Professional Documents
Culture Documents
Video Games: Entertaining and Educational?
Video Games: Entertaining and Educational?
by
Tiffany M. Coopman
Master of Education
at
Carroll University
Waukesha, Wisconsin
Fall, 2008
A thesis entitled
by
Tiffany M. Coopman
/1!IZ!Og
Date
I ?-fB
Date
ii
PREFACE
It all began with an article. As I was blindly (and frantically) searching articles of
found the article What can video games teach about teaching reading? by Catherine
helping my first graders with reading was fascinating. If this was true that video games
can potentially help with reading, what other possibilities did they have?
With all the negative association with video games, I have to admit that I like
them. I mean, I know there is a point when they can interfere with ones daily processes
but overall I think they have understated benefits, especially for children. I dont know
how many parents of first graders, especially of boys, have told me that their child just
isnt interested in learning the ABCs or learning to read. Yet, how many of those
children are intrigued and enthralled by the world of technology? How many would love
to learn those concepts with the touch of a button and the liveliness of graphics on a
screen?
I began researching the effects of video games and found that most data referred
to children eight years and up. My first graders werent even acknowledged! I wondered
what kids, parents, and teachers (especially those with children of their own) thought of
video games and their possible positive and negative effects. From there, my thesis was
born.
iii
ACKNOWLEDGEMENTS
I would like to thank my family and husband Josh for their love and support as I
continue my educational journey. They have sacrificed time and energy in order to help
In addition, I would like to thank my mentor and friend, Corinne Thyes, who
helped make this possible. Her feedback and timeliness was crucial to the
accomplishment of my thesis.
I would also like to thank my facilitator and research group. They helped make
ABSTRACT
by
Tiffany M. Coopman
Provenzo (1992) stated, Video games are a major consumer product for our children
one that might soon be in the classroom. The purpose of this study was to discover if there
were positive effects and skills from playing video games and whether they could be
transferred into the elementary classroom to enhance student learning. This inquiry also
considered appropriate game choices and playing time, the social aspects of playing, and the
different skills that video games can be helpful in transferring. This study design consisted of a
set of three surveys that were administered to students, parents, and teachers regarding their
perspectives on video games. The surveys were a combination of quantitative and qualitative
questions. This mixed method approach allowed statistical data related to demographics, as
well as narrative answers to explore the opinions of participants. The results affirmed positive
effects from video games that carry over to a classroom environment. Students, parents, and
v
teachers agreed that video games have academic and social benefits. In addition to motivation,
skills such as decision-making skills, hand-eye coordination, fine motor practice, increased
reaction time, engagement in social situations, the use of imagination, and the performance of
reading were all skills reported by the participants. Although the reasons that children play
video games differ between the student, parent, and teacher perspectives, they all had a
LIST OF FIGURES
LIST OF TABLES
TABLE OF CONTENTS
Approval page
Title Page
Prefaceii
Acknowledgementsiii
Abstract..iv
List of Figures....vi
List of Tables..vii
Problem
Digital Natives
Background
Social Benefits
Health Benefits
Rationale and Purpose of the Study
Significance
Research Questions
Definition of Terms
Limitations of the Study
Delimitations of the Study
Assumptions of the Study
Overview of the Chapters
Learning Defined
Children and Video Games
How Designers Can Impact Society
Choosing an Appropriate Game
Game Ratings
The Educational Value of Video Games
The Impact of Literacy Skills and Video Games
The Impact of Health and Wellness
Social Aspects
What Makes a Good Game?
How Teachers are Incorporating Games
How This Study Ties In
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Research Design
Participants
Setting
Instruments
Procedures
Reliability and Validity
Data Analysis
Participant Demographics
Video Game Usage
Social Aspects
Game Choice and Skills
Good Games
Results
Analysis
Discussion
REFERENCES..75
APPENDICES..83
Many children love to play video games. Since they were introduced, video game
popularity has grown tremendously as a means of entertainment. Video games are played
by millions of people all over the world (DeMaria, 2007). There are video game systems
marketed for babies, elementary students, adults, and everyone in-between. Electronic
the movies for kids money and time, and moving quickly into the mainstream (Prensky,
2006). More people in more countries are discovering video games every year, and many
of them are children and teenagers (DeMaria, 2007). Yet, video games are not just for
children. There are many companies that utilize video games at their place of
employment. Video games are used as training programs. Jobs have been created to
produce, market, and test games, and there are useful simulations that workplaces exploit;
making video game-playing experience a marketable job skill. As more games and
systems are introduced to our youth, what are the effects of these games on our children
regarding their social and emotional growth? And how do these games affect childrens
educational gains?
Problem
Our children are a new generation of learners. While many adults were educated
using conventional methods, students today are used to multi-tasking and interacting.
2
Kids love to learn when it isnt forced on them (Prensky, 2006). Education often limits
the learning styles it satisfies, which may leave some children behind. Are visual and
need to move and see what they are learning. They need to play an active role and do not
respond well to a simple auditory learning style. Are the needs of learners different from
what adults know? If so, this may make it hard to understand and accept them. Prensky
(2006) posts, I believe our kids will start listening again when we begin to listen, and to
value their passions and developing skills (p. 6). Children enjoy different things than
adults. Is it hard for adults to understand and accept something that they are not familiar
with, such as video games? Do children long to be understood and valued for what they
take pleasure in? Should they be allowed to freely play what they choose?
Digital Natives
Prensky (2006) calls this generation of learners Digital Natives and the adults
raising them Digital Immigrants. Digital Natives have grown up in this world of
technology, so it is taken for granted and understood at a very young age. Digital
Immigrants feel the need to be established in a world of technology that they may not
comprehend. He suggests, Todays students- kindergarten through college- are the first
generation to grow up with this new, digital technology. They have spent their entire lives
surrounded by and using computers, video games, DVD players, videocams, eBay, cell
phones, iPods, and all the other toys and tools of the digital age (p. 27). These children
3
thrive on technology. They enjoy and appreciate the educational and entertainment gains
they acquire from the interactive technology. They are engaged and stimulated by
electronics that many adults do not have access to or knowledge of. As for the Digital
Immigrants, Prensky (2006) asserts, As with all immigrants, some of us have adapted to
our new digital environment more quickly than others (p. 28).
In his book Dont Bother Me Mom- Im Learning! Prensky (2006) cites some
may have never had access to before, and quickly maintain relationships
means be right back and POS means parent over shoulder). Gee
(2003) states,In the modern world, language is not the only important
artifacts, and many other visual symbols are particularly significant (p.
Digital Natives meet differently- in chat rooms, online dating, and through
online gaming guilds. They socialize through scenes like myspace, and
facebook.
being the first to know information, Digital Natives share freely. Blogs,
sharing pictures, webcams, and camera phones make sharing an easy and
accepted idea. Digital Natives also trade and share songs, videos, and
movies.
Digital Natives buy and sell differently using the Internet. Venues like
interaction, online users must be able to judge the honesty and character of
of keyboard characters that form a facial expression. The colon and right
and by so many types of people. Many games are multi-player and often
with others from around the world. There are many more options for
are very much aware that if they actually want to learn something, the
5
tools are available online for them to do it (Prensky, 2006). They are
impatient and goal-oriented. They hate busywork, learn by doing, and are
used to instant feedback. They want it now. They think its cool to be
smart. They have friends from different ethnic backgrounds. They want
flexibilityin the classroom and in their lives. They search online. They
report using blogs and websites like Wikipedia. They program things
They have the world at their fingertips and they know how to use it!
Prensky (2006) maintains that, If we Digital Immigrant parents and educators really
want to reach (and teach) our Digital Native kids, well need to do some work. We will
have to accept that our kids have really changed, and that they require from us different
ways of doing things. Well have to accept some things that are new, strange, and
frightening to us, such as computer and video games (p. 31). This generation of children
understand these children to reach them? Does that mean taking a leap of faith in using
technology in the classroom? By using a familiar teaching tool like technology, Digital
Natives can relate to and comprehend the material based on their experiences. A good
education links what a child knows to new material. Great teachers are always on the
lookout for ways to involve their students own, real-life experiences and skills into the
classroom (Prensky, 2006). By doing this, students make connections that will foster
life-long learning.
6
Can schools change the fact that children will continue to thrive on electronic
games and computers? Technology continues to improve and modify to meet the
demands of its consumers. As children and technology are changing, should education
adapt to satisfy the needs of this new generation of learners? By exploring and
understanding the effects of video games, can society make more informed choices for
Background
Today the growing trend of video game use by elementary-aged children seems to
be perceived many different ways. The recorded effects of video games are diverse and
many parents, educators, and experts have differing opinions of the outcomes of games
on childrens growth and development. Some insist that the games have a negative effect
on children, others think games positively affect children, and then there are some who
Video games were first introduced in the 1970s. By the end of that decade, they
had become a preferred childhood leisure activity, and adults responded with concern
about the possible ill effects of the games on children (Cesarone, 1995). The potentially
negative effects of video games have received tremendous amounts of attention in recent
years (Barenthin & Van Puymbroeck, 2006). Many skeptics see the negative effects of
video games, such as the violence and social isolation that some players exhibit.
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Video games are the misbehaving teenagers of the media, often seen as
breaking, bending, or mangling the rules and conventions of society. At best, the
term video game inspires thoughts of triviality and childish obsessions. At worst,
video games are attacked in politics and billed in the media as violent, antisocial,
One specific game seemed to be the turning point for public judgment. The
release of this was 1992, when the game Mortal Kombat broke new ground by depicting
realistic human figures in one-on-one battles. The human realism concerned many
critics, but the game did not stop there. Blood flew as the blows landed, and the famous
fatality moves depicted such horrors as someone pulling out the defeated enemys heart
or spine. Kids loved it. Parents didnt (DeMaria, 2007). This violence in video games
led parents, educators, and legislators to show great concern for the effects of these
games on children.
Soon after came the shootings at Columbine High School in 1999. This complex
tragedy shocked the nation, and naturally people sought to understand what had happened
and why. Doom (a first-person shooter video game) turned up as part of the story, and
for a while some people attempted to link the school shooting with the video game, but
the links were fragile at best, and the causes of the tragedy far more complex. In the end,
video games were not seen as the proximate cause but rather one of several symptoms of
two young mens deepening obsessions, isolation, and alienation (DeMaria, 2007).
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Yet, are performing violent actions in video games more conducive to childrens
aggression than passively watching violent acts on television? According to this view,
the more children practice violence acts, the more likely they are to perform violent acts
(Cesarone, 1995). According to Okita (2004), The main difference between the video
games and TV is that one is an interactive media, and the other is not. The negative
influence may have progressed from an observation stance to an active participant stance
due to the incorporation of interactive media (p. 465). She also adds that, A child can
take out real-life frustrations and fantasies into the technological world by acting them
out in video games. Is this a healthy source of these feelings for children?
It is important for parents to communicate and monitor their childs behavior and
experiences playing video games. They must be familiar with the games their children
are playing and be able to discuss the events that can occur in the game. Yet, do parents
hesitate to understand and accept this changing generation and their need for stimulation
from video games due to the overwhelming negative connotation that has been associated
with video games? Syken (2001) suggests, Fear lurks in the heart of every parent who
brings home a gaming console: that the PlayStation or Nintendo will become addictive,
luring kids away from chores, homework, and healthy, active play (p. 1).
In contrast, DeMaria (2006) and Gee (2003) propose that video games do not
affect children or their behavior. In video game worlds, players can try on different hats,
play characters very different from themselves, and have daring adventures not available
in the typical modern, more or less safe life (DeMaria, 2006). People may choose roles
that delve into a deeper, darker side of human nature. Do children who demonstrate
9
violent behavior in video games use games as a release for their aggression? Does this
fantasies often start to act out and show increased aggressiveness. Given an outlet for
their fantasies, such as a toy sword or a video game, they calm down. These fantasies
dare us to look at the darker sides of our human natures, which many psychologists
consider important to our overall mental health (DeMaria, 2007). Okita (2004) also
includes, Interactivity has positive influences, which encourage engagement and provide
diminishing cues, and causing delusional thinking. This makes us wonder about the kind
quoted in the Chronicle of Higher Education proposing, I would not want to claim that
video games have positive effects, but rather that video games used in different ways
have different effects (p. 1). How we currently view video games, and how we will
view them in the future, depends largely on how they are used (DeMaria, 2007). If the
public is educated and informed about video games and their uses, will they be able to
games (such as age and ability levels) and entertainment versus educational games assist
Should buyers be aware of the social aspects of game playing? Different games
lead to different types of social interaction and learning. Barenthin & Van Puymbroeck
(2006) also say, Research demonstrates the importance of social skills in life and
10
relationships, while other research indicates a lack of social interaction when playing
video games. This makes it difficult to ascertain if the effects of video games on social
skills are positive or negative (p. 24). According to Okita (2004), It is not clear if the
confusion has to do with the interactive nature of engagement, the differing dynamic and
static environment, or the developmental stage of individuals (p. 464). With all these
factors, games may have different outcomes. In addition, there are many perspectives
relating to the social products of video games. Is it due to the different attitudes about
shared playing, that the research is not clear about the social effects of video games on
child development?
A growing but less commonly discussed view of video games is that they may
represent one of the most powerful learning technologies ever invented, a sentiment
echoed by video game supporters and critics alike (DeMaria, 2007). Is it possible that the
video game could be as powerful for positive purposes as it appears to be negative? They
have been developed with the ability to teach difficult concepts to todays young people
while keeping them engaged and receptive in ways that classroom handouts and
homework cant achieve (Neiburger, 2007). Many children do not respond well to paper-
and-pencil tasks such as worksheets because that is not their preferred learning style.
There are many game systems that are advertised as educational. Leapfrogs
Leapster and L-Max systems state that they put learning first and show direct curriculum
connections on their game packaging. The appeal of these games could be the
interactivity, excitement, challenge, and potential to meet the needs of visual and
kinesthetic learners. Many educational systems lack these intriguing elements that make
learning fun for young children. This has led some schools and educators to evaluate the
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uses of video games and their educational value. Perhaps attitudes are shifting because
people are beginning to look past the obvious criticisms and concerns to recognize video
games in a more complete context, a context that realizes their positive aspects and
potential for good (DeMaria, 2007). If this is true, are there social and health benefits as
well?
Social Benefits
According to Bacigalupa (2005), video games may also offer social benefits.
Video games have always featured a strong social element where players gathered
together in person to play their favorite games in the arcade and at home (DeMaria,
2007). The games may help withdrawn children to enter social play by giving them a
structured situation in which to participate and a popular topic with which to initiate
social systems where players come together individually as friends and collectively as
Many children who use video games as social dialogue to learn from each other
are able to evaluate the actions of others, learn patience as they wait and watch, and have
a goal in mind when they actually get their turn. Barton and Hamilton (1998) claim that,
Learning is a social process; it occurs through interaction with others rather than as an
individual accomplishment occurring within an individuals mind (p. 718). Some games
offer players the chance to work together and succeed using teamwork and cooperative
12
learning. DeMaria (2007) boldly suggests that, Video games level the playing field, and
just about anybody can succeed if they want to, gaining respect, friendships, and status in
Health Benefits
prominent role in the culture of American children and adolescents. Given the
pervasiveness of their influence, it is likely that these games may affect the health and
well-being of children (p. 1). According to Cesarone (1995), there are also health
benefits from video games as well. Some adults believe that video games offer benefits
over the passive medium of television. As a person sits stagnantly and watches television,
a video game can offer interaction and excitement and propose health benefits that
television and movies cannot offer. Murphy, Alper, Moes, and Somes (1986) studied the
cardiovascular reactivity patterns and claim that, Results indicated video games
diastolic and systolic blood pressure (p. 1080). Can doctors and public health
researchers say video games reduce anxiety for young patients, keep them better
informed about medical procedures and even help them get fit?
There are many games created specifically to help children understand and cope
with life-threatening illnesses. One game is Bens Game, which features a battle against
cancer cells. It was a game created for a specific young leukemia patient and is available
13
online as a support for other children who may encounter the same condition or related
feelings. DeMaria (2006) says, Many people in modern society feel powerless. They
may feel powerless financially, politically, or even socially. In extreme examples, they
may have debilitating diseases, they may live in highly dangerous and threatening
environments, or they may be exceptionally shy and awkward socially (p. 55). By
giving children a sense of control over their illness through a game, are kids given hope
There has been a growing realization among health care workers that games are a
great language in which to reach kids - in some cases games may be the only language
the kids will listen to. Games are a medium the young Digital Natives understand, trust,
enjoy, and call their own. Games speak to kids in their own, not their parents language
(Prensky, 2006). Games may offer healthy benefits through dancing, jumping, twisting,
lifting, bending, bicycling, drumming, and fine motor movement through using the
Yet, video game play should not be considered a substitute for regular physical
activities. Leifer (2007) suggests, Barely a day goes by without a new study telling us
we are raising a generation of couch potatoes (p. 18). Although the rising prevalence of
obesity has many causes, is insufficient physical activity one of them? Are video games
adding to the detriment of childrens health? DeMaria (2007) gives his opinion that:
Many game players are probably paying a price for their game-playing
than play a game. Likewise, people all over the world are paying a price for
at the local hospital. Even reading a great novel involves a loss of other options.
Life is always about trade-offs, and playing a video game is another choice people
Despite warnings by the media, adults, and perhaps by peers, children still play
electronic games. Video games are a major consumer product for our childrenone that
might soon be in the classroom (Provenzo Jr., 1992). With the many game systems and
choices, it may be hard for the average consumer to understand and interpret each and
every game and their effects. Hassett (2007) proposes, Our children are growing up in
territory to their parents and grandparents (p. 8). Many people who dont play video
games, especially older people, are sure to say that playing video games is a waste of
time (Gee, 2003). Without understanding video games and their effects on children, is it
alarming for parents to see their child devoting so much time and energy to something
that they cannot comprehend or value? Yet, even such universally accepted non-media
technologies such as automobiles and telephones were seen as dangers to society when
The purpose of this study is to examine student, parent, and teacher perspectives
on the topic of video games. It will also explore 1) whether there are positive skills
15
transferred from playing video games into the elementary classroom that can enhance
student learning, 2) what these skills are, 3) the social aspects of video game play, and 4)
how the elements of appropriate play (how often and how long children play) affect the
Questions and issues about video games are current topics in elementary schools.
Due to changing technology and the pressure of assessing student achievement, schools
and educators are forced to determine the best practices for todays children.
Significance
With the rise of Digital Native children, the importance to understand children
and their learning styles is a significant issue to parents and educators. There has been
much research implemented regarding video games and children eight years and up, but
there is a gap in knowledge of children under the age of eight. This study will examine
the perceptions of students ages six through ten. Many times childrens voices are not
heard with reference to their feelings toward video games. Parents and educators see the
outside effects of the games and often dont understand the reasons children are engaged
and enjoying themselves through the video games. This study will not only look at the
student perspective, but the childs parent and teacher perspective as well. Comparing
the information should assist in bridging the gap between the Digital Immigrant and
This study will also bring to light the perspectives of teachers who are also
parents. This population will have perspectives to offer from both a parent and teacher
standpoint. They are able to see both sides of the situation as they raise their own child
and are surrounded each day by other children who encounter the same interaction with
guidance, Title I Math, and art will be surveyed on their perspectives of video games.
Research by Dorman (1997) and Cesarone (1995) may also show that video
games may have benefits, but little has been linked specifically to school-related skills.
This study will add to the literature on video games. The intention of this study is to help
educators embrace this new generation of learners and the skills they can use from video
games that can be transferred as positive educational and social abilities. If teachers can
use the skills that children already bring with them to school, they can begin working
with the whole child to bring that child from where they begin to where their potential
lies.
Research Questions
1. What are student, parent, and teacher perspectives on the topic of video games?
2. Are there positive skills transferred from playing video games into the elementary
5. Do the elements of appropriate play (how often and how long children play)
Definition of Terms
Blog A blog is a shortened version of the words web and log. A blog is
eBay eBay is an online marketplace where people can buy and sell items. It is a
seller pays a fee to eBay. There are millions of items offered in many
clothing to automobiles.
Enhance student learning Positive outcomes that improve student growth and
computers and cell phones. It creates small windows to chat in real time
with anyone who has the same service. Often participants in the
differentiate participants. Chats may involve more than two people, and a
Myspace Myspace is a networking website that offers many services to its users.
space, music and videos, and information about others that can be private
networking as you can view your friends and their friends and continue to
development.
Video game For the purpose of this study, a video game is considered to be any
computer.
others, traffic controllers can use them to monitor, and they can be used for
on video games through survey results. One school was a first and second grade school
and the other a third through fifth grade school, both in the same school district. The
elementary schools did not have much racial diversity and most students came from
middle-class families.
Four classes of students, grades one through five, participated in this study based
on teacher willingness and parent consent. Class sizes ranged from eighteen to twenty-
one children, which were small class sizes and all students may not have participated in
the study. Therefore, data may not be an accurate representation of all perceptions of
elementary students and their parents and teachers in the school. In addition, there were
no fourth grade class participants so this study may not be generalized to the all fourth
Student participants in the study ranged from first through fifth grade. It was
deliberate that students older than fifth grade were not used in order to narrow data to
focus solely on elementary education. Since research has less information about children
in elementary school, this study planned to address this age group. In addition, the
electronic games in this study were defined as only video games and not games that are
played on computers with the intention of concentrating on one venue for gaming. Many
computer games have different connotations than video game consoles, so the
perspectives may be drastically different. For the purpose of this study, participants were
aware that they were answering based on their feelings of these specific types of
electronic games. The study did not focus specifically on educational games but rather
In conducting the surveys, some students were able readers and others were not.
It was assumed that all participants could read and understand the surveys. Students who
were not independent readers were orally read the surveys, which may have affected the
student responses. Because surveys were not readily available regarding perceptions on
video game skills, they were constructed for the purpose of this study.
21
It was necessary to assume that all participants were honest in reporting their
feelings regarding the skills that could possibly be transferred within the elementary
classroom. To encourage honesty, students were reminded that their responses would be
confidential and not shared with anyone, especially their parents (who were also
code to match their childs number. Parents were also reminded of the confidentiality of
their responses. It was also assumed that the participants did not discuss their views with
In conducting this study, the researchers intent was to examine the perceptions of
elementary students, their parents, and teachers relating to the topic of transferable skills
changing generation of learners and their needs. As students, parents, and teachers are
able to have their opinions shared, perhaps dialogue will be created relating to the use of
video games to teach important academic, social, and physical skills in the elementary
school setting. In addition, by embracing something that children enjoy, we can begin to
understand and connect with the Digital Natives of today and our future.
Chapter Two of this research is a literature review. First, it examines the skills
that can be transferred from video games into the elementary classroom. Second, it
22
explores the social aspects of video game playing. Finally, it delves into the appropriate
play of video games and how that can lead to different effects on children. Chapter Two
will also examine expert perspectives and research studies conducted on the effects of
procedures, and data analysis. Chapter Four reports and interprets results, and includes
Chapter Five summarizes the findings from this research on video game playing,
and also answers whether or not there are positive skills from video games that can be
transferred into the elementary education classroom. Chapter Five also provides
conclusions and issues for further study and implications for the field of education. It also
reports the results from this investigation on the effects of technology and video games
on learning and recommendations for the practice of incorporating the skills of video
Given how far we have come in education, it is not surprising to consider that we
also have far to go. The future learning horizons may contain new and thus far
undreamed-of opportunities and challenges. Can games and video game technology
present us with new and possibly even better ways of teaching and learning?
Video games may even become more embedded in school curricula. As we move
forward in the twenty-first century, video games may well become more and more
recognized for their power and potential to teach and inspire (DeMaria, 2007). A more
subtle impact of video game technology on education is the expectation by children that
all learning must take a gaming approach and be fun. Classroom teachers find they
must compete with numerous video game personalities when determining the lesson
Anand (2007) studied the correlation between video game usage and academic
performance. He stated that, Video game penetration in the United States is significant
with 90% of U.S. households with children having rented or owned a video or computer
game (p. 553). According to Gee, cited by Carlson (2003), The gaming industry makes
more money than Hollywood, which means that millions of people are plunking down
substantial amounts for games that take on average 50 to 100 hours to completeroughly
the amount of time spent in semester of college courses (p. 2). Many of these people are
children or their parents who are investing in this means of entertainment and, in some
cases, educational media. Tallim (2004) proposes that, Even if you arent a player of
video games, theres no denying the importance of these learning principles in todays
24
digital world (p. 181). Can this form of entertainment be used to meet the requirements
for a learning method in society? Do video games offer benefits for children relating to
academic skills?
Learning Defined
What is learning? Can it be defined? There are a lot more questions than answers
when it comes to the acquisition of knowledge. As each individual has their own
interpretation of learning, it becomes a broad term that has multiple meanings in different
contexts. As parents and educators struggle to understand, the conclusion is drawn that
no single theory has been universally accepted to explain learning. DeMaria (2007)
states that, Educators and educational researchers study practical techniques for
maximizing the learning potential of students (p. 61). Still, even with all the research
every childs learning environment and potential differ. DeMaria also cites Prensky in
saying, Human learning is the set of processes both consciously and unconsciously to
single process but the result of several processes that may or may not be interrelated (p.
62).
In addition, learning has many styles. Learning styles range from visual and
auditory learners to the kinesthetic learner, an involved and interactive participant. Price
for and perceptions of how they process information (p. 683). As children and their
With the many pressures that educators face, many struggle with giving all
children the individual time and attention they deserve. Teachers have less time to try
new teaching styles, to veer from the curriculum even if it is in the best interest of their
Gee, cited by Carlson (2003), Conventional wisdom rules classrooms at the moment.
The Bush administrations; new educational policies like the No Child Left Behind Act
promote standardized testing and curriculums based on learning distinct facts. For the
time being, students may do what they have to do to get through school (p. 5). Gee
(2003) proposes:
The idea is this: important knowledge (now usually gained in school) is content in
academic disciplines like physics, history, art, or literature. Work that does not
involve such learning is meaningless. Activities that are entertaining but that
themselves do not involve such learning are just meaningless play (p. 21).
Are children deprived of free play time, social interaction, and freedom of choice
due to the demands of the government, education systems, and school board decisions?
Gee (2003) thinks that, Schools will continue to operate this way until they (and reading
tests) move beyond fixating on reading as silently saying the sounds of letters and words
and being able to answer general, factual, and dictionary-like questions about written
The reality is that, at least for the foreseeable future and despite the efforts of
many educators, the real opportunities for our kids to advance their digital skills,
their knowledge, and their understanding of the world, are not found- and possible
never be found- in school. These opportunities occur mainly when school is over:
Do students need real interactions with learning, including the integration of technology?
Research by DeMaria (2007) and Gee (2003) supports the use of technology to
enhance educational goals. Can video games teach children important concepts? Can they
make real-life connections for children to increase their levels of learning? Are there
specific skills that can be acquired? This literature review will explore the role of video
games in learning, the skills enhanced from game playing, how teachers are incorporating
video games, and perspectives of parents and teachers on the issue of video games.
According to Gee, cited by Carlson (2003), People learn best when they are
entertained, when they can use creativity to work toward complex goals, when lesson
plans incorporate both thinking and emotion, and when the consequences of actions can
27
be observed (p. 2). With the standardization of the school systems and the emphasis on
testing, are students given the opportunity for this type of learning?
Video games can offer consumers a type of medium providing information that
both entertains and educates (Provenzo Jr., 1992). Neiburger (2007) suggests: As
children connect with the learning process, video games can help teachers deliver
educational content that stays with youngsters (p. 29). Well-designed educational games
can not only reinforce and compliment, but actually teach part or all of the curriculum,
while engaging the kids as much (or nearly as much) as their entertainment games
(Prensky, 2006).
on handheld consoles and on billions of cell phones worldwide. One way or another,
video games can be available to us almost anywhere (p. 35). Does this phenomenon of
and educational material in the content of the video game. DeMaria (2007) states:
When game designers think one step further and consider how the story or
structure of the game can promote some positive impact on the player, they can
often make the game itself deeper, more meaningful, and more memorable. As in
any entertainment medium, there are so many perspectives as there are creators
28
and consumers, and more often than you might suppose, the designers and
producers of video games seriously consider the impact of their products (p. 40).
So why arent all game producers striving to make their games educational? Many
reasons come to light. First of all, there is a certain connotation consumers attach to an
educational game. Prensky (2007) says: Armed with a bag full of educational games,
many parents institute the policy that if kids play the educational games for an hour, they
can play their fun games for an hour. Of course, that pretty much confirms- as if the
kids didnt already know it- that the educational games arent fun (p.183). Developers
dont want these negative associations and therefore many shy away from labeling their
games as educational. Other possible barriers to more positive impacts of games might
include the need to consider bottom-line sales first, the fact that video games are already
very expensive to produce, and the complexity of adding more to the already-complicated
According to Bertolini & Nissum (2002) who studied young children and video
games, Childrens interest in video games was far more complex than we had thought
previously. Children were drawn into a virtual world of three-dimensional images, full of
action, where the experience of traveling and adventure became a form of exploration
that could stretch out over time and space in a highly variable manner, possibly even for
weeks or months (p. 308). Can all games offer positive experiences for children?
Prensky (2007) suggests: Take the games your kids already play and look inside them
for what is educational (p. 184). Are there elements of learning in each game played by
children?
29
Choosing an appropriate video game can be related to the positive effects of the
game. Should parents and educators be able to evaluate games and judge games
effectiveness and appropriateness? Obviously they will not be able to play the games to
their completion due to time restraints. According to Dorman (1997), There are specific
things that consumers should look for: game objective(s), type, luck involved, difficulty,
competition and social elements, duration, participant age and the rating, the role of the
The objective of the game should be clear and meet the needs of the consumer.
Educators and parents should have a clear idea of their intentions when purchasing a
game in order to maximize the learning potential. There are seven basic types of activity
content in video games: games, puzzles, mazes, play, fantasy/adventure, simulations, and
simulation games (Dorman, 1997). By learning the types of games that children like to
play and the games offered that encompass that style, selection can be easily narrowed
down. In addition, many games pose an element of luck. Most often, when a game
involves luck, the element of educational use is lowered as participants are not as in-
The difficulty of the game should be evaluated as well. Some games offer the
player the opportunity to choose the difficulty level. Others adjust difficulty level based
on the succession of the player. This approach allows the game to become progressively
more interesting as it becomes more challenging (Dorman, 1997). Can younger children
30
benefit from the latter, as when given the choice of difficulty, they are not always capable
When looking at difficulty level, it may also be helpful to assess the competition
and social aspects of the game. Some games offer social connections, where players can
help each other. Others are very competitive and should be chosen wisely based on the
such a way that all can win and that one does not win at the expense of all others
(Dorman, 1997).
The duration of the game is another element to calculate. Some games have a
short duration and can be played in a relatively small time span, while others are more
involved and take longer and many occasions. This is helpful in determining the length
that the consumer has to play. When it comes to children, should parents and teachers
regulate their playing time? Does this lead to more positive and academic experiences?
Should parents have a role in choosing the games that children play?
Game Ratings
Game developers have created a rating system that helps make decisions easier
for consumers to understand. Combined with the rating information and the childs age,
parents and educators should be able to select appropriate games. Buckleitner (2007, p.
2) gives the rating system, which is located on the outside box of every game:
31
mild violence, mild language, and/or minimal suggestive themes than those rated
T- TEEN Titles may contain violence, suggestive themes, crude humor, minimal
blood, simulated gambling, and/or infrequent use of strong language. Age 13 and
up.
M- MATURE Titles may contain intense violence, blood and gore, sexual content,
Has this rating system revealed more positive effects of video games as players are
selecting appropriate games? Are children showing more academic gains while playing
age-appropriate games?
32
With all these things to consider, can choosing a game be an overwhelming task
for parents and teachers? They need to be sure that the child is getting a good gaming
experience and other well-rounded experiences as well. If the kids are doing their
homework, getting a good nights sleep, and staying active, then theres little to worry
about (DeMaria, 2007). Prensky (2006) suggests: This is your mission as a parent: You
can and must make an effort to find out what your kids are doing and talk to them about
it, rather than letting them just close themselves in their rooms doing something we dont
understand and cant talk about (p. 111). He also goes on to say that, The more you
engage your kids in conversation about their world and the things that interest them, the
more they will appreciate what you are doing, and the more they will be open to talking,
With all the potential skills of video games, which can be transferred in an
academic setting? Tallim (2004) notices, Its a scenario parents and educators are all too
familiar with- the disengaged child who struggles in the classroom and yet who can
dominate whole galaxies when it comes to the virtual world of video games (p. 179)
In the commercial game world, where players are simply playing for fun, there is
not much opportunity to tailor learning to curriculum goals, to assess the results,
or even to teach whole subjects in comprehensive ways. That doesnt mean that
33
commercial video games cant help people learn educational subjects, however,
where they can immerse players in various ways and even inspire curiosity so that
some players will want to study a subject more deeply after exposure within a
(p. 50).
Gomolski (2001) persists that, The reason so many gamers are willing to buy the
latest and greatest [video games], of course, is that its all about the games and the
improved functionality or the perceived functionality of the newest platform (p. 10).
DeMaria (2007) claims that, We play to learn and practice skills, to achieve beneficial
experiment with forbidden activities, to relax, and to socialize. One of the most powerful
aspects of games is their ability to motivate us to immerse ourselves in worlds where our
minds are wide open and ready to learn and persist in that learning (p. 60).
No matter the motivation to play, research has linked video games to many
positive effects and skills, such as decision-making and problem solving skills, hand-eye
coordination, fine motor skills, increased reaction time, literacy skills, health benefits,
increased self-esteem and motivation, choices, and the use of imagination. Can these
positive skills be enhanced by video game play? Is it in their advantage for educators to
learn the constructive benefits so they can incorporate what students know and do into
of addition and subtraction, it adds an element of fun to learning (p. 2). Playing video
demonstration, rehearsal, and reinforcement (Funk, Chan, Brouwer, & Curtiss, 2006).
Children enjoy playing video games, but can educators justify their incorporation into the
Research by Kadakia (2005) has shown that video games have been proven to
increase players decision-making and problem-solving skills. She insisted that through a
study involving Morrowmind, a commercial role-playing game, Players can choose from
quests, careers, and pathways through the game, resulting in incredible diverse characters
and experiences (p. 30). She saw an increase in student achievement and even stated,
Using Morrowmind to bring up moral issues proved highly successful in raising the
engagement and understanding (p. 32). Can video games help promote decision-making
Coffin (1990) researched the game Tetris, a puzzle-like game where pieces must
(p. 75). As children play games, they are faced with many decisions. Do video and
problem and then see the affect those decisions on a fictional game allows students to
experiment with problem-solving in a relatively safe environment (p. 7). Prensky (2006)
35
suggests: A second principle we can apply from games is to increase the pace of
decision making in our classes (p. 192). Are video games helping children make more
decisions? Is education keeping up with this new rate? In fact, DeMaria (2007) states:
Most good video games present problem-solving scenarios, which contribute to a greater
level of understanding and improved ability to understand the patterns learning in the
game to other situations (p. 67). Game designers expect players to be continuously
assessing their own current abilities, predicting their likely successes, and reassessing
results as they move through a game (p. 69). Are children given this opportunity outside
of video games?
Increased hand-eye coordination, fine motor skills, and reaction time are other
proven positive outcomes of video game play. Green and Bavalier (2007) conducted a
study exploring if playing video games enhances several aspects of visual processing.
The study involved twenty undergraduate males with normal vision involved in
lead to an increase in the spatial resolution of vision (p. 92). Dorman (1997) also adds,
For example, spatial visualization scores improve with video game playing. Students
with a high degree of spatial visualization are high achievers in mathematics and science
(p. 4). In fact, doctors who had played video games earlier in their lives made almost
Literacy through video games is an element that many players overlook (Stern,
2007). Literacy is the ability to rapidly decode abstract meaning from symbols. In
reading, a set list of symbols- the alphabet-must be learned and mastered; in video games,
those symbols can be anything, are usually unique to each game, and theres a lot more
There are many different ways of reading and writing. We dont read or write
newspapers, legal tracts, essays in literary criticism, poetry, rap songs, and a
nearly endless list in the same way. Each of these domains has its own rules and
writing, and, in that sense, a different literacy. When we think about reading and
Do video games offer a different, yet still important and effective, type of
literacy? Neiburger (2007) proposes that, Video games teach literacy and spatial
reasoning, but they also support the curriculum (p. 2). There are also many games that
feature iconic characters that children can relate to. Often many of them are incorporated
in literacy. Through games based on stories, students motivations for reading can be
enhanced (Stern, 2007). As children connect a game to a literacy experience, can they
Research by Dorman (2003) proves that video games also offer positive health
Video games can be used in a positive way to promote health and provide
information to children and adolescents, which captures and keeps their attention
and allows them to interact with the information in a meaningful way. Games and
them to assess risks and consequences and make decisions in a hypothetical yet
OHanlon (2007) researched the game Dance Dance Revolution (or DDR), which
features a video screen and a dance mat with nine tiles that light up to a driving dance
beat. She states, The object is to step on the tiles as they light up, while watching for
clues in the form of arrows that flash all over the screen. Kids who would normally avoid
regular exercise gravitate to DDRs light and sound (p. 2). Many games have been used
to increase student motivation for fitness. The incorporation of video games into physical
tool (OHanlon, 2007). DeMaria (2007) adds, In addition, video games can provide
good stress. This type of stress may be more associated with motivation than with
unpleasant or unhealthy responses, and because we enter into it willingly, perhaps it even
helps us establish more healthy responses to stress outside the games we play (p. 58).
increased during game play. He states: I was surprised at how motivated the children
were to play the games. They often willingly did things they didnt necessarily want to
do in order to enhance their game time (p. 26). In this study, children were motivated to
watch others and wait their turn to play. Can parents and educators use this information
to their advantage as children are willing to make other sacrifices because the game time
is so important to them? DeMaria (2007) suggests: People like to solve puzzles, and our
curiosity drives much of what we do as human beings. We want to know what we dont
know, discover what we havent seen, and find out what happens next (p. 51).
Funk, Chan, Brouwer, & Curtiss (2006) also state the benefit that, Through
research with children, a sense of accomplishment and pride was a major psychological
gain. For the child with limited opportunities to experience success, for example children
who do not excel at school or in sports, video game prowess could have positive impact
as long as video-game playing does not displace other important activities (p. 10).
Parents and educators must be aware of the childs play time and games chosen in order
to be sure they are getting the full experience of other activities as well. How can parents
For children, playing video games can be a vehicle for interacting with adults on a
more level playing field (Funk, Chan, Brouwer, & Curtiss, 2006). Children and adults
often play games with the same ability level; and in some cases, children are even more
proficient. Can children can feel good about their accomplishments and communicate
with their parents on a common subject? Will this prove to be a positive experience for
Children and adults who play video games are offered choices and the opportunity
to use their imagination during play. In video games, children can enter into the
character of movie and television heroes and take action as that character. DeMaria
(2007) states that, Video games have the unique distinction of allowing the audience to
be directly engaged in the storysomething like an actor who plays a role in a stage play
or movie. But unlike the actor, whose course is fixed by the script, the game player
decides how the story will unfold through his or her choices and actions (p. 45).
Tremendous flexibility and the potential for exploration and self-definition can be
built into video games (Provenzo Jr., 1992). DeMaria (2007) also includes, In good
video games, players are encouraged to think creatively. Game players are often
encouraged to think outside the box and to seek more than one solution to any given
Although some video gamers play just about every kind of game, players have
begun to develop preferences for games of very specific and identifiable characteristics,
and many video game makers specialize in game design to cater to different players
preferences (DeMaria, 2007). Since there are so many options for video game play, are
consumers able to pick and choose in order to maximize their enjoyment and meet the
objectives they are aiming for? Can this lead to more focused and appropriate game play
Social Aspects
Shier (2005) explored the social benefits of video games in college students. She
said, Technology is a way of life for students today. Beyond registering for classes and
researching papers online, students ability to stay connected with old friends and find
new ones through online methods means colleges and universities need to rethink the
way they attempt to build community for their students (p. 83).
Video games have always featured a strong social element where players gathered
together in person to play their favorite games in the arcade and at home. Norton-Meier
I must say that I do miss family game night and sitting around the table playing
perceptions of family game night to move from the kitchen table to gather around
the television set? For our family, games are a way of knowing- a place of
the moment. Learning about the mechanics of game playing, about turn taking,
risk taking, decision-making, and even content about our world is the focus. How
can I so easily accept the importance of game playing and the connection between
entertainment and learning in one context but dismiss it when it comes to video
Are video and computer games quickly reclaiming the intense social connection that
Do parents and teachers need to be more accepting and open to new ideas when it
comes to the incorporation of video games? DeKanter (2005) suggests, The social
nature of people, the increasing capabilities of technology and the demands of a nation
for better education are putting into play the next big evolution in interactivity:
networked game simulations (p. 26). Anand (2007) also includes, Early versions of
video games have evolved from simple one- or two-person games into massive, multi-
others (p. 552). These simulations offer people the chance to play games with people
from all over the world with different ideas, morals, beliefs, and interests- people they
may not have the chance to meet otherwise. Many games function both as entertainment
and as social systems where players come together individually as friends and
collectively as definable groups within the game worlds (DeMaria, 2007). Prensky
(2006) states:
through chat or voice. Successful players make sure to understand the needs and
motivations of their fellow players (as well as those of potential opponents) before
dont listen first and do only what they want are highly unsuccessful at
In addition, video games can offer children a common ground with others as they
discuss a topic they are both familiar with. Prensky (2006) states: In many cases, games
actually lead to more social interactions. Many kids whose parents buy them a video-
42
game console, especially a new one, suddenly become very popular, with swarms of kids
wanting to come over and play with them (p. 83). Can children also get experience in
critiquing and giving feedback as they offer their valued opinions to other game players?
Do they feel a sense of accomplishment and pride when they can share their successes
Through research by Barenthin & Van Puymbroeck (2006), Reasons for playing
[video games] (in order of importance) included excitement, mastery, having nothing else
to do, having friends who play and to make themselves feel better (p. 2). Because video
games are designed to enhance motivation, because they are seen as play and not work,
players will persevere, always believing that they can succeed with practice and no matter
how hard they are really working to achieve that success, they are at play not work
(DeMaria, 2007). How would kids views change if they felt this way about school? Can
3. Feedback: Providing a variety of ways for the student to get feedback from the
teacher, and for teachers to see the overall progress of the class
In addition, because of the pressure educators are under to meet the strict requirements of
state standards and federally funded programs, game designers must make the products
included in teacher manuals and resource materials (Lally, 2003). An educator must be
able to choose a box or manual and quickly and easily be able to justify its use in the
classroom. Video games represent one technique which may be available to the
classroom teacher. Care should be taken that enthusiastic use of this technique does not
considered avant garde to some, the argument against it is starting to lose relevance. As
technology evolves, and games take on more sophistication and tap in to so many skill
setsand the positive research piles upthe scales are leaning so far in gamings favor
that naysayers are beginning to seem simply out of touch, or just plain stubborn (p. 4).
childrens needs and interests are met, scores are rising and learners are successful. It
may sound like a simple solution to incorporate video games, but can the decision be very
complex?
44
developing games that will be successful in academia is the bipolar nature of our
schools. Its the blessing and the curse of a culture that prides itself on individuality but
also demands national accountability for educational outcomes (p. 29). This is a
concept that is not understood by all because technologies developed as learning tools
that will be used by children at home are judged by a different set of criteria than those
educators use to determine their suitability for the classroom. Teachers must consider the
broadest range of students needs, while parents have the luxury of concentrating on the
needs of their own children (Lally, 2003). How can this communication gap be bridged?
By educating parents and teachers to relate to each others experiences, can this barrier of
differences be broken?
Lally (2003) also adds, Teachers must also choose a game that must not only fit
the needs of a classroom of children with different abilities and interests who are
expected to all perform proficiently on a standardized test, but also incorporate it in the
While educators and parents share some similar goals for technology-based
a wider view. Educators always have a basic set of questions when evaluating a
enhance my teaching or student learning? Does it address more than one learning
class? Does it make learning more fun and engaging for the child? (p. 2).
45
granularity is needed to match the realities of how students actually acquire skills and
learn concepts. Not only do educators teach very specific skills, they also teach them in
extremely small and discrete chunks. Thus, a phonics product for the consumer market
might provide four hours of total instruction on diphthongs, whereas a similar product
designed for use in schools would supply seven hours of instruction on the topic plus
many more opportunities for students who need extra instruction to practice (Lally,
2003).
This study explores the perceptions of children, parents, and teachers regarding
the topic of video games. Ultimately, the evidence in this literature review suggests that
there is evidence of positive skills that children can acquire through game play. Although
there is much research supporting the positive effects of video games, do parents and
teachers know and understand this? Do parents know about appropriate playing and how
to be involved in their childs gaming experience? Does social playing effect parents
views? How do teachers feel about children playing video games, especially teachers
who have children of their own? This study looks at real perspectives of children, parents,
The overall focus of this study was to examine the perceptions of elementary
students, parents, and teachers regarding video games. Perceptions of how often to play,
how long, social elements, the appropriateness of game selection, and the skills related to
The design of this research was a mixed methods approach using both qualitative
and quantitative data. Creswell (2008) defines triangulation as, The process of
collection (p. 266). He goes on to say, This ensures that the study will be accurate
processes.
Triangulation was used to collect data for this inquiry. The instruments used were
surveys and interviews given to students at the elementary-age level, their parents, and
the teachers in the district at the time. This allowed a comparison of the perceptions of
each group with each other to current research on the topic. By using surveys (for able
readers) and interviews (for younger students not able to independently read and write
yet), perspectives were available of students from different age and ability levels within
Participants
Since there is little research on video games and children under the age of eight,
this study, which includes children ages six through ten, provided useful information to
this process and others. Therefore the student sample ranged from first through fifth
graders. The student sample encompassed students of mixed ability levels, together with
students in reading support, Special Education, Title Math, Speech and Language, and
English Language Learners. They did not vary in race, as all were Caucasian students
with the exception of one American Indian. There were twenty-two male and nineteen
female participants, ranging from six to eleven years old. The student numbers of
participation were: fifteen first graders, four second graders, sixteen third graders, zero
fourth graders, and seven fifth graders. Some students who participated in this survey did
play video games, and others did not so both perspectives were available.
children and compare the information given by parents and students. Parent participants
were chosen by willingness. Parents who were able to engage in the study signed release
forms for themselves and their child. The parent participant numbers were thirteen
parents of first graders, four parents of second graders, thirteen parents of third graders,
zero parents of fourth graders, and six parents of fifth graders. Parents ranged in age from
twenty to fifty years old, with four parents in the 20-30 range, sixteen in the 31-40 range,
and fourteen in the 41-50 range. The surveys were returned by five fathers of the children
Teacher participants assisted the inquiry due to their unique perspective. Teachers
work with elementary-aged students on a frequent basis, and many of them also offered
their knowledge as a teacher and a parent. Teachers were Caucasian and ranged from first
through fifth grade teachers and included specialist teachers such as music, Title Math,
Setting
The participant elementary schools and others who contributed to this study were
located in southeastern Wisconsin, all within the same school district. The surveys and
interviews were implemented within the childrens own classroom setting and
administered by the cooperating classroom teacher. Surveys in grades three through five
were administered as the children read and answered their own questions. The surveys for
grades one and two were read aloud to the participants by the childs classroom teacher
The parent surveys were sent home with the child in a sealed envelope for the
parent to fill out at their convenience and choice of location. Parents sent the surveys
back with the pre-written alphanumeric code on them in a blank and sealed envelope to
ensure anonymity. Blank teacher surveys were available in a common area for teachers to
take and fill out in the location of their choice. They were returned through interoffice
mail in sealed and indistinctive envelopes. For full consent form information, see
49
Appendix A for student consent form and Appendix B for parent and teacher consent
form.
Instruments
The instruments used to obtain this data include surveys and interviews with the
participants. See Appendix C for a complete sample student survey, Appendix D for a
parent survey, and Appendix E for a teacher survey. The survey was conducted using
original instruments regarding the topic of video games because no reliable surveys were
available. Questions were asked based on the research conducted in order to compare
perceptions of participants.
Each survey had a total of thirteen questions. There were separate surveys for
students, parents, and teachers, but each asked the important questions in a manner for
the participants to understand. The teacher survey differed because they were asked more
of their own perceptions and thoughts without associating with a specific child. It could
not be assumed that all teachers had their own child to complete the survey regarding, so
All surveys were given using alphanumeric codes to ensure anonymity. Student
codes were given using the number of their grade level and a corresponding letter to their
name. Parents were given the same alphanumeric code as their child. Teachers were
given a number based on participation. The subsequent section will detail the procedure
Procedure
In order to conduct this research, the first step was to obtain permission from the
and process, the Superintendent consented to include the district and wrote a formal letter
of approval. Informative meetings were then held with both elementary principals in
order to make them knowledgeable about the overall study, surveys and interviews that
would be conducted within their buildings. After approval, student participants were
Teachers from first through fifth grade classes were chosen by willingness to
participate. Four teachers consented to allow their class to be a participating class in the
research. These teachers sent consent forms in a sealed envelope for both the parent and
child. Consent forms were returned in blank white envelopes and confidentially given or
sent through interoffice mail. All consent forms were kept in a locked safe. Blank consent
forms were placed in a common area for teachers to fill out and return. Ten teachers filled
A survey was constructed to obtain data relevant to the questions specific to this
inquiry. A similar survey was not available so three instruments, a student survey (See
Appendix C), a parent survey (See Appendix D), and a teacher survey (see Appendix E)
were composed. Students who were not able to read or write the answers to their own
questions were given the surveys in an interview format with an adult writing down their
responses.
51
This survey was given to a test population before being used with the research
participants. It was modified based on input and opinions from the test population. Some
of the modifications included: adding an age range for parents for their own comfort,
defining the skills for students in order to facilitate understanding, changing the wording
on the student survey from game that helps this skill to how games help this skill in
order to better understand the perceptions of participants, and adding the question of the
relationship of the parent to the child. All these modifications helped better achieve the
This study can be recreated by using the surveys on a different population with
the same surveys for students, parents, and teachers. By having the surveys readily
available, another researcher can distribute them and analyze results. This study would be
beneficial to many populations and may show different data based on the participants
contributing.
Data Analysis
The data was analyzed both qualitatively and quantitatively. Many questions were
asked with specific answer choices in order to give a range for the data. In addition, open-
ended questions were given in order to obtain more personal information and perceptions
analyzed. Qualitative answers were typed into a Microsoft Word document. This allowed
the researcher to have the data all in one accessible location to copy and paste
information into the research document. Parent and teacher data from the skills section
By organizing the data, results will be able to be utilized to the fullest extent.
Themes and patterns of the data will be analyzed using deductive reasoning. This will
add to the literature and research on student, parent, and teacher perspective on the topic
of video games.
53
The problem of this study was to examine student, parent, and teacher
perspectives on the topic of video games. This study was guided by the following
questions:
1. What are student, parent, and teacher perspectives on the topic of video games?
3. Are there positive skills transferred from playing video games into the elementary
5. Do the elements of appropriate play (how often and how long children play)
The results from this research were gathered using surveys (for able-reading
participants), interviews (for participants who were not as strong in reading), and school
predominantly Caucasian school district. District statistics, taken from the 2005-2006
School Performance Report included 130.68 full-time licensed staff members employed,
Two elementary schools were utilized for this research with a combined total of
318 students and an average attendance rate of 96.39%. Of this population, only 41
students were included in this study. Elementary-aged students, parents of these students,
54
and teachers in the district were surveyed to determine their opinions. Parents and
Participant Demographics
The participants in this study included students in grades one through five, their
parents, and teachers. Students were asked their exact age and parents were asked to
circle a range to confirm their age. This was to help parents feel more comfortable if they
did not want to report their exact age. See Table 1 for student ages and Table 2 for parent
ages. Among participants, gender differences were: 54% boys and 46% girls in the
student population, 15% men and 85% women in the parent participants, and 100%
women in the teacher sample. See Figures 1 and 2 for participant ages.
Stude nt Age s
A ge 11
7%
A ge 10
7%
Age 6
32%
A ge 9
15%
A ge 7
A ge 8 12%
27%
55
41-50 years
41%
31-40 years
47%
Participants reported the following video game usage: 85% of students reported
that they do play video games while the other 15% do not; parents reported that 82% of
their children play video games and 18% do not; 36% of parents admitted to playing
video games, of the 60% of teachers who have children all 100% of those kids play video
games.
Applicants were then asked which game systems they play, with the following
choices given: Xbox/Xbox 360, Nintendo (Wii, Super Nintendo, Game Cube),
Playstation (1, 2, or 3), and/or handheld games (Gameboy, Nintendo DS, PSP).
Participants were able to circle more than one answer if it applied. Conclusions are
specified in Table 1. The purpose of this question was for participants to understand the
game systems in question. This survey was not intended to include computer games and
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by asking this question the participants were aware of the systems they should be
considering when completing this survey. See Appendixes C, D, and E for complete
surveys.
Students were asked how often they play with these choices given: 1-5 times a
month, 1-5 times a week, or every day. Parents and teachers reported based on their own
childs play time. Outcomes are reported in Table 2. This question helped narrow down
information about playing time, as well as compare data between the groups.
Along with the frequency of play time, students were also asked about how long
they play once they begin, on each occasion of playing. Parents and teachers were asked
the same question in relation to their childs play. The choices of less than an hour, about
an hour, about two hours, or more than two hours were given. Results are given in Table
3. This question was intended to determine the average and appropriate (if different) play
time of children in this age group based on the perceptions of students and parents. These
percentages are based only on the children who play video games.
All teachers who were included in this inquiry were asked if they thought children
should play video games. Of those surveyed, 90% conveyed yes, commenting that
students should play certain games in moderation, with supervision, and that the skills
gained on computer and video games are vital for kids of this generation.
Social Aspects
Contributors were asked about the social aspects of playing by choosing whether
they (or their child) play video games more often alone or with friends. 54% of students
and their parents claimed that they play alone and 46% percent stated that they play with
friends. Parents then elaborated on how it is decided whether their child plays alone or
with friends. The most common reason for playing with friends was the social aspects of
playing- getting together, watching each other, family time, and parent-child bonding
time. Parents whose children mostly played alone commented on restrictions, such as
only one controller, only child, or that they dont have the games in their house so their
children go to friends homes. The last group of parents said that their child plays other
Teachers unanimously thought that children should play video games with friends
due to reasons such as interpersonal and social play, working and playing together,
authentic competition, and opinion sharing. The group also commented that there are
benefits to playing alone, but expressed that ultimately there are more benefits to playing
with others.
Another social aspect of game playing, helping a child make friends, was
explored as well. See Appendix D for complete parent survey and Appendix E for
complete teacher survey. This question was proposed to compare data and insight from
the different groups. 34% of students, 54% of parents, and 60% of teachers said that
video games do help children make friends; while 66% of students, 44% of parents, and
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20% of teachers do not think video games help. One parent and two teachers did not
Students were then asked how they choose the games they play in the student
survey in Appendix C. Children were given space to write how they choose their games
and in the interview format they vocalized their answers. This question was proposed to
get information about the adult involvement in helping young children select appropriate
video games. Students mostly answered that they chose games based on whether they
were fun or not, in their own opinion, with explanations such as, I choose the ones that
look like they will be fun and I just see if I like them and then play them. Another
trend in student answers was that they played with someone elses help, like a friend,
sibling, or parent. Some responses included, My friends are there and they help, When
I play with my sister I let her pick the game, and My brother picks them because I
dont know which ones to pick. Some children also liked to choose games with familiar
characters, such as If I have the movie I want the video game and Usually I play the
game that I watch on TV. The last tendency of answers included kids who chose them
without any reason. Some commented, I look at the shelf and pick whatever I want or
I look at them. One student even said that she chose the games by Eenie, meenie,
miney, mo.
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perception of involvement to that of their childs. The most common response was that
the parent buys the games without any clarification. Comments such as, I buy all of her
games, I pick out the games, and It must be approved by me help elucidate that
parents are involved in the process but not particularly how. Many parents commented on
the appropriateness of the games, saying ideas like, I read up on what the games are.
Ive even tried them before purchasing. I look at the ratings as well as why its rated
mature, teen, everyone, and what is involved to play the game. Many parents and
Others preview the games before letting their child play. Supervision seemed to be the
After revealing how they chose the games they played, participants were asked if
they thought video games ever helped them with school. This question was asked in order
simple yes or no response. 62% of students, 74% of parents, and 90% of teachers claimed
that video games do help children with school, while 38% of students and 26% of parents
said they do not. One teacher participant answered not sure. Some remarks included,
kids love technology, play always helps children develop, there are some great
academic games for math and reading, and there is a concentration and perseverance
Student participants were also asked about specific skills relating to video game
usage. The skills are listed in Table 4, along with the child responses of yes (video games
help me with this skill) or no (video games do not help me with this skill). Children were
61
also given a written explanation of some of the harder concepts, such as hand-eye
coordination and fine motor skills. Parents and teachers were asked to rate these skills
according to their helpfulness. The scale went from 1-11, 11 being the highest with one
number being assigned to each skill and each number only used once. By prioritizing
these skills in order of their support of skills, parents and teachers were asked to examine
their beliefs on what specific skills are acquired. Table 4 highlights the ratings of all
participants.
The data showed high parent modes in hand-eye coordination and fine motor
skills. In addition the averages varied up to 2 points in some cases, concluding that some
participants had outlying answers. Also, there was a 4 point discrepancy between parent
and teacher median answer regarding student motivation. See Table 4 for complete
results.
When asked if video games help children with any other skills, responses were
given of: social skills such as patience, sharing, taking turns, and persistence, technology
skills, and specific academic skills such as geography, problem-solving, and economics.
One child said that video games help him organize his thinking.
Good Games
Students were asked what they thought made a video game good. This open-
ended questions purpose was to help understand the perspectives of students regarding
the popularity and interest of video games. This question intended to help understand
what children enjoy most about playing video games. Answer trends were divided among
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the game being fun and the game having specific elements in it. Many students thought a
game was good if it was fun when you play it. Students commented, You can do stuff in
a virtual world and I think thats fun and A video game is fun if you get to play it.
Others wanted specifics in a game, such as football games, dog games, racing games,
games with light sabers, and sports games. Others commented on other elements such as,
You get to fight and [I look for] violence when I play a game.
Other trends included the graphics/game design and educational games. Some
students were drawn into the background, the excitement, action, and the things
you can do. Some students look for games that are educational, such as Sometimes on
video games they help you learn. Two boys commented that good games help me read
Parents replied with some similar answers, such as the element of fun and the
graphics and design. Answers included lots of action, excitement, color, fun, excitement,
and entertainment. The predominant answer from parents was that they thought their
child (or other children) like the competition and challenge best. Many referenced the
challenge of winning or trying to beat the game. Others thought that children had the
desire to beat the game and win, competitive challenges, and the challenge of
parent-child bonding, and playing with other kids. Other parents included uncommon
observations such as the activity, self-esteem, sense of pride, and the idea of children
Table 4 Positive Skills Transferred from Video Games
having things (such as pets) in a virtual world that are not possible in reality. Teachers as
parents also reported the graphics and design, such as the action, sounds, and stimulation,
the elements of competition and control, and the rewards of achievement and instant
feedback. Teachers without children of their own also noted essentials of design,
Results
aged students, their parents and teachers. 85% of students surveyed reportedly play video
games. According to a study by Anand (2007), Video game penetration in the United
States is significant with 90% of U.S. households with children having rented or owned a
video or computer game (p. 553). Although this inquiry asked students if they play
video games (in present tense), the statistics were very close. 85% of students did claim
to play video games. The most common game system played by children was Playstation.
The video game rating system by Buckleitner (2007) has been explored by many
parents as they reported using this to help determine appropriate games. This rating
system was designed to help consumers be able to make an educated decision, and many
games may well become more and more recognized for their power and potential to teach
and inspire (p. 1). This statement was reiterated throughout this inquiry as 62% of kids,
74% of parents, 90% of teachers attested that video games do help kids with school.
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making choices. Parents reported hand-eye coordination, increasing reaction time, and
fine motor skills as the major benefits to game playing, and teachers reported motivation,
Childrens interest in video games was far more complex than we had thought
images, full of action, where the experience of traveling and adventure became a
form of exploration that could stretch out over time and space in a highly variable
educational value, and fun. These features, along with a sense of motivation, can help
adults understand the draw of games in the eye of a child. DeMaria (2007) claims that,
We play to learn and practice skills, to achieve beneficial mental stress, to feel
forbidden activities, to relax, and to socialize. One of the most powerful aspects of
games is their ability to motivate us to immerse ourselves in worlds where our minds are
wide open and ready to learn and persist in that learning (p. 60).
Provenzo Jr. (1992) reported that, Video games can offer consumers a type of
medium providing information that both entertains and educates (p. 1). Parents thought
kids enjoyed video games for the elements of fun, challenge/competition, graphics, and
social elements. Teachers thought kids like the graphics, competition, and rewards/instant
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feedback. Students reported the elements of fun, as well as academic benefits such as
reading, math, and decision making. Kids know they are learning and enjoy the
With the entertainment and educational benefits, video games can have many
suggests: This is your mission as a parent: You can and must make an effort to find out
what your kids are doing and talk to them about it, rather than letting them just close
themselves in their rooms doing something we dont understand and cant talk about (p.
111) He also goes on to say that, The more you engage your kids in conversation about
their world and the things that interest them, the more they will appreciate what you are
doing, and the more they will be open to talking, sharing, and accepting suggestions and
Analysis
The views obtained throughout this research were found through surveys at two
elementary schools in southeastern Wisconsin. The elementary schools did not have
much racial diversity and most students came from middle-class families. This did lead
to a more limited view of results, but findings did parallel research by DeMaria (2007),
Gee (2003), and Prensky (2007). The omission of a fourth grade classroom did not seem
who participated in the study, the majority of surveys completed by parents were from
students mothers, and there were no parents older than 50 years old included in the data.
children saying that they play video games and parents reporting that their child plays
video games. This minor percentage was still surprising that some parents are unaware of
their childs playing. Does this gap in communication lead to different attitudes about
playing?
34% of students versus 50% of parents and teachers thought kids should (and do)
play video games for less than an hour. Then 48% of students reported playing about an
hour, while 38% of their parents and 50% of their teachers testified to that range of
playing time. The difference in statistics of children may be due to their inability to
correctly perceive elapsed time. Many children did not know what an hour was, or
It was also surprising that there were not any teachers who thought children
should play for more than an hour. 0% reported appropriate playing time of about two
hours or more than two hours. 83% of teachers as parents also thought that it was
appropriate for their children to play 1-5 times a week, while parents were split in a three-
way decision between never, 1-5 times a month, and 1-5 times a week. Is this more
lenient teacher view due to their exposure to many children in addition to their own?
Of all the parents who completed the survey, 9% claimed that their child did not
play video games but that video games help children with social skills and making
friends. Why was there a difference in opinion? If parents believe video games have
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social benefits, do they also believe that the other negatives outweigh the positives? On
the other hand, 41% of parents whose children do play video games stated that video
games do not help children make friends. What are the other benefits to playing video
games that still allow them to let their child indulge in game time?
One final surprise in this research was that the element of challenge and
competition was not noted by any student participant as a reason to play, yet parents and
teachers mentioned this as one of the top reasons. Is this due to parents and teachers
having a different perspective of playing than children do? Or is it due to a higher level of
Discussion
Children, parents, and teachers agree that video games do have positive effects
that affect student learning and growth. Skills such as hand-eye coordination, increased
reaction time, the use of imagination and choices, reading practice, and decision-making
Social aspects of playing are important. The social experience of playing was
reinforced with all populations. Children have the potential to grow and learn from each
interaction with others and video games offer a venue for that. Many parents, even those
whose children do not play with others, reported benefits and justified unaccompanied
play in a way that alluded to the fact that they would like their child to play with others if
Even with all the benefits reported by children, parents, and teachers, they come
with a stipulation: supervision. Children need guidance in video game selection because
their thought process is not always a complex one, as they choose games for reasons like
eenie meenie miney mo. Some kids admit that they need help in choosing, from a
sibling or family member. Kids dont always notice or understand the positive and
negative elements of each video game. Overall, parents were very aware of appropriate
play time, length, and how their involvement affects their child and game playing.
70
The purpose of this study was to examine student, parent, and teacher
1) Whether there were positive skills transferred from playing video games into the
4) How the elements of appropriate play (how often and how long children play)
video games on childrens social and educational growth. In addition, previous research
focused primarily on children eight years and up. Therefore, themes extracted from the
literature helped designate survey questions for children that were modified to meet the
needs of a younger range of children from six through eleven years of age.
The data collected from the surveys in this study revealed some evidence that
students, teachers, and parents were in agreement that video games do have some positive
effects. Skills such as decision-making skills, hand-eye coordination, fine motor practice,
increased reaction time, engaging social situations, motivation, the use of imagination,
and the performance of reading were all skills reported by the majority of the
participants.
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This research brought to light many reasons that children play video games.
Students reported enjoying games that were fun, had specific elements they were looking
for such as sports or characters, had good graphics and game design, and had educational
value. Parents claimed that their children enjoy the elements of fun, excitement,
entertainment, challenge and competition, social benefits, and game design. Teachers
achievement were the main reasons that children enjoyed video games.
Another outcome was that parents play an active and significant role in their
childs game playing experiences. Parents and teachers believe that play time should be
monitored, as well as the content of the game played. Most adults agreed that one to five
times a week is an appropriate amount of play time for this age group of children ages 6-
11 years old. In addition, they agreed that children should play for an hour or less on each
occasion. Children, parents, and teachers concurred that supervision in game choice is an
appropriate games, parents described looking at game ratings and content, and some
Another theme of this research was that social engagement of playing was an
important element to all populations. Children enjoyed playing together, parents observed
social benefits, and teachers viewed it as an opportunity for essential developmental play
time. With the changing age of technology, opportunity for free-play and problem-
solving skills can be limited, and video games offer a chance for children to engage
students, teachers must be aware of potential teaching methods that are appropriate for
this population. In regards to video games and their potential integration into the
classroom, teachers must be informed of the possible positive and negative effects of
video games and be constantly supervising the situation. Parents must also monitor and
guide their children in their game choices, play time, and communicate their expectations
for playing. As parents and teachers educate themselves, they may increase the positive
experiences for children as they understand more about the games played, the reasons for
This study posed some related questions. Should schools look into meeting the
needs of their students through video games in an academic setting? What barriers can
how does standardized testing affect how and what is taught? In addition, as video game
popularity continues to grow, how can education keep up with the interests of its future
children? How would education differ if children felt the same about going to school as
students be aware of the learning outcomes? Are more students apt to play when thinking
the primary purpose is for entertainment? Or should students be aware of the positive
Future Implications
This study has many implications for the future regarding the students, parents,
and teachers researched. It was observed that students are not unrealistic about their
expectations of video games. Only 62% of students reported that video games help them
with school, realizing that video games are mainly for entertainment. Yet when asked
about specific elements more than 62% responded yes to video games increasing the
This means that although children know that the primary purpose of video games is for
entertainment, they do have potential to help them with specific academic skills.
One important note for parents is that not a single child participant listed
competition as a reason to play video games. This is notable due to the fact that parents
can make the decision whether or not to introduce their child to the concept of
should be aware of their childs playing time. 83% of children reported that they play
video games less than 6 times a week, and 82% do not play for more than an hour at a
sitting. If parents continue to monitor their childs game playing time as they did in this
study, children should be able to find a balance between video games and other activities.
The common thread of supervision and communication are imperative for parents in
choosing games, observing their child while playing, and dialoguing. This will help make
video gaming a safe, fun, and academic experience for the child. In addition, many
parents use video games as a common ground to begin dialogue with their child. Some
74
even play with their child, creating a positive experience and an attitude of acceptance for
A positive outcome of this inquiry was that video games can be integrated in a
school curriculum with clear communication. Parents and teachers were willing to accept
that video games do have benefits that carry over to a school setting. With positive
expectations, supervision, and knowledge of the content of games, parents are able to be
notified of the benefits that their child will receive from their playing experience. In fact,
throughout this research, one of the schools surveyed received a donation to buy hand-
held Leapster game systems to be used as a literacy center in first grade classrooms. With
Child participants reported that the elements of video games that they liked
included fun elements, specific interest items (such as sports and animals), and academic
aspects. Children do want to learn, especially when its in a way that they find fun. If
teachers and schools utilize the elements that children enjoy, they will reach more
Ultimately, attempts to repeat this study would be beneficial on a larger and more
diverse population. Further exploration into new populations, including more male
teachers and fathers of elementary-aged students will help identify any other issues or
concerns pertaining to video games and their developmental effects. In addition, further
research into the appropriate assimilation of video games would benefit elementary
school teachers when attempting to incorporate them into the curriculum or daily routine.
75
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APPENDIX A
Dear parents,
I, a first grade teacher in the district, am a graduate student enrolled in the research core at Carroll
College, located in Waukesha, Wisconsin. I am asking for your permission to include yourself and your
child as a participant in my thesis research of the potential positive effects and skills transferred from video
games into the elementary classroom to enhance student learning. Through the use of student, parent, and
teacher surveys, I will determine the different perspectives related to appropriate game playing, game
selection, and if there are positive effects and skills that can be transferred from video games. It is my
intention to discover if there are benefits of video game playing that can help others be more accepting of
the changing generation. Your child does not need to play video games to participate in the study; it is
merely asking opinions from different sources (students, parents, and teachers) relating to the subject of
video games.
Students who are willing to participate in the study will be given a two sided survey to complete.
They will do this either orally (for students who need support with the reading of the survey) or written (for
competent readers). In addition, I will send a survey home for you to fill out with similar questions. Please
do NOT discuss the survey with your child until both your survey and your childs have been turned in.
Your childs teacher will also fill out a survey relating to their perspective on video game playing. Your
child will be assigned an alphanumeric code that will conceal their identity for the purpose of the study.
You will also be given the same number to correlate your childs responses with yours and your answers
will also be kept confidential. I will be the only person reading the responses and will not mention names
when referencing answers. Your childs teacher will determine an appropriate time to administer the
survey, which should take no more than ten minutes of your childs time. I would be more than happy to
discuss any part of the research with you at any time.
There are no expected risks or side effects that participants will experience. It is my hope that the
survey will assist others by opening their eyes to potential positive effects and skills that may be transferred
from video games. As Provenzo (1992) stated, Video games are a major consumer product for our
childrenone that might soon be in the classroom. As educators, we need to be aware of our students
learning styles and preferences. Incorporating the use of technology, such as video games, in the classroom
may be in our future and it is up to us to appropriately use our resources. By learning more about the
subject, we can make more informed decisions about possibilities for our classroom.
I would greatly appreciate your consent (by signing and dating the back of this letter) to have
you and your child participate in this valuable study. However, if you choose not to allow your child to
participate or not to participate yourself, simply refrain from signing this consent form. Regardless of your
decision, I thank you for your time in reading this letter and considering this study. Signing the letter and
having your child participate in this study will greatly help the field of education and myself. I do
appreciate the consideration you took in making this decision. Furthermore, you may withdraw your child
from the study at any time without any penalty or loss of benefits.
If you wish to hear results of my research, I plan to finish in December of 2008. I would be more
than willing to share with you the findings at that time. In the meantime, if you have any questions or
concerns at any point before, during or after this study, please feel free to contact me at 262-642-6727,
extension 241 or email at cootif@easttroy.k12.wi.us.
Sincerely,
Tiffany Coopman
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If you have any complaints about your treatment as a participant in this study, please call or
write:
I have read or have had read to me all of the above. Tiffany Coopman has explained the study to me and
answered all of my questions. I have been told of the risks or discomforts and possible benefits of the study.
I understand that I do not have to take part in this study, and my refusal to participate will involve no
penalty or loss of rights to which I am entitled. I may withdraw from this study at any time without penalty.
The results of this study may be published, but my records will not be revealed unless required by law.
Any identifying information obtained in this study will be treated as confidential and will be safeguarded in
accordance with the Privacy Act of 1974.
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APPENDIX B
Are there Positive Effects and Skills that can be Transferred from Video Games into the Elementary
Classroom to Enhance Student Learning?
Tiffany Coopman
Dear parents,
I, a first grade teacher in the district, am a graduate student enrolled in the research core at Carroll
College, located in Waukesha, Wisconsin. I am asking for your permission to include yourself as a
participant in my thesis research of the potential positive effects and skills transferred from video games
into the elementary classroom to enhance student learning. Through the use of student, parent, and teacher
surveys, I will determine the different perspectives related to appropriate game playing, game selection, and
if there are positive effects and skills that can be transferred from video games. It is my intention to
discover if there are benefits of video game playing that can help others be more accepting of the changing
generation.
Participants in the study will be given a two sided written survey to complete. You will be
assigned an alphanumeric code that will conceal your identity for the purpose of the study. I will be the
only person reading the responses and answers will also be kept confidential. I would be more than happy
to discuss any part of the research with you at any time.
There are no expected risks or side effects that participants will experience. It is my hope that the
survey will assist others by opening their eyes to potential positive effects and skills that may be transferred
from video games. As Provenzo (1992) stated, Video games are a major consumer product for our
childrenone that might soon be in the classroom. As educators, we need to be aware of our students
learning styles and preferences. Incorporating the use of technology, such as video games, in the classroom
may be in our future and it is up to us to appropriately use our resources. By learning more about the
subject, we can make more informed decisions about possibilities for our classroom.
I would greatly appreciate your consent (by signing and dating the back of this letter) to have
you participate in this valuable study. However, if you choose not to participate, simply refrain from
signing this consent form. Regardless of your decision, I thank you for your time in reading this letter and
considering this study. Signing the letter and participating in this study will greatly help the field of
education and myself. I do appreciate the consideration you took in making this decision. Furthermore, you
may withdraw from the study at any time without any penalty or loss of benefits.
If you wish to hear results of my research, I plan to finish in December of 2008. I would be more
than willing to share with you the findings at that time. In the meantime, if you have any questions or
concerns at any point before, during or after this study, please feel free to contact me at 262-642-6727,
extension 241 or email at cootif@easttroy.k12.wi.us.
Sincerely,
Tiffany Coopman
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If you have any complaints about your treatment as a participant in this study, please call or
write:
I have read or have had read to me all of the above. Tiffany Coopman has explained the study to me and
answered all of my questions. I have been told of the risks or discomforts and possible benefits of the study.
I understand that I do not have to take part in this study, and my refusal to participate will involve no
penalty or loss of rights to which I am entitled. I may withdraw from this study at any time without penalty.
The results of this study may be published, but my records will not be revealed unless required by law.
Any identifying information obtained in this study will be treated as confidential and will be safeguarded in
accordance with the Privacy Act of 1974.
APPENDIX C
Student survey
1. Age: _______
2. Circle one:
Boy
Girl
4. What game systems do you play? Circle any that you play:
Xbox/Xbox 360
Nintendo (Wii, Super Nintendo, Game Cube)
Playstation (1, 2, or 3)
Handheld games (Gameboy, Nintendo DS, PSP)
Other: ________________________
6. How long do you play once you have started? Circle one:
Less than an hour
About an hour
About two hours
More than 2 hours
_____________________________________________________________________________
______________________________________________________________________________
9. How many video games do you own? Estimate/guess the number: ________
10. Do you think video games ever help you with school? Circle one:
Yes
No
11. Do you think video games ever help you make friends? Circle one:
Yes
No
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______________________________________________________________________________
13. Circle the ONE kind of game you like BEST (or would like to play best):
Strategy games (you have to figure something out)
Action games (where you are moving around, adventure game)
Puzzle games
Role-play games (where you can be someone different)
Sports games
14. Circle YES if you think video games help you with the skill or NO if you dont think they help you. If
you say Yes, please tell how you think games help you.
Yes No hand-eye coordination (able to see and move at the same time)
How: _________________________________
Yes No fine motor skills (things with hands, like writing and sewing)
How: _________________________________
Yes No reading
How: _________________________________
Yes No health/exercise
How: _________________________________
Yes No choices (you can choose things in the game, like characters)
How: _________________________________
Are there any other ways that you think video games help you with in school?
______________________________________________________________________________________
APPENDIX D
Parent survey
7. How long does your child play once they have started? Circle one:
Less than an hour
About an hour
About two hours
More than 2 hours
8. Does your child play games MORE alone or with friends? Circle one:
Alone
With friends
Please tell how that is decided:
________________________________________________________
______________________________________________________________________________
______________________________________________________________________________
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10. Do you think video games ever help your child (or any children) with school? Circle one:
Yes
No
11. Do you think video games ever help your child (or any child) make friends? Circle one:
Yes
No
12. What do you think your child (or other children) likes about video games?
______________________________________________________________________________
______________________________________________________________________________
Please rank the skills in order of how helpful video games are in the following areas. Please rank from 1
(least helpful) to 11 (most helpful), using each number only once. 11 means that video games help your
child the most with this skill, 1 means that video games help your child the least (or not at all) with this
skill.
Please put the skills in order from the most helpful (11) to the least helpful (1) regarding your child.
If your child does not play video games, please list them in the order which you think video games are
helpful to other kids.
____ hand-eye coordination (able to see and move at the same time)
____ fine motor skills (things with hands, like writing and sewing)
____ reading
____ health/exercise
____ motivation/interest
____ imagination/creativity
Are there other skills you think video games help your child with? Please list them:
______________________________________________________________________________
APPENDIX E
Teacher survey
5. How often do you think is appropriate play for video games? Circle one:
1-5 times a month
1-5 times a week
Every day
6. How long do you think is appropriate play for one sitting? Circle one:
Less than an hour
About an hour
About two hours
More than 2 hours
7. Do you think children should play games MORE alone or with friends? Circle one:
Alone
With friends
Please explain: ___________________________________________
________________________________________________________
8. What role do you think parents should play in their childs game selection?
_______________________________________________________________
_______________________________________________________________
9. Do you think video games ever help children with school? Circle one:
Yes
No
Please explain: ___________________________________________
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10. Do you think video games ever help children make friends? Circle one:
Yes
No
Please explain: ___________________________________________
________________________________________________________
_______________________________________________________________
_______________________________________________________________
Please rank the skills in order of how helpful video games are in the following areas. Please rank from 1
(least helpful) to 11 (most helpful), using each number only once. 11 means that video games help children
the most with this skill, 1 means that video games help children the least (or not at all) with this skill.
Please put the skills in order from the most helpful (11) to the least helpful (1).
____ hand-eye coordination (able to see and move at the same time)
____ fine motor skills (things with hands, like writing and sewing)
____ reading
____ health/exercise
____ motivation/interest
____ imagination/creativity
Are there other skills you think video games help children with? Please list them:
__________________________________________________________________________
__________________________________________________________________________