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GAMING IN EDUCATION
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Table of Contents
Abstract..3
Introduction....4
What is a Video Game...4
Finding a Solution......5
Motivation ....5
Exposure...6
Figure 1: Crystal Island......6
Gaining Skills...7
STEAM7
Conclusion..8
Figure 2: Minecraft EDU..8
References ..9
Appendix A: NPD Group Survey.....11
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Abstract
With the growth of interactive media as a genre of media, an increasing number of people are
beginning to see the potential benefits it may have (Malykhina, 2014). By harnessing students
attention spans, it is possible to focus their energy on an activity just as enjoyable, but more
productive than the typical video game. Although there is theoretical support, the actual data
produces mixed results. Perhaps the games are a distraction and subtract from the task of
retaining information (Schaffhauser, 2013). This research report details the claims that focus on
the benefits, and how those benefits can improve the standard classroom by giving students
motivation, exposing students to complex situations, teaching the students about 21st century
skills, and giving access to the STEAM environment (Arastoopour, 2014). The fields of science,
technology, engineering, and math are increasing, and using games in education can help better
how we teach our future generations (Presidents Council of Advisors on Science and
Technology, 2012).
Keywords: gaming, education, project learning
GAMING IN EDUCATION
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Introduction
In 2012, the Presidents Council of Advisors on Science and Technology predicted that
for the United States to maintain its technological advances, one million more Science,
Technology, Engineering, and Math (STEM) professions would have to be produced over the
current rate. Back then fewer than 40% of students who had persisted a STEM major would
complete a STEM degree. In order to rectify this low number, the Presidents Council of
Advisors on Science and Technology determined that increasing the retention rate was the fastest
and most affordable solution (Presidents Council of Advisors on Science and Technology,
2012). The problem that plagues education is the rate of retention. Many solutions have been
postulated, but the consensus seems clear: grab the attention of low performing students to drive
their focus to a productive and engaged experience (Malykhina, 2014).
Studies show that there is no shortage of kids willing to play video games (See Appendix
A). In order to utilize childrens attention spans, the focus of the game must be shifted from
entertainment to education without losing the original charm that games provide (Wastiau et al.,
2009).
What is a Video Game?
Before beginning the analysis of using video games in education, the definition of
gaming must be determined. The popular gaming site, Kotaku, relates that video games are
unprecedented in their ability to immerse the viewer in the experience (Dexomega, 2014).
Video games allow the option of altering the storyline of a character. The player has the ability to
choose, which often goes unrecognized in other forms of media. This ability makes video games
unique. By allowing a more interactive experience, kids are more likely to pay attention to
whatever problem they might be facing (Wastiau, Kearney, & Van den Berghe, 2009).
GAMING IN EDUCATION
Children who have not previously performed well in school are much more open to the
idea of gaming because of the motivation (Malykhina, 2014). This definition, however, does not
include the process of gamification. Many people often group gaming and gamification into
the same category, but this insinuation is entirely false. Gamification simply refers to
introducing the mechanics of games rather than using actual games. Involving scoreboards and
achievements may seem to make a topic gaming oriented, but it lacks in the freedom and
creativity a game has (Schaffhauser, 2013).
Finding a Solution
In the original statement by Presidents Council of Advisors on Science and Technology,
it was determined that a boost in retention was essential to the development of future technology.
Their reasoning for the lack of retention was due to the shortage of inspiring courses and
difficulty with math related subjects. Better teaching methods are definitely recommended, but
by narrowing the goal down, a better option can be determined that would engage students and
assist teachers in their classroom involvement (Presidents Council of Advisors on Science and
Technology, 2012).
Motivation
A European study found that by using electronic games as teaching tools in an
elementary environment, students motivation was greater. They found that the pupils
appreciated the tasks that were given due to the approachability of them. They were able to
experience the learning for themselves and become active learning through engagement. They
also gained self-confidence. Those with and without gaming experience could take part in the
experience. By harnessing the use of games, the attention spans of all students are raised and a
greater level of satisfaction is reached. This is not restricted to high or low performing students,
GAMING IN EDUCATION
which illustrates the great benefit that gaming can impose on the future of education (Wastiau et
al., 2009).
Exposure
Many students will never perform surgery or work as a microbiologist until they have
graduated college. This prevents early development of complex ideas and doesnt prepare
children for the real-world problems they will have to be facing. This problem can be solved by
creating simulations in order to reproduce the actions they will be taking if the situation was
actually real. The authenticity, combined with the role playing, can resonate with the student and
enhance the information they retain (Arastoopour, 2014). James Lester, a computer science
professor at the Raleigh-based North Carolina State University, created a game to help kids gain
the problem solving skills needed to excel in the world of microbiology. (See Figure 1). This
simulation involved interviewing different
citizens from an island in order to find the
cause of a disease that was passing from person
to person. A student who participated in the
game said, The game made me like science a
little bit more, because in science sometimes
Figure 1: Crystal Island. A game designed by
North Carolina State University researchers, aims
to teach microbiology concepts to 8th graders.
choose your character and pick out [choices based on] your own interests. In this experiment,
both interest and exposure are shown by kids who would not have had the opportunity elsewhere,
which contributes significantly to the solution for lack of retention (Digital Gaming, 2011).
GAMING IN EDUCATION
GAMING IN EDUCATION
by Petri Purho, Crayon Physics, demonstrates this concept. This game sets students in a variety
of challenges, given only a crayon to solve them. Although this does not emulate professional
learning exactly, it gives us a backbone to see how it could potentially be implemented. Golnaz
Arastoopour (2014) says, Developing games and simulations that have this STEAM
combination is what is going to create an intelligent, creative, unstoppable new generation of
youth who will tackle our prevailing global problems.
Conclusion
91 percent of kids between the ages of 2 and 17 play
video games (Reisinger, 2011). There is no problem in
getting students to play games. The only problem is making
them learn from the experience (See Figure 2). Gaining
cognitive ability by playing video games is still debated,
and tests provide mixed results. In some studies involving
young children, only knowledge in similar games is gained,
and other skills were left behind (Malykhina, 2014).
However, in some studies, collaboration skills and an
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References
Arastoopour, G. (2014). Picking Up Steam: Why the STEAM Games Movement is the Next Big
Thing. IDGA Perspectives Newsletter. Retrieved from
http://newsletter.igda.org/2014/03/01/picking-up-steam-why-the-steam-gamesmovement-is-the-next-big-thing/
Dexomega. (2014). What is a Video Game?. Kinja. Retrieved from http://tay.kotaku.com/whatis-a-video-game-1573864350
Digital Gaming Goes Academic. (2011). Education Week, Vol 30. Retrieved November 4, 2014,
from http://www.edweek.org/ew/articles/2011/03/17/25gaming.h30.html?
tkn=XQDCbAEm%2BOYlXmj8CrgGehhpjbVOReeJEqon
Malykhina, E. (2014). Fact or Fiction?: Video Games Are the Future of Education. Scientific
American. Retrieved from http://www.scientificamerican.com/article/fact-or-fictionvideo-games-are-the-future-of-education
McClarty, K. L., Orr, A., Frey, P. M., Dolan, R. P., Vassileva, V., & McVay, A. (2012). A
Literature Review of Gaming in Education. Retrieved from
http://researchnetwork.pearson.com/wpcontent/uploads/Lit_Review_of_Gaming_in_Education.pdf
Moore, G. E. (1998). Cramming More Components onto Integrated Circuits. Proceedings of the
IEEE, Vol. 86. Retrieved from http://www.cs.utexas.edu/~fussell/courses/cs352h/
papers/moore.pdf
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Presidents Council of Advisors on Science and Technology. (2012). Report to the President
Engage to Excel: Producing One Million Additional College Graduates with Degrees in
Science, Technology, Engineering, and Mathematics. Retrieved from
http://www.whitehouse.gov/sites/default/files/microsites/ostp/pcast-engage-to-excelfinal_feb.pdf
Reisinger, D. (2011). 91 percent of kids are gamers, research says. CNET. Retrieved from
http://www.cnet.com/news/91-percent-of-kids-are-gamers-research-says/
Schaffhauser, D. (2013). Will Gaming Save Education, or Just Waste Time?. The Journal.
Retrieved from http://thejournal.com/Articles/2013/09/02/Will-Gaming-Save-Educationor-Just-Waste-Time.aspx?Page=1
Wastiau, P., Kearney, C., & Van den Berghe, W. (2009). How are Digital Games Used in
Schools? European Schoolnet. Retrieved from http://games.eun.org/upload/gissynthesis_report_en.pdf.
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Appendix A
NPD Group Survey
The NPD collected information from students in August by conducting surveys from 4,136
children between the ages of 2 and 17. This study has found that 91 percent of kids between 2
and 17 play video games. That is over 64 million people, up 9 percentage points compared to
2009. Kids between 2 and 5 have had the greatest increase, with a 17 percent growth shown. In
August 2011, 44 percent of physical software sales were to young teens, representing a huge
amount of the industry.