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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




until simulations
can reliably
re-create real
world contexts,
widespread
adoption
remains unlikely
     
classroom and consistently report favourably, showing that this (and similar) games enable group discussion and experimentation, and often facilitate a wider range of skills than immediately apparent from the game (in the case of Sim City, these include mathematical skills, urban planning, economics, engineering, environmental awareness and a host of others that can be mapped directly onto academic subjects).

Many other games on the market have simulation potential. For example, Super Monkey Ball, which involves rolling a monkey around a maze without falling off the sides, demonstrates (and allows experimentation with) the concepts of velocity, friction, acceleration and gravity. The increasingly popular genre of fishing simulation, in games such as Sega Bass Fishing, allows players to fish in a variety of locations. To be successful, the player needs to acquire various information (either from the manual or through trial and error), such as where the fish lies (deep or shallow, shaded or sunlit water) and which bait is most effective for which situation. Here the player, to be successful, has to learn of the ‘ways of the fish’; this knowledge accumulation is continually examined/tested by playing the game itself.

However, titles involving monkeys and fishing are rarely if ever used in the classroom, possibly because the simulation and ‘learning’ possibilities seem less obvious (and the game appears to be more frivolous). One promising area for the use of simulation is science, but many products with apparent potential for this subject are inaccurate or simplistic and therefore not widely used (McFarlane and Sakellariou 2002). It remains difficult to predict how widespread simulation games will become in education at school level, but until simulations can reliably recreate real world contexts using explicit models that reflect those being taught, widespread adoption remains unlikely.


5  FUTURE DIRECTIONS IN GAMES AND LEARNING

5.1 WHERE NEXT FOR RESEARCH INTO GAMES AND LEARNING?


In this report we have examined research being carried out into the relationship between computer and video games and learning. There has, since the turn of the decade, been a much wider acceptance of the potential for such games in education. Traditional agencies are increasingly funding research for a number of reasons, including a desire to keep up with contemporary technologies; the hope of tapping in to the large commercial rewards of the gaming industry; and a small but increasing number of games-in-education success stories. This research is beginning to provide insights into how games might support learning both in children’s day-to-day lives and in school.

In order to continue to develop understanding in this field, the following challenges now need to be acknowledged and met:

• developments with technologies that host computer and video games are moving at a rapid rate, in often unpredictable directions. This creates problems with even short-term research, where the nature of contemporary games can change significantly during the life of a research

  project. Researchers and publishers of research will need to develop new and flexible approaches to conducting and communicating research rapidly

• the underlying and historical research covers a very wide arena of subjects, often containing competing, complex theories and positions. Educationalists themselves cannot agree on the concepts of education and learning; games researchers often have to learn about educational theory from the basics. To carry out rigorous research without making conscious or accidental assumptions in this field will require researchers to develop a good - and updated - working knowledge of games, learning and education (all rapidly evolving fields).


Despite these obstacles, research attention to the educational uses of mainstream games is both growing and gaining momentum, as evidenced by the number of publications, new academic research groups, and conferences dedicated solely to this field. It is increasingly obvious that a key element in maintaining this momentum will be an increase in the rigorous investigation of examples where computer and video games have been used in educational settings (both the school and home), in order to add to models of how people learn through gaming, and to provide justifiable cases for others to examine and follow.


5.2 WHERE NEXT FOR DEVELOPMENT OF GAMES FOR LEARNING?

There are three main directions we can now take to the development of computer and video games for learning:


5.2.1 The development of educational games

Traditional edutainment titles of the repetitive drill form embedded within games are still being produced and marketed to both schools and parents. While such ‘drill and practice’ is a proven principle of education and learning (McFarlane 1996), it is questionable whether such activities should occupy a significant part of the school day, where children have access to teachers, resources and more demanding and creative learning tasks.

There are, however, a growing number of examples of more imaginative software whose design is informed by educational theory, practice and research; Kar2ouche, the product of a collaboration between academic and industry partners using gaming technology, is one such example. The high profile successes of more rigorously researched and innovative software may well result in a greater proportion of educational games being developed which are based on higher order principles of education and learning. Key to success in this area is likely to be the development of effective collaborations between both educators and those with an in-depth understanding of games. At present there are a number of barriers to the games industry’s involvement in such development, including:

• an awareness that producing software for this market will require different standards and requirements of content and game

• developing and mass-marketing just one product to a country or even a continent is relatively cheap; more localised requirements would push up the costs


... next page
      research
attention to the
educational uses
of mainstream
games is
gaining
momentum

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