Issue paper on gaming
Steve Vosloo, March 2009
- Digital
games and learning: A South African perspective
- Introduction
- In
the late 1970s and 80s there was much interest in the role that digital
games could play in supporting learning. That interest waned until
fairly recently, due to two fundamental shifts since then: games are
now far more complex and compelling (thanks to technological advances),
and they are far more pervasive. As a result, in recent years there has
been renewed interest in the potential of games for learning and
teaching.
Gaming has become a cultural phenomenon. Already the games industry
generates more revenue than Hollywood. When comparing opening-weekend
movie box office sales with sales of new games, the latter has been a
winner since 2004, when Spiderman was pipped by Halo 2 (Yi, 2004).
While research into the educational value of games has been somewhat
limited, the number and maturity of research projects is increasing
rapidly. Now there are “many claims found in the literature for and
against the usefulness of computer games in encouraging learning”
(Mitchell & Savill-Smith, 2004). The best research neither sets
out to dismiss gaming as addictive, violent and a waste of time (the
“moral panic” approach), nor to look to it as the saviour of broken
education systems (the “blind faith” approach). In other words, it
never claims that games are a panacea, but increasingly uncovers
insights that deepen the understanding of what happens when kids, or
adults, get totally “inside” a game. Extreme positions are unhelpful
and inaccurate; the truth of how gaming can support learning is not in
black or white -- it is complex and nuanced.
I have tried to critically explore the potential that digital
game-based learning holds for education (formal) and learning
(informal) in South Africa (SA), to search out the shades of grey that
colour this issue, and ask how it can support the development of 21st
century skills. These skills include problem-solving, communication,
collaboration, information literacy (being able to discern the
credibility of information) and collective intelligence. Certainly
games hold much potential to develop these skills, but there are
challenges and risks to consider.
A number of extensive – and excellent – literature reviews and research
reports have been conducted on games and learning, e.g. Kirriemuir
& McFarlane, 2004; Mitchell & Savill-Smith, 2004;
Ellis, Heppell, Kirriemuir, Krotoski & McFarlane, 2006; and
Freitas, 2007.
It is not the intention to simply replicate these works here. The
reviews should be consulted directly for more in-depth material on
particular educational gaming aspects. This issues paper has drawn on
the overarching benefits of games from these works, as well as others,
with the South African context in mind. It is deliberately general,
providing enough background on the benefits and challenges associated
with games and learning in order to explore their significance for SA.
- Defining
games
- Games
have been around since the dawn of humanity. But only in the last few
decades have digital games emerged. There is no common agreement on how
to define digital games (Becker, 2008), but it is useful to consider
the different types, which include platform games (e.g. Sony
PlayStation, Nintendo Wii and Microsoft Xbox); arcade games; computer
games; and handheld (e.g. Nintendo DS or PlayStation Portable) and
mobile games (e.g. those played on mobile phones). In this paper I
simply say “games” to refer to digital games.
- Prevalence
of game play
- Most
statistics about youth game play comes from the developed world. A
major American school survey (Project Tomorrow, 2008) found the
following statistics for gaming and schooling in 2007:
* Only 3% of elementary learners say they don’t play electronic games
on some kind of device. The same was found for 9% of middle school kids
and 17% of high school kids.
* While high school kids are still more likely to use a video game
console for their gaming, the younger learners in grades K-8 are more
likely to play games with computer based software and handheld gaming
devices.
* The biggest group of learners to play mobile-based games are learners
in K-2 (33%).
* Two-thirds of learners in grades 6-8 play online games – either in
multiplayer environments (31%) or single play.
On average across all grades, K-12 learners are playing games
approximately 8-10 hours a week. In a more recent survey of 1,102 youth
ages 12-17 in the USA it was found that digital game playing is
universal, with almost all teens (97%) playing games (Lenhart et al.,
2008). “The stereotype that gaming is a solitary, violent, anti-social
activity just doesn’t hold up. The average teen plays all different
kinds of games and generally plays them with friends and family both
online and offline,” said Amanda Lenhart.
Not much is known about game play amongst South African youth,
especially those holding low socio-economic status. Given the high cost
of console and PC games, and the pervasiveness of mobile phones, mobile
gaming is the likely platform for the majority of SA's youth. A survey
of 66 low-income black South African youth at a township school in Cape
Town revealed that 53% play games on their mobile phones, and 86% have
phones on which they could play games (Kreutzer, 2008).
- Benefits
- Overview
- Despite
the increase in gaming research, there is scope for much more. Before
we explore the learning benefits of games, it is important to note that
much more is not known than what is known.
From their comprehensive literature review, Mitchell &
Savill-Smith (2004) concluded that the literature base is relatively
sparse; the findings are often conflicting or contradictory in their
outcomes; well-controlled studies of the adolescent use of games are
lacking; and longitudinal studies are needed.
Similarly, in their review of the literature Sandford and Williamson's
(2005) admit that “many of the statements provided in support of games
are contested, and it must be acknowledged that much of the recent
theorisation around games and learning is based on only small-scale
studies, personal reflections, or even conjecture.”
Still, “even the harshest critics agree that we learn something from
playing video games. The question is: how can we use the power of video
games as a constructive force in schools, homes, and at work?”
(Shaffer, Squire, Halverson & Gee, 2005). Certain game
academics are beginning to suggest that we need to apply new lenses
when examining this space, to ask different questions, change our
perspectives.
Game academic, Kurt Squire (2007), points out that the traditional
educational technology paradigm “involves looking for blanket
statements about whether games ‘work,’ or even isolating variables
(like removing teachers from the equation and seeing what happens) in
an effort to come up with variables that can be universally applied.”
To apply such a narrow frame of reference is to overlook some of the
opportunities that games offer for learning — qualities that put them
in a different category to educational technology.
Below are a few of those qualities, identified either in the emerging
research, or by the theorising of game designers, academics, educators
and others that are drawn into this multidisciplinary field.
- Games
are a form of play
- According
to Amory, Naicker, Vincent and Adams (1999), Rieber (1996) “argues that
play, especially during early childhood, performs important roles in
psychological, social and intellectual development” and “is a voluntary
activity that is intrinsically motivating.” Games are a form of play.
While we watch movies and read books (both are passive activities save
for our imaginations joining up the storyline or painting mental
pictures), we play games. Play is thus one of our earliest forms of
active learning.
- Games
encourage risk taking
- “Part
of what makes play valuable as a mode of problem-solving and learning
is that it lowers the emotional stakes of failing: players are
encouraged to suspend some of the real world consequences of the
represented actions, to take risks and learn through trial and error”
(Jenkins et al., 2006). The approach is simply: “game over, start
again.”
As all great scientists, entrepreneurs and explorers have demonstrated,
risk taking is a desirable quality. Within education, taking risks –
trying out different strategies to solve a problem – in a safe,
exploratory and constructivist learning environment is equally
desirable.
- Games
involve problem-solving
- Gee
(2003) has proposed the link between game play and the scientific
method. Will Wright, the designer of Sim City and The Sims, similarly
argues that “success,” in gaming terms, often equates to solving a
problem. He says that “in some sense, a game is nothing but a set of
problems” (Jenkins et al., 2006). Henry Jenkins, who interviewed Will
Wright, explains that in this context the playing of a game is akin to
the tried–and–tested scientific process of problem identification,
hypothesising, testing an approach and then refining the model.
- Games
motivate
- One
of the most powerful features of games is their power to motivate.
Motivation in this sense is the inclination to continue to play the
game.
Usually a game offers a reward tantalising enough that players are
willing to invest large amounts of time, energy and emotion into the
playing thereof. A reward is a type of motivator, which is typically
extrinsic – e.g. being paid money to do something – or intrinsic – e.g.
playing a fantasy game for the sheer joy of it because one is
interested in the fantasy genre. Edutainment games usually “provide
entertainment as a reward if you are willing to suffer through a little
education” (Resnick, 2004) – this is (poor) extrinsic motivation.
An example of intrinsic motivation is mastery – the desire to become
increasingly better at a particular thing, e.g. skateboarding or
speaking French or playing a game. “For many games players the ultimate
motivation is mastery” (Becta, 2001). In games, intrinsic motivators
are not explicit but rather embedded in the playing of the game.
An increase in mastery needs to be visible; there must be some feedback
that a person is moving along the path from novice to expert. Games are
adept at providing instant feedback to indicate change in skill levels.
When an increase in mastery is visible to a group of people whose
opinions matter to the player, then his or her motivation increases.
Massively multiplayer online games (MMOGs), such as World of Warcraft
(WoW), provide a persistent virtual platform for social visibility and
therefore visible mastery.
Studying Finnish children play a networked game at school, Ketamo and
Suominen (2008) found competition between players to be a very powerful
motivator to learn. Roy (2007) posits that mastery and education are
closely related: "Visible mastery within a social context makes players
and learners feel good. Once they feel good, they will devote free time
and money to continuing to feel that way. In education, that gives us
invested learners."
Some of the qualities surrounding motivation are highlighted in the
list below (Becta, 2001):
* What indicates motivation? Independent work; self-directed problem
posing; persistence; pleasure in learning.
* What generates motivation? Active participation; intrinsic and prompt
feedback; challenging but achievable goals; a mix of uncertainty and
open-endedness.
* What can motivation usefully support? Collaborative interaction; peer
scaffolding of learning; creative competition or co-operation; equal
opportunities.
* What are problems with motivation? Motivation may lead to obsession;
may cause transfer of fantasy into reality; may induce egotism.
- Games
engage
- When
playing digital games, kids will tell you that they are having “fun”.
But this fun is not laughter–filled, it represents a form of engagement
and absorption (which is how some people play games for 10 hours
straight). Most educators can only dream of creating learning
experiences that are as engaging for youth as popular games.
Papert (1980), observing children using computers, called this activity
“hard fun,” which is “enjoyment derived from a challenging but
meaningful learning experience” (Galarneau, 2005). This “experience of
becoming engaged in activities that bring challenge to a set of skills”
is called being in a state of “flow” (Gregory, 2008, citing various
works of Csikszentmihalyi).
Well-designed games can be provide the conditions – listed below – for
players to enter flow states (Gregory, 2008):
* Goals are clear: the player is aware of what he or she wants to do.
* Immediate feedback: the player knows how well he or she is doing at
any moment.
* Skills match challenges: the skill level of the player is in balance
with the task at hand.
* Concentration is deep: the player focuses all attention on the task
at hand.
* Problems are forgotten: the player is able to dismiss irrelevant
stimuli that may interfere with concentration.
* Control is possible: a feeling of mastery is gained.
* Self-consciousness disappears: the player feels able to transcend the
limits of the ego.
* The sense of time is altered: the player either loses track of time
or time seems to pass with rapidity.
* The activity is intrinsically rewarding: the experience is worth
engaging in for its own sake.
In 1980, Malone observed computer game players entering a “flow” state.
Since then he has published a number of papers on what features help to
increase motivation to play games, such as 'challenge', 'fantasy' and
'curiosity'. Malone and Bowman (1982, cited in Squire, 2003) associated
the flow state with enhanced learning.
- Games
involve situated learning
- At
its simplest, the theory of situated learning refers to “learning that
takes place in the same context in which it is applied” (Wikipedia,
2008). For example, at chef school, aspiring students could passively
sit in a class and listen to a description of how to make a minestrone
soup, or they could get into the kitchen and try to make it, situated
in the context where it will actually happen. It is obvious that
situated learning is an effective and deep way of learning.
Simulations and role playing in games are powerful vehicles for
situated learning. “Simulations broaden the kinds of experiences users
can have with compelling data, giving us a chance to see and do things
that would be impossible in the real world” (Jenkins et al., 2006).
Laurel (1991, cited in Kirriemuir & McFarlane, 2004) claims
that:
"Educational simulations (as opposed to tutorial and drill-and-practice
forms) excel in that they represent experience as opposed to
information. Learning through direct experience has, in many contexts,
been demonstrated to be more effective and enjoyable than learning
through 'information communicated as facts'."
Online adventure games such as multi-user dungeons (MUDs) and fantasy
role-play games are inherently social and so “support both 'social
learning' and 'situated learning' (i.e. learning that does not just
happen in people’s heads but is embedded in the social and cultural
world)” (Mitchell & Savill-Smith, 2004).
- Games
encourage identity adoption
- Situated
learning also invites players to take on the identities of game
characters, especially in the form of role playing. Gee (2003)
describes how role playing games provide such immersive experiences for
players that they begin to strongly identify with their character. This
character is usually an existing or aspiring expert in some field — the
best racing car driver, city planner or spy. The theory is that over
time players take on the expert’s attributes.
Squire (2007) suggests that this “means more than saying ‘I felt like a
scientist in that game.’ It means doing some of the things that
scientists actually do.” Clearly in an educational context this is a
highly desirable effect.
- Game
communities foster scientific habits of mind
- In
the USA, as in SA, the need for a scientifically literate citizenry is
strong. However, in both countries the education systems have failed to
foster the right attitudes to science amongst learners. Steinkuhler and
Duncan (2008) provide empirical evidence to suggest MMOGs as another
way to foster scientific habits of mind.
In their study, 1,984 randomly selected posts on one of the official
WoW forums were analysed to identify the informal science literacy
practices that occur within game-related online communities. Launched
in 2004, WoW now boasts over ten million subscribers globally
(Woodcock, 2008). The data analysis revealed the following (Steinkuhler
& Duncan, 2008):
* The content of 86% of the posts “could be considered 'social
knowledge construction' – meaning, the collective development of
understanding, often through joint problems solving and argumentation.”
* Roughly one-third (37%) of those posts constituted a form of
scientific argumentation. Citing the previous studies of Kuhn (1991)
and Osborne, Erduren and Simon (2004), the authors remind that “such
practices do not come naturally and are difficult to foster.”
* To further illustrate the occurrence of scientific argumentation, in
28% of the posts “individuals used data or evidence of some form in
order to warrant their claims.”
* In 65% of posts, players displayed an evaluative epistemology in
which knowledge is treated as an open-ended process of evaluation and
argument. An evaluative epistemological disposition, as opposed to an
absolutist or relativist one, is appropriate to scientific thinking.
What are the implications for science education? “In a school system
sometimes sidetracked by testing regimes that pressure teachers and
students to focus on only a narrow range of topics, popular culture
contexts such as these might be a nice complement to classrooms,
augmenting classroom instruction by situating informal science literacy
in popular culture context” (Steinkuhler & Duncan, 2008).
Citing Lave and Wenger (1991), the authors remind that “understanding
informal contexts for learning is crucial if we are to advance
educational theory and practice beyond the contexts we ourselves
contrive.”
What is not known about the study is the demographic of the posters
(age, gender, socio-economic status, etc.) What is encouraging is that
the posts were not made by a small number of verbose posters, but
rather by the forum community at large. This behaviour supports the
idea of “collective intelligence” (Levy, 1999, cited in Steinkuhler
& Duncan, 2008), one of the key new media literacies identified
by Jenkins et al. (2006) for learners in the twenty-first century.
- Games
encourage the learning of subject-specific language
- In
the augmented reality game Sick at South Shore Beach, learners were
motivated to use and develop specialist language – in this case
environmental science language - as they took on the role of
environmental detectives (Matthews, 2008).
- Gaming
is a social practice
- It
is a myth that in general gamers are antisocial (Jenkins, n.d.; Lenhart
et al., 2008). While previous studies have found links between heavy
gaming and antisocial behaviour, this has been refuted by studies that
found no evidence that “heavy computer users are less sociable than
their peers” (Glissov et al, 1994, cited in Mitchell &
Savill-Smith, 2004), nor for “the theory that computer games are taking
the place of normal social behaviour” (Colwell et al, 1995, cited in
Mitchell & Savill-Smith, 2004).
“Some studies have reported how young people regularly visit each
others’ homes to play games together, and how inexperienced players are
introduced to game-play strategies by more experienced friends. Within
these friendship groups, support materials such as games magazines,
books of hints and tips, and walkthrough guides are often shared”
(Sandford & Williamson, 2005).
- Games
appeal to certain disengaged students
- While
games are not for all learners, both Squire (2003) and
Egenfeldt-Nielsen (2005) reported that using games engaged
traditionally disengaged groups of learners.
- Summary
- Amongst
other things, game playing encourages experimentation and risk taking,
is a form of problem solving and is highly engaging. Games can simulate
situated learning — training “on the job” — where role playing develops
a strong connection between the player and the identity he or she is
taking on. Ideally this projected identity is an expert that the player
(learner) wants to become, eventually resulting in transfer of in-game
learning to real-world skills.
From an education point of view, the potential is very exciting. Gaming
offers active experiences with a high degree of interactivity. Think of
the potential when learners begin to lead civilizations, run farms,
plan and build cities, create and inhabit virtual worlds, conduct
scientific experiments or solve murder mysteries.
- Challenges
- Violence
- Given
identity adoption by players, does playing violent video games train
children to become violent? While it is conceivable that players will
learn undesirable skills from the characters that they play in games,
it must be remembered that most people have the ability to separate
fantasy from reality, game play from real life. In Reality Bytes: Eight
Myths About Video Games Debunked, Jenkins (n.d.) expands on this in the
context of military training. The US military uses games for training
purposes. In these games it is feasible that the player kills someone.
Following this school of thought one might say that teens that play
violent video games become real life killers. After all, the military
is a highly efficient training organisation. However, Jenkins points
out that this model only works if:
* we remove training and education from a meaningful cultural context;
* we assume learners have no conscious goals and that they show no
resistance to what they are being taught;
* and we assume that they unwittingly apply what they learn in a
fantasy environment to real world spaces.
Clearly a teenager playing a game in his or her bedroom is different to
being in a military compound after six months of hard core training.
On how games should affect players in an educational way, Gee (2003)
suggests three learning principles that should appear in good games,
which respond to the issue of bad content. Ideally, games should make
the players think about the real world, about how they learn, and about
their culture. Players should critically reflect upon their actions in
the game (killing, stealing, etc.), upon the stereotypes in the game
(Eastern Europeans are violent) and about what cultural and social
norms the game promotes (murder is acceptable, violence is a way to
solve problems, etc.). This critical reflection will hopefully help
players to understand why they don't want to accept the game
assumptions, or enact the in-game activities in real life.
- Teacher
resistance
- Learners
are often more technically proficient and computer literate than their
teachers. Further, they are more likely to be gamers than their
teachers. Teachers who are intimidated by technology, who do not want
their learners to know more than them about a topic, or who don't see
the value of games for learning, will not support gaming in or outside
of the classroom.
- A
teacher or facilitator may be necessary
- While
much type of game play is self-directed, many believe that a teacher or
facilitator is still necessary to guide the overall play process,
answer learner questions and help learners who are stuck, and to
facilitate learner discussion about the game. Ketamo and Suominen
(2008) contend that without this guidance, there is "a great risk that
learners will actually learn the wrong information wile playing
educational games”.
- Gaming
is not for everyone
- Some
young people simply do not like games (Ketamo & Suominen, 2008;
Matthews, 2008; Squire, 2003; Egenfeldt-Nielsen, 2005). As such they
will have a mental block against playing games in the classroom or for
homework.
"Educators need to be aware that not all children will enjoy playing
games, have equal competence in playing or have access to them in their
leisure time. It is also possible that some students will not value the
use of games for educational purposes. They may feel comfortable with
their ability to complete more conventional schooling activities, and
threatened by weaknesses in their ability to play games” (Sandford
& Williamson, 2005).
- South
African perspective
- Overview
- As
the references show, most research about games and learning comes from
developed countries. While this research is relevant, the South Africa
context is significant in that there is a particular education system
with its own strengths and weaknesses. The society is multilingual and
multicultural and the access to technology for South African youth is
varied and vastly different to that of the USA, for example. It is
therefore important to understand the opportunities and challenges here.
- Low-hanging
fruit
- Informal
learning contexts
- Given
the challenges of integrating gaming into the classroom – which are not
overwhelming, but certainly significant – gaming in informal learning
contexts presents a more feasible option. This is an acknowledgement
that there are multiple sites of learning for youth, such as at school,
at home and in the community.
- Mobile
games
- Given
the pervasiveness of mobile phones in SA, this is the medium of choice
to be exploited for youth gaming. Options range from simple,
single-player, arcade-style games, to networked/connected, multi-player
games, e.g. simulations.
- Alternate
reality games
- Since
2001, alternate reality games (ARG) have emerged as an exciting and
engaging genre that combines online information and the physical world.
Like a scavenger hunt, ARGs require the solving of a series of puzzles
that play out in the real world. However, there are two key differences
between an ARG and a traditional scavenger hunt. Firstly, the narrative
of an ARG is revealed through multiple media, e.g. websites, SMSs,
emails, movie posters, or newspaper and TV adverts. Secondly, ARGs are
not typically “won” or solved by a single player; players usually
collectively solve puzzles to advance a game's storyline.
The educational benefits of ARGs include collaboration between players;
the development of multimodal reading skills (playing requires reading
of clues across various media); and an improvement of subject-specific
content knowledge. Because the puzzles are complex and require player
collaboration to solve them, the games are a practical tutorial in
collective intelligence – the notion that no-one knows everything but
everyone knows something. Lastly, critical reading is required to
negotiate the game trail across legitimate as well as false clues.
ARGs are well suited to SA because they offer an affordable,
low-fidelity gaming option, using popular mobile- and web-based
platforms to cost-effectively create (compared to the cost of most
digital game development) accessible and engaging content within an
alternate reality setting.
- Interactive
fiction games
- Interactive
fiction games include the original, text-based adventure games. These
can now easily be deployed and played on mobile phones.
- Challenges
- Key
challenges for digital game-based learning in SA include:
* Lack of funding for game development and research.
* Need for a more active game development industry in SA.
* High cost of games and gaming hardware.
* Cost and logistics of distributing games.
* Teachers who are not tech-savvy.
* Poor ICT access.
- More
research needed
- More
research is needed to understand digital games and learning. Sandford
and Williamson (2005) recommend the following research questions:
* Which children benefit from learning with games in which contexts?
* To what extent are existing research findings from small-scale
studies still valid when learning with games is introduced in
mainstream settings with large numbers of teachers and children?
* What measures or tools can we develop to assess (in a way accessible
to children, educators, industry and policy communities) what children
are learning through gameplay?
* To what extent can games themselves act as assessment mechanisms?
Facer (2003) makes a very important observation regarding motivation
and flow, that much of the research “does not recognise the social
contexts in which games, fun and learning take place. They focus on the
characteristics of the activity itself, on design issues, rather than
on the player's experience, attitudes and interests.” She believes that
what researchers who explore the links between the motivation of games
with learning should ask, is: “How much of motivation is dependent upon
context as well as upon activity?”
- Conclusion
- Digital
game-based learning is not a panacea for education, but it does hold
exciting potential alongside other forms of learning. Many educational
benefits can be achieved through gaming, in a way that is highly
engaging and motivating for youth to play. It is certainly worth
exploring the application of games in the South African learning
context.
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