Professional Documents
Culture Documents
Mann Facharbeit
Mann Facharbeit
Mann Facharbeit
Preface
This paper was written as part of my diploma course in Interactive Entertainment at the SAE
Vienna. It represents the academic counterpart to my practical learning.
I have tried to choose a topic that ties in well with my previous education to become a teacher
at the University of Vienna. The connection of learning and video games has always interested me a lot and I enjoyed working on this topic.
This paper is a collection of what I think are useful and informed sources in this area, combined with examples taken from personal experience, further supported by information found
in other books and online.
Even though my education now moves away from teaching, I hope that this paper can be seen
as a starting point for interested teachers or students of teaching, should they choose to consider using any kind of video game in an educational context.
A note on gender: Where possible, I will try to use gender neutral forms (such as player,
teacher, etc.). Unless explicitly stated, these forms always apply to both females and males.
Any deviation from this practice is solely for reasons of readability.
Contents
Preface
Contents
1. Introduction and Definitions
1.1. Introduction
1.2. Definitions
2. Serious Games and Edutainment
i
ii
1
1
1
3
3
3
5
5
5
6
6
7
7
9
2.3.1.
Research in cognitive learning
3. Learning principles in direct connection with video games
3.1. Video games as semiotic domains
3.2. Identity and learning
3.3. Practice and learning
3.4. Embodied and situated meaning
3.5. Transfer in video games
4. Learning principles for a school environment
4.1. Active involvement
4.2.
4.3.
4.4.
4.5.
4.6.
4.7.
4.8.
4.9.
4.10.
4.11.
Social participation
Meaningful activities
Relating new information to prior knowledge
Being strategic
Engaging in self-regulation and being reflective
Restructuring prior knowledge
Aiming towards understanding rather than memorization
Helping students learn to transfer
Taking time to practice
Developmental and individual differences
9
11
11
12
13
14
15
16
16
17
17
18
18
19
20
21
21
22
22
23
ii
5.
Conclusion
24
iii
24
24
24
24
25
25
25
26
26
26
28
28
28
28
1.2. Definitions
For further reference, this chapter gathers several words that will be used without additional
definition inside the text.
Video game: This word stands for any game of any genre on any platform enabling gameplay,
such as consoles, handhelds or personal computers.
Player: The person playing a game, usually by taking control of an avatar or becoming a certain character inside the video game.
Character/Player Character(PC)/Avatar: These words stand for the entity a player becomes
or takes control over while playing a game.
Non-player Character (NPC): Any kind of character in a video game not under control of a
player but controlled by the games code.
Game world: The visual representation of the game code that is shown to a player on screen.
The player, by moving a character in a way determined by the game, interacts with this world.
2.1.1. Edutainment
The most obvious category are commercial educational video games, which are commonly
referred to as edutainment, which teach players specific skills such as algebra or mathemat-
ics. Edutainment games often attempt to mirror traditional games in gameplay and graphics
but both are usually fairly outdated.
Edutainment games have been around since the 1970s, although the term was coined later.
Even though different approaches were used in the beginning, by the 1980s the dominating
learning approach used in these games was and is behaviorism.1 Because of this, the game
aspect of edutainment titles often only serves as a simple reward for correct answers or actions. This makes the motivation in these titles largely extrinsic2.
In addition, the simple gameplay of edutainment relies heavily on drill-and-practice learning,
encouraging players to memorize answers instead of understanding the underlying principles.
These games often also lack any form of preparation or reflection with a teacher or parent.
However, there has been a new approach to edutainment in the late 1980s which can be called
the instructional approach, which distances itself from straight forward behaviorism and
wants to incorporate elements from entertainment video games into edutainment games to
achieve intrinsic motivation.
Fantasy: An attempt should be made to emulate the creation of fantasy worlds in entertainment games, for example by linking a search for missing letters to rescuing a
princess. This is harder to accomplish with more abstract educational material.
Control: Edutainment games are often more limiting than their entertainment counterparts. More control over what is done when should be given back to players.
Challenge: Any activity in a game should be at an appropriate level of difficulty, instead of relying on the lowest common denominator, which often makes games too
easy for most players.
A newer approach to edutainment puts the main focus on the construction process of
knowledge through interaction with the game. This approach focuses on open-ended games
and micro-worlds which represent simplified simulations of a closed system and also on
the creation of simple games by the students themselves. Crucial to this approach is the interaction of players with the game world and objects within it. Through this interaction they
learn the properties and connections of these objects.
While the transmission of information through the game is the only goal of games in a behaviorist perspective, this new approach wants players to actively engage in a video game to construct knowledge themselves. (see Egenfeldt-Nielsen et al 2013, p.232, 233 238)
pected attack. In addition, the player could avoid combat by sneaking past the enemy or in
some cases talk to the person and convince them of the players point of view.
The teacher could now set up a situation where students take control of the Dragonborn inside
the world of Skyrim for additional immersion, they could let students modify the look of the
character and have to gain access to a valuable magic ring by getting past an NPC that will
attempt to stop them. Inside the game, the player character has the equipment and skills necessary to utilize all the options for dealing with potential enemies listed above.
In preparation, the teacher explains the basic game mechanics of Skyrim and clearly states the
goal of the exercise gaining access to the magic ring and dealing with the NPC in some
way.
After the exercise, the students and teacher can talk about their experiences in the game. Students can discuss the merit of different approaches, while the teacher provides them with insight on ethical implications of their actions.
This exercise could also be used in a class dedicated to philosophy, where the teacher would
explain the relations of specific actions and philosophical schools of thinking, possibly opening up a students interest into the subject.
Arguably, this is a lot of work for a teacher, both in the preparation and reflection phase of the
exercise, but it is an example of the usage of an entertainment game in a school environment,
using the microworld of Skyrim to explore questions of ethics and philosophy.
Skyrim offers even more options for the interested teacher and students, as the game makes it
possible for the players to become influential military commanders in a civil war, lead other
influential factions inside the game world, or, on the other hand, build their own house, get
married and start a family.
In addition, Skyrim also addresses topics such as gender equality, tradition, racism, religion
and identity.
While most of this content is often represented somewhat superficially and not in a completely realistic fashion, all of these game elements can become starting points for discussion and
learning of connected topics in different subjects for students of different ages, genders and
cultural backgrounds.
Games have a stronger impact when learners have free access to them
Game-based learning requires an active approach. Games should require the player to
make decisions and infer rules from the game mechanic by themselves
lem solving skills from video games can be transferred to real-life situations. (see EgenfeldtNielsen et al 2013, p.243-244)
10
views and methods of play practiced by the semiotic domain of Doom-players. By extension,
association with this semiotic domain can lead to the discovery of other domains closely related to it, like that of first-person shooter games. On the other hand, the symbolism of the
game serves as a connection to the semiotic domains of mythology and religion.
The virtual identity, which represents the virtual character in the virtual world
The real identity, representing the player who is playing a game in the real world and
The projective identity, where the focus lies on the interaction between the player and
the character. The word project is uses to show that not only is the player projecting
his or her values and beliefs onto the character, he or she also sees the character as
their own project for which they have certain goals and expectations.
liefs, strengths and weaknesses onto this new role. What is important is that students will have
to be able to make a bridge between their real-world identity and the virtual identity of a scientist. In order to accomplish the creation of such a bridge, a learner must be enticed to try,
must be enticed to put in lots of effort and must achieve some meaningful success for his or
her effort. Three important concepts that good video games have at their core. (see Gee 2007,
p.54-56)
ing the complexity of the game not only through the amount of options available, but also
through the amount of units players have to control at once, in different circumstances.
14
In the same way that meaning in video games is stored in objects or skills, thinking, problem
solving and knowledge can be stored in tools, technologies and scientific concepts. Learners
can free their mind for other things as they combine their own knowledge with the stored
knowledge and achieve more powerful effects. (see Gee 2007, p.110)
15
Traditional in the sense that they are principles developed for learning in schools and other
traditional learning environments, not traditional in the sense of old or established a long time
ago.
4
The term good game is used by Gee to describe a game that incorporates the respective
learning principle in its gameplay. The term carries no meaning connected to the actual quality of these games.
16
game, as the actions and decisions of players shape the game world, effectively creating a
different gaming experience for every player. (see Gee 2004, p.17)
of that game. With this knowledge, they derive context for their actions and perceive them as
meaningful. (see Gee 2004, p.22)
The more strategies a person can employ, the more problems they can solve. (see Vosniadou
2001, p.14)
When applying this principle to video games, applying specific skills or a set of skills in a
game can be seen as a strategy. In a good game, skills are not practiced over and over out of
context. Instead, a set of related skills is used in certain situations to accomplish a goal the
players want to accomplish. In this way, players will see certain skills in a package that makes
up a strategy for these situations, and use them again. (see Gee 2004, p.21)
An example of a set of skills and actions inside a game that form a strategy are the so-called
build orders in the game Starcraft 2 (2010). These games are real time strategy games where
the player takes up the role of a commander of armed forces and has to create an army to defeat the forces of their opponents. In order to do this, the player must build up an economy
and create buildings.
Build orders are a set of directions which building to build after the other, at specific times in
the game to maximize efficiency. Mastering a build order requires players to use skills inside
the game in a specific order over and over again. Certain build orders are used in certain situations and over time, a player builds up an internal inventory of these strategies and learns
when to use which one. (see Nalivakio, 2010)
19
playing a game (be it an edutainment or entertainment title) is an important part of the overall
experience (see 2.2.4. Teacher intervention).
A recent entertainment title, the adventure game The Walking Dead (2012), has made an attempt to make players reflect on their choices. The game was released in parts called episodes, and told the story of a group of survivors after a mysterious plague turned most people
into mindless zombies who wander aimlessly and attempt to kill and eat any living being they
come across. Players take control of a man called Lee and are faced with difficult moral
choices, such as who they will save from an attack or who of their slowly starving friends
they give food, when they do not have enough for everyone. All of these choices already influence the way the game progresses, forcing the player to immediately evaluate the choices
they have made. Additionally, at the end of each episode, the game will list the choices the
player has made, and compare them with every other player who has played the game. The
players can see how many others, in percent, acted like they did, encouraging players to reflect on their choices and the merit of choosing differently.
20
of
these
powers
presented
as
thoughts
of
the
main
character.
The player can now use these powers in combination to finish the missions, all of this without
any time constraints and without any real, in-universe danger to the character.
With the progression through these first missions, players will build up knowledge on when
21
and how certain supernatural powers can be used and combined in certain situations, and will
be able to recognize these situations when they come up later in the game.
4.10.
Learning is a complex cognitive activity that cannot be rushed. It requires considerable time
and periods of practice to start building expertise in an area. (Vosniadou 2001, p.23)
Obtaining expertise in an area requires a great deal of practice and exposure to the subject.
Teachers should attempt to increase the time students spend learning inside the classroom and
give each part of a subject enough time to sink in.(see Vosniadou 2001, p.24)
As in any game or sport, practice is an important part in many video-games. The harder and
more complex a game is or becomes, the more practice is needed to complete or master it.
An good example of this principle at work in entertainment games are team houses for professional players of the game Starcraft. Starcraft and its sequel Starcraft 2 have become hugely
popular in South Korea. The result was the creation of national and international tournaments
and the formation of teams of several professional players, who lived and trained together in
team houses under the supervision of a trainer. As a result of this, professional players from
South Korea dominate the international tournament scene of Starcraft to date. (see Bellos,
2007)
In addition the manner of practice required for Starcraft has already been remarked upon in
3.3. Practice and learning.
4.11.
Children learn best when their individual differences are taken into consideration.
(Vosniadou 2001, p.25)
Every student has different skills and abilities that result in major developmental differences
in learning. A teacher has to take these differences into consideration by assessing students
knowledge and strategies and providing them with the learning environment they need.
Teachers need to identify students strengths and areas of interest and use these areas to improve the overall academic performance.(see Vosniadou 2001, p.25)
22
This principle again connects to the concept of identity discussed in 3.2. Identity and learning.
When in a classroom environment, students should be able to take on the virtual identity of a
mathematician, a writer or a scientist, and should be able to use the strengths of their real
world identity in this new role.
This principle also ties directly into semiotic domains, as Vosniadou (2001) states that teachers should create circumstances for students to interact with people [] who are knowledgeable and enthusiastic about the kinds of things that are of interest to the students. (see Vosniadou 2001, p.26).
4.12.
Learning is critically influenced by learner motivation. Teachers can help students become
more
motivated
learners
by
their
behavior
and
the
statements
they
make.
23
5. Conclusion
In the previous chapters, I have summarized different approaches to the topic of video games
and learning and elaborated more closely on the approach of James Paul Gee.
With this knowledge at hand, I have presented twelve learning principles created for classroom environments and juxtaposed them with these above approaches, adding my own examples made from analyzing several entertainment games.
Through the course of this paper, several conclusions can be made.
5.2. What design elements are crucial for games in an educational context?
This, I want to conclude, is the actual question that should be asked, not only when designing
new edutainment titles, but also when deciding which existing titles can or should be used in a
classroom.
The purpose of this paper was to show that there are already many elements in video games
that lend themselves well to creating a motivating environment for learning, but I want to repeat those that I think are essential for this purpose:
5.2.1. Represent a microworld
Microworlds represent a simplified version of a given domain. To use a previous example, the
game Skyrim represents, despite several supernatural elements, a simplified version of an
actual country. It has different cities and villages, with people living in them that go about
their everyday lives with or without direct interaction with the player. As such, Skyrim represents an opportunity for players to try out and learn things they could not do in real life. Obviously, many elements of Skyrim, like the possibility to kill other human beings, should not
be encouraged in school exercises with the game, but the many options of interaction with the
game world also represent options for connection and transfer to real-world issues and topics.
25
What can we learn from video games? It could be argued that we can only learn as much as
what we can transfer from the semiotic domain of the game into other semiotic domains. It
could also be argued that playing a video game is in and of itself a learning experience that
follows along similar paths as our natural learning processes outside of the virtual world.
Therefore video games can not only be used to teach something, they can also be used as a
guideline to develop new concepts of teaching and learning for a school environment.
27
6. Sources
6.1. Books
Gee, James Paul. (20072nd edition). What video games have to teach us about learning and
literacy. New York.
Vosniadou, Stella. (2001). How children learn. Educational Practices Series 7. Brussels.
Egenfeldt-Nielsen, Simon. Heide Smith, Jonas. Pajares Tosca, Susana. (20132nd edition).
Understanding Video Games. The Essential Introduction. New York.
6.2. Internet
Gee, James Paul. Learning by design: games as learning machines. Interactive Educational
Multimedia number 8, April 2004. URL:
http://www.ub.edu/multimedia/iem/down/c8/Games_as_learning_machines.pdf [12.08.2013]
Nalivakio, Toni. (2010). Starcraft 2 Guide. Learn the Game Basics. URL:
http://ezinearticles.com/?Starcraft-2-Guide---Learn-The-Game-Basics&id=4966678
[12.08.2013]
6.3. Games
28
BETHESDA GAME STUDIOS. (2002). The Elder Scrolls III: Morrowind. [DISC] Windows,
Xbox. Rockville, Maryland: Bethesda Softworks.
BETHESDA GAME STUDIOS. (2011). The Elder Scrolls V: Skyrim. [DISC] Windows,
XBox 360, Playstation 3. Rockville, Maryland: Bethesda Softworks.
TELLTALE GAMES. (2012). The Walking Dead. Windows, Xbox 360, Playstation 3, iOS,
OS X. San Rafael, California: Telltale Games.
RAVEN SOFTWARE. (2003). Star Wars Jedi Knight: Jedi Academy. [DISC] Windows,
Xbox, OS X. San Fransico: Lucas Arts.
29