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REPORT 8
Literature Review in Games and Learning

John Kirriemuir, Ceangal
Angela McFarlane, Graduate School of Education, University of Bristol
 


       

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research intro

literature reviews




 
     
research outlined in the preceding sections raises key questions around the role of play in learning, the ‘purpose’ of education, the role of learning through activities perceived as intrinsically motivating to children, and the changing roles of children as learners.

The identification of any games as a site for ‘playful’ learning is repeatedly emphasised through the research literature, sometimes as an extreme opposition to children’s experiences in school:

“Games are... the most ancient and timehonored (sic) vehicle for education. They are the original educational technology, the natural one, having received the seal of approval of natural selection. We don’t see mother lions lecturing cubs at the chalkboard; we don’t see senior lions writing their memoirs for posterity. In light of this, the question, ‘Can games have educational value?’ becomes absurd. It is not games but schools that are the newfangled notion, the untested fad, the violator of tradition. Game-playing is a vital educational function for any creature capable of learning.” (Crawford 1982)

The notion of playful learning emphasises experiences such as experimentation, exploration, trial and error, imagination, roleplay, and simulation of experience suggesting that it might be possible to develop environments for learning based on these activities.

Finally, observing children’s play of mainstream games in leisure time raises questions about the role we ascribe to children as learners in schools. The review of literature around children’s social games play, for example, repeatedly highlights the ways in which children take on the role of teachers, providing advice, support, hints, tips and models of learning to other children. Perhaps more than any other aspect, this reconceptualisation of children as bearers of expertise, as capable of acting in the role of expert, raises serious questions about how we currently structure learning experiences in schools.


3.3 LEARNING WITH MAINSTREAM GAMES IN SCHOOLS

While the majority of research discussed so far has been concerned with what and how children learn in their informal playing of computer games, in recent years there have been a number of studies of the use of mainstream computer games in schools, intended to explore whether these games can have any role in supporting current educational objectives. Given the research above on the potential of games to support learning of competencies, collaboration and participation in practice, however, there are some significant tensions in evidence when introducing mainstream games into the school setting.

Three recent studies in the UK attempted to understand how mainstream games could be used in school. Each included surveys of predominantly UK teachers who had attempted, or wanted, to use mainstream games in the classroom (Becta 2001; McFarlane et al 2002; Kirriemuir 2002). The most frequently encountered perceived or actual obstacles were:

• it was difficult for teachers to identify quickly how a particular game was relevant to some component of the statutory curriculum, as well as the accuracy and appropriateness of the content within the game
  • the difficulty in persuading other school stakeholders as to the potential/actual educational benefits of computer games

• the lack of time available to teachers to familiarise themselves with the game, and methods of producing the best results from its use

• the amount of irrelevant content or functionality in a game which could not be removed or ignored, thus wasting valuable lesson time.


The key disadvantage with mainstream games used ‘cold’ in the classroom was the amount of time taken for both the student and teacher to orient themselves within the game. Squire (2003) describes several sessions where historical strategy simulation games are used in a classroom, showing the considerable effort needed by the teaching staff to keep the students ‘on track’ within the game. This extra-topic play may or may not be valuable to learning generally but in either event the school curriculum has clear boundaries and objectives related to high stakes assessment – wandering beyond these boundaries is seen as wasting valuable time.

It is not only extraneous content that takes gaming outside the boundaries of the set curriculum. In the TEEM report (McFarlane et al 2002), teachers and parents recognised that games play can support valuable skill development such as:

• strategic thinking

• planning

• communication

• application of numbers

• negotiating skills

• group decision-making

• data-handling.


However, neither teachers nor parents were happy with the notion of playing games in lesson time since such skill development did not match the criteria assessed in high stakes national tests.


4  KEY ISSUES IN DEVELOPING GAMES FOR LEARNING

As far back as 1979, it was envisaged that the motivational aspects of digital games play might be used to support the acquisition of knowledge outside the game itself. Some of the distinctions between the resulting ‘learning games’ and ‘mainstream games’ are shown in Fig 1.

There are two key themes common to the development of games for education, namely:

• the desire to harness the motivational power of games in order to ‘making learning fun’

• a belief that ‘learning through doing’ in games such as simulations, offers a powerful learning tool.


This section of the report will examine both these aspects of the design of games for learning, and ask whether they are well-founded objectives for design and development of digital game-based learning resources.


4.1 ‘MAKING LEARNING FUN

’ The central ethos of traditional ‘edutainment’ software has been to make learning ‘fun’ although this is usually shorthand for the encouragement of engagement. One strategy is to introduce

... next page
      children take
on the role
of teachers,
providing advice,
support, hints,
tips and models
of learning to
other children

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