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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


it is in a
compromise
between
edutainment
and mainstream
games that
the greatest
potential lies
     
• ‘conflicts of image’ may occur, where a games developer or producer would be producing both ‘fun’ or ‘cool’ games, and ‘learning games’

• the almost total lack of video gaming equipment in schools, as opposed to homes, would require a massive investment in hardware for producers of console-based games.



5.2.2 Using mainstream games in schools

The use of mainstream computer and video games is both potentially very interesting and very challenging for formal educational settings. Numerous challenges surround the use of these games in a classroom setting; while some titles offer more scope for learning in the less constrained home context.

The key issues concerning the use of mainstream games in schools are:

• the many roles and requirements of the teacher in terms of training, understanding of the game, keeping the students ‘on track’ and troubleshooting. It is arguable that the role of the teacher, or mediator, is often as important as the game itself in terms of whether useful learning has taken place (Birmingham 2001)

• identifying games that may be successful or useful in a classroom situation. Here, educational funding bodies need to ensure that a ‘chicken and egg’ situation does not develop, where schools wait to view the results of the successful deployment of games in other schools before introducing the technology themselves. It is of increasing concern amongst the games research community that the use of such games in schools has now been widely discussed for a number of years, but has still failed to take place in any coherent manner

• cultural acceptance of games as media through which learning can take place. This is to a degree outside of the control of the educational sector, which must contest or deal with wider public perceptions of games

• compatibility with school hardware, licencing agreements, and arguably other software, eg allowing the player/user to easily port the financial results of a session on a business simulation game into Excel

• there is a need for developers of games (and other software) aimed at the formal education sector to consider the various stakeholders involved, and to consider both their needs (and how these may be fulfilled by the game) and their reaction to such a device.


Nevertheless, there is sufficient interest in the use of these games in the classroom to encourage further exploration in this area. 5.2.3 Using ‘lite’ versions of mainstream games It is perhaps in a compromise between edutainment and mainstream games that the greatest potential to classroomuseable games lies. These would:

• have all unnecessary content removed (thus providing ‘immediacy of learning’)

• have their content and underlying rule base verified and tested by educational organisations

• include background/help/training materials for both the teacher/ motivator, and for students
  • include curriculum-relevant tasks and content

• allow users to save at regular intervals • be compatible with the original ‘full’ versions, so students could continue using the game at home

• be offered to schools on an attractive licensing system.


There is potential here for the games industry to develop an attractive, and lowcost, solution. As the code already exists for the games, development costs for the ‘lite’ versions should be very low. Marketing of the games would both open up new revenue streams, and extend the longevity of the original title, as students keen on the game purchase it for their own use. This does however assume that there are enough existing or planned games with sufficient content relevant to school-based learning to form a ‘lite’ version.


5.2.4 Developing game-based learning communities

The role of online communities associated with games in education is in its infancy and little related research or evaluation exists. The evidence from trials of games play in school does point to the importance of children’s wider gaming culture. Discussion, reflection and planning are all collaborative activities that go on as children talk about their gaming, and plot their next session. Moreover they see this talk as a vital part of the fun of gaming. In recent years educational software developers have begun to pay more attention to the role of such interaction by creating online communities within which various ‘educational games’ can be found. Examples of this include the SparkIsland site, Grid Club and others. To date, however, these tend to be restricted to online communities ‘surrounding’ educational resources, rather than communities within which the games activities generate discussion and debate. Trends indicate that such virtual communities could contribute significantly to learning related to games play and, as such, this activity warrants research and evaluation.

The value of collaborative learning, and the role of computers in promoting such activity have been thoroughly researched. Whilst such collaboration cannot be assumed, and children have to learn to work together, computer-based activities can help in this process. How this collaboration translates into a multiplayer gaming environment and how these environments might be used to support learning, remain some of the most interesting areas for potential further research and development.


5.3 FINAL CHALLENGES

The central theme of this report has been a consideration of the case for developing, and using, computer and video games for educational purposes. In various idiosyncratic ways, and mainly isolated instances, such games and technologies are already being used in some classrooms (mainly in western countries). However, various issues relating to perceptions of games, relevance to curriculum, accuracy of content and suitability for use in timetabled classroom

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      virtual
communities
could contribute
significantly to
learning related
to games play

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