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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



the debate on
‘making learning
fun’ also often
assumes that
children do not
enjoy learning
     
            learning is at
its most vibrant
when it has
relevance to
the learner
Mainstream digital games Learning-oriented games
• widely known as computer and/or video games

• developed solely for fun for the user and to maximise profit for the publisher

• typically developed for PCs and video games consoles. Contemporary titles usually require the most powerful hardware currently available

• increasingly developed in relatively simplistic format for mobile telephones

• typically sophisticated in terms of graphics, interface and complexity; production budgets similar to small to medium sized film budgets

• marketed directly to games players as being fun and exciting, graphically superb, the best game of its particular genre

• uses high review scores in games magazines and tie-ins with other media as marketing aids
• historically known as ‘edutainment’, though negative associations with this word mean it is largely avoided by contemporary games publishers

• almost exclusively produced for the PC; very few titles for the Mac or dedicated games consoles

• games are more simplistic, are produced in a range of formats, eg Flash, Shockwave, Java, Visual Basic • most titles are designed for sole-user, offline play.

• development costs are typically a fraction of those of major pure digital games

• not typically marketed to users, instead marketed mainly to parents and teachers

• marketed as being accurate, relevant to formal curriculum, developing specific skills/knowledge

• uses recommendations from teacher, parent and educational organisations as marketing aids

Fig 1: comparison between mainstream and ‘learning’ games

content into a game-like scenario by stealth. In theory this is an attractive arrangement (Ahuja 1994):

“In conventional education, the learner is usually aware of the objectives of the activity he or she is engaged in. For children, such learning objectives often have little meaning… In interactive edutainment, on the other hand, the objective can be hidden while the activity appears driven by exploration, discovery and adventure. Children are attracted to such activity easily and will quite willingly go through a session, indeed, sometimes ask for it. A good example of this is the game Where in the World is Carmen San Diego, where the child learns history and geography in the process of being a detective.”

Where in the World is Carmen San Diego has indeed been a successful exemplar of this concept, focusing on providing elementary school reading, maths, geography, word, and critical thinking skills. Other educational games that have been shown to be successful in research studies focus on increasing a range of skills; for example, a piano tutor software package with overtones of video game elements requires concentration, a sense of timing, accuracy and rhythm (Sims 2001).

There are, however, some researchers who express disquiet at the amount of focus purely on motivation as a reason for playing games. For example, the authors of Project KID DESIGNER (Rieber et al 1998) write:

“...limiting the discussion to motivation is apt to designate the role of games as a form of educational ‘sugar coating’ - making the hard work of mathematics or language arts easier to ‘swallow’. We take games much more seriously as we consider both their motivational and cognitive elements. Whereas most children play prepackaged games in school given to them by teachers, we are interested instead on the process of game design itself and how it can enhance learning.”

And indeed today it seems that there are other concerns about the notion of ‘sugar coating’ education as a game, both in terms of motivation and in terms of the extent to which
 
these resources actually achieve their educational objectives. To date, arguably, attempts to create truly engaging and effective learning games have foundered for the following reasons:

• the games have been too simplistic in comparison to competing video games

• the tasks are repetitive, eg continually doing sums, and thus quickly become boring and ‘work’

• the tasks are poorly designed and do not support progressive understanding • related to this last point, the range of activities is severely limited within the game, usually concentrating on one skill, or accumulation of homogenous content

• the target audience becomes aware that it is being coerced into ‘learning’, possibly in a patronising manner.


Finally, the debate on ‘making learning fun’ also often assumes that children do not enjoy learning. Yet much research evidence contradicts this, arguing that children do enjoy learning when they have a sense of their own progression and where the learning is relevant and appropriate for them. The ‘learning by stealth’ approach suggests that learning can only be enjoyable when it is unconscious. This is a significant area of contention, with some researchers arguing that reflection is an important part of the learning process, and others pointing out that we don’t necessarily reflect on our own actions in day to day life, and yet still manage to learn from them (Prensky 2001). There seems less doubt however, that learning is at its most vibrant when it has relevance to the learner and is therefore truly authentic, regardless of the degree of consciousness (McFarlane 1997).


4.2 FROM ‘FUN’ TO ‘FLOW’

This focus on ‘fun’ and on ‘concealing the learning’ within educational games may, in fact, be a red herring. Instead, it might be worth returning to some early analyses that describes the pleasures of games play

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