wiki/Video_game
http://en.wikipedia.org/wiki/Video_game_console
http://en.wikipedia.org/wiki/Personal_computer_game
http://en.wikipedia.org/wiki/Computer_role-playing_game
http://en.wikipedia.org/wiki/Computer_simulation
http://en.wikipedia.org/wiki/Educational_game#Video_and_PC_games
Games Investor. Various terms used in the glossary were from here. Retrieved July 24, 2007, from http://www.gamesinvestor.com/Research/Glossary/glossary.html
Library Game Lab at Syracuse. Retrieved July 27, 2007, from Library Game Lab at Syracuse Web site: http://gamelab.syr.edu/index.php?option=com_frontpage&Itemid=1
Barack, L. (2005, July 1). Gaming at Your Library. School Library Journal, Retrieved July 27, 2007, from http://www.schoollibraryjournal.com/article/CA621772.html
Education World. Teacher Resource site that has a great section on Technology Intergration. Retrieved July 31, 2007, from http://www.educationworld.com/a_tech/
Prensky, Marc. Website for expert in video games in the classroom. Retrieved July 29, 2007, from http://www.marcprensky.com
Gee, James. Website link to the biography of Jim Gee, an expert in educational video games. Retrieved July 29, 2007, from http://gameslearningsociety.org/people_geej.php
The Education Arcade. Website dedicated to educational video gaming research and development. Retrieved July 29, 2007, from http://www.educationarcade.org
Lifelong Kindergarten. Website operated by MIT technology lab, dedicated to research and development of education video games. Retrieved July 29, 2007, from http://llk.media.mit.edu
Educational Cyber Playground. Website with useful tips and ideas for integrating technology in the classroom. Retrieved July 30, 2007, from http://www.edu-cyberpg.com/TOC.asp
Comments (9)
Anonymous said
at 9:20 am on Jul 20, 2007
Your historical background was very informative. I especially like the timeline that you had included. I love games and play the pogo games online at least one day a week (Wednesdays). Great job
Anonymous said
at 9:14 pm on Jul 24, 2007
Very interesting. My granddaughter has learned so much from playing educational games not to include her hand and eye coordination and vocabulary word. It is amazing how this kids pickup on it so quick. My mother (82 yrs) plays online games everyday. The doctor told her it was good for her memory. So gaming is not just for K-12, try senior citizens.
Anonymous said
at 10:56 pm on Jul 28, 2007
There are several games that can help children with math, vocabulary, history or any subject. Here is a link that I like and that will help teach elementary students with math. http://www.multiplication.com/interactive_games.htm
Anonymous said
at 8:52 pm on Jul 29, 2007
I tried, to fix one of your webiste entries to veranda 10 (it seemed larger than the other text) but I couldn't do it. I'm not sure why--you may want to try yourself. Otherwise it looks good!
Anonymous said
at 9:18 am on Jul 31, 2007
As an elementary teacher we allow students to play educational games on the computer. This allows them to enforce what they have learned in the classroom. To the students they are playing a game and haveing fun and as teacher we can see how they practice and learn the concept taught. It is amazing how children can learn so much by playing games.
Anonymous said
at 9:50 am on Aug 1, 2007
I think I fixed the formatting problem on your page. Here is what I did and what I think the problem was:
I think that the tab button was used to indent the text. The edit window in PB Wiki, while it says it is WYSIWYG, it really isn't. When you save, the viewing window is different, so the tabs are not aligned correctly. To fix this, I went in and took out all the tabs and spaces. Then I went to the first letter of the text that needed to be indented and clicked the button for indent, rather than the tab button. This indents everything in the paragraph.
There was a problem with the indent also. If you put two spaces after a period, like you were taught when you used a typewriter, the wiki only recognizes one space, so if the new sentence starts on the next line, it looks like it has a space before the word starts. I changed all the sentences in this section to only have one space after the period.
The lines don't always space correctly, sometimes double spacing and sometimes not spacing at all. I haven't found a "quick" solution to this problem. I just save the file, look at it and go back and edit it again. Sometimes it takes me three or four times to get it to "look" right.
Anonymous said
at 9:40 pm on Aug 2, 2007
This is such as great topic. I think that playing educational games will help the students retain the information longer because they enjoy it so much. I am looking forward to seeing your tutorials.
Anonymous said
at 9:02 am on Aug 5, 2007
Wow, the timeline very interesting. I remember seeing those gaming machines without truely accessing their significance. Gaming has become a major part of student's lives. I believe it can be used strategically to enhance instructional efforts.
Anonymous said
at 6:45 pm on Aug 9, 2007
You did a great job kelly! I like the concept behind the Club live stuff...but it's microsoft :(. LOL. Anyway, good information here. It would be great if more schools would embrace the gaming especially in middle thru high school. Good stuff!
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