Tuesday, October 13, 2009

How Far Should Gaming Go?

The concept of “Gaming” has continuously evolved since the 1980’s with the advent of Pac Man and then Mario Brothers. Today, you will see Instructional Designers rushing to the drawing board to create “Educational Games” that will not only be cost effective, but will serve their purpose in the classroom.


I have some valid concerns about the long-term effectiveness of the use of “Educational Games” relative to the addictive nature of some people in “Gaming” environments. Most of us enjoy playing games on a social level, but some who have additive natures seem to immerse themselves into their “Gaming” world especially when it comes to “virtual” gaming. I believe that it is possible for some students to lose site of the actual learning goals of a game and become obsessive about conquering the game itself.


I think that there is a need for strong assessment of gaming activities used in learning environments to ensure that the specified learning goals are accomplished.

The onset of emerging trends in “Gaming” and “Social Media” are flooding in with the “Digital Age.” We, as educators, must take care to be wary of the Psychological and Social aspects of our student’s well-being in creating distinctive learning tools that can be properly assessed for effectiveness.


Do you think “Gaming” should be an exclusive tool for learning or should it remain as a supplement to reinforce learning?



Moreno-Ger, P., Burgos, D., & Torrente, J. (2009). Digital Games in eLearning Environments:

Current Uses and Emerging Trends. Simulation & Gaming, 40(5), 669-687.

http://search.ebscohost.com, doi:10.1177/1046878109340294

Chin, J., Dukes, R., & Gamson, W. (2009). Assessment in Simulation and Gaming: A Review of

the Last 40 Years. Simulation & Gaming, 40(4). 553-568. http://search.ebscohost.com, doi:

101177/1046878109332955

12 comments:

  1. "Gaming" as an exclusive tool for learning will not be necessary if teachers were not as so lazy as to teach the material themselves. Do not get me wrong, using different technology for learning is great, but we have to think if it is really helping the student understand. Yes, everything is centered around technology: playstations, xbox, etc, have taking of young children so they are used to this method of entertainment. However, we should no get too far away from what is mostly considered "ol' school" education.

    Gaming gives children an opportunity to learn using multiple learning resources. Simply put, "help" children learn; not become a basis of their education.

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  2. When I was in middle school, I remember playing a game called "Gizmos and Gadgets." The object of the game was to beat a mad scientist in a series of races by searching for and collecting the best mechanical parts for different vehicles. To collect these parts, you had to play a number of mini-games that involved principles of physics. While I began to play to win rather than learn, I still believe that I did learn subconsciously. Nevertheless, this game reinforced what I was already learning about mechanics, but I wouldn't by any means have learned about it through the game alone.

    I also remember playing a game called "The Oregon Trail", which allowed you to experience what it was like being a pioneer heading to the West. You were responsible for your livestock, your money, your possessions, and your traveling party. Depending on how you played, some of them died or were lost; but you had to keep going. While I had learned about the Oregon Trail in Social Studies class, being able to experience it not only reinforced what I learned, but also helped to develop an interest in the subject matter. I think that's important, too.

    Overall, I don't think gaming should be used exclusively as a learning tool. If that were the case, we wouldn't need teachers anymore, just instructional designers; better yet, if you have technological access, don't even send your kids to school, they can just pop in the game at home and "learn" there--but that's silly. Gaming can be a helpful resource, especially for complex learning material or piquing student interest, but like online vs. face-to-face classes and video vs. textbooks, it should supplement, not replace.

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  3. I agree with both Jessica and Chiquita; gaming should supplement learning.

    In response to Chiquita's mechanics game example, the student should also be able to grasp the connection between the game and what they are learning. Chiquita said that she did not know what she was learning. I believe that this game could have been designed better for her to see the connection between what she had learned and the game. There are so many games that just have the student complete a mission, like taking parts somewhere, but what is the learning objective? Without seeing the game myself, I do not know, but it is likely that it could be designed better.

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  4. Like the previous comments, I think educational games can be used to supplement learning, but should not be the main means of learning. I remember playing the Oregon Trail, like Chiquita, when I was in elementary school. However, I liked playing the game, just to play it and get out of class. I did not really learn anything from the game besides how to win.

    Also, I have three nephews, who are 9,4, and 8 months. My two older nephews love playing video games on the Wii, XBox, or other gaming options. They also play instructional games in elementary school and preschool. I know, from talking to them, that they like playing the games to simply play the games, and learn how to win, they don't really learn or take away anything from the games, besides how to beat the game.

    So, in my opinion, I think students like playing educational games in school, because it gets them out of the classroom and lectures, but I do not think educational video games are very effective. They can be used some in the classroom, but I think teachers need to be there and teach the children the subject, instead of relying on video games to do it, and educational video games should only be used once the teacher has taught the subject to the children. The educational video game should be used to reinforce what the teacher has already taught the students.

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  5. Thanks so much for your posts. I am happy to know that the majority of my classmates agree with my thoughts.

    I, too, remember playing games with my children and it was very apparent that they were in it to win and knew all the special tricks in Mario Brothers to get where they needed to go. As an adult, I was looking for a story line or purpose. Needless to say, I never did get very far!

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  6. I would like to put forth the notion that once again, as in many of our previous blog discussions, that the replace versus supplement argument is perhaps not the most effective way of framing this question. The simple fact of the matter is that video "game like" or virtual reality environments have already proven to be highly effective venues for instruction in such areas as medical school education, flight school training and foreign language immersion, to name but a few of many extant applications. In my field of cognitive rehabilitation, for instance, I use very sophisticated computer programs that are often quite game-like in appearance and function but are also designed quite well to engender highly specific education or training effects, even when the individual is simply just "playing the game." The point that I would make is that the gaming may not only serve to supplement learning but also have the ability in and of itself to impart some new skill set.

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  7. I have enjoyed reading all the comments. The best game I've ever used in the classroom is Jeopardy where I have written the questions based upon what my students learned that week. It works very well as a reinforcing tool that happens to be fun. I think that games should match the content, support the content, and be a part of a multi-faceted lesson plan.

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  8. How could “Gaming” be an exclusive tool for learning?

    I think “gaming” should remain a supplemental tool to reinforce stated learning objectives. I think with any technical tool designed to enhance learning the objective must be clearly stated or spelled out. I believe there is no “one size fits all” when it comes to meeting student’s educational needs. “Gaming” is a tool that could be used to better enhance the learning objectives and really engage certain types of students. I see this as an additional, supplemental, reinforcement tool that could be very beneficial if used in conjunction with stated learning goals.

    I agree with the statement being made that as educators we…”must take care to be wary of the Psychological and Social aspects of our student’s well-being in creating distinctive learning tools that can be properly assessed for effectiveness.”

    I would be interested in learning more from studies that show/assess the effectiveness of gaming as a learning tool.

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  9. Gary,

    My question was framed in reference to elementary and high school children; not medical or flight school. In any case, my question formed in the replace versus supplement is warranted.

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  10. I feel gaming can be a very effective tool for learning, but, as Jackie points out, it can be used in the wrong situations. For a student that shows no interest in learning, or one that might have a learning disabiliity, playing a game might just be the thing that stimulates their interest or understanding enough to get them going.
    Different types of games suit different age level of learners, and with the proper construction and facilliation, playing a game can be very benificial.

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  11. Gaming should be a reinforcement tool by no means should it be the main tool for learning. Like you said there can be lost of focus when gaming sometimes and merely the focus of the enjoyment of playing. Considering that issue it also has to do with how well is the educational game designed. I have years of experience with the educational computer games thanks to my mother. I know that back then the usual games design was to reinforce what you should already be learning mainly going by your grade in school. I think that it was helpful to use just for a reminder and to keep things like vocabulary and mathematics fresh in my mind, while having a good time all the while.

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  12. Gaming is a great learning tool. I do not think it should replace traditional teaching methods. Gaming is a great way to help students that may be struggling with a topic to get interested and more knowledgeable through gaming.

    For me I learn way better when I play gaming exercises to learn something. I have a hard time paying attention to a teacher that lectures. When I get a chance to play a game on a certain topic it gives me a chance to go at my own pace. Also, gaming gets me more involved and it motivates me to want to learn.

    I think gaming should only be used to reinforce learning, especially content that most students tend to struggle with.

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