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Games in the classroom

Alexiei Dingli, Christian Bonello, Gordon Farrugia


Department of Intelligent Computer Systems
University of Malta
Malta
Email: alexiei.dingli@um.edu.mt , cbon0035@um.edu.mt , gfar0023@um.edu.mt

Abstract—The fundamental purpose of education according generally more appealing for a number of reasons. First of
to [1] is to guarantee that all students benefit from the learning all, there is the thrill that video games yield to the player
experience to the full, by ensuring their participation in public, whilst allowing him to be in control of the game. This is
community and economic life. To achieve this, educators need new very significant for the child, since it allows him full freedom
methodologies which would help them reach these goals using the (in a controlled environment) which is very different from
most effective tools possible. A myriad of methods have been used
the controlled environment offered by his parents, teachers or
so far and the idea of fun learning through the use of games is
permeating through the educational system as being an effective guardians. Games are also exciting; they are generally designed
way of educating the students. In the following study, we will peep to give the gamer an adrenaline rush without the need to get up
into the future of education by seeing what educators and their from the chair. They also give the user a sense of achievement;
students think about it. We will see if they’re ready to put aside the fact that one masters different levels and progresses through
more traditional methods whilst resorting to games as effective different levels whilst performing challenging tasks, give the
teaching tools. user a positive sense of accomplishment. Therefore it is no
surprise that 97% of children play video games [7]. Digital
I. I NTRODUCTION games are so popular that in the past years, games have grown
as popular as movies. In fact in 2009, [8] reported that for the
In the past couple of decades, the world has taken a huge first time in UK history video games outperformed Hollywood
technological shift. Devices ranging from personal computers movies. Similar trends can be observed in other countries. [9]
to tiny smart phones are a common sight in nearly every even claim that the global video game industry will reach $82
household. The internet too permeated our daily lives and in billion by 2017. It is immediately evident that video games
fact most people have access to it at home, at work or even on form a huge part of todays market and as such, cannot be
the go. It is interesting to note that in Africa, there are more ignored.
people who have access to the internet than they do to clean
water or even sanitary facilities according to [2]. Further still, However, despite being so popular, games often struggle
[3] claims that on a global scale, there are more people with to be taken seriously. [8] states that when critics want to
a mobile phone subscription than those who have access to throw an insult at a film, they tend to say that it looks like
electricity or even to safe drinking water. a video game. Most adults, still view games as a way to relax
and pass time, while some even consider them as a waste of
Therefore we are expecting the upcoming generations to
time. Such people still dont see the educational benefits of
be much more tech savvy since they were introduced to
gaming. [10] describes them as being ”popular but despised,
technology from a very young age. These children are very
thought to be beneath serious evaluation”. This is because
accustomed to computers and consider them as part of every-
in the past, games were only a means of having fun. But
day life because, as Alan Kay said (according to [4]),
with today advancements in technology, games have reached a
Technology is only technology if it was invented high level of interaction and sophistication. Their sound, image
after you were born. and animation are very useful for picturing complex situations
without losing the fun of the game. In [11], Profs Van Eck is
Being introduced to technology at such a young age, chil- quoted claiming that games are good to help practice inductive
dren tend to use these technologies with a familiar approach reasoning, increase visual skills, improves the integration of
and view such technology as an everyday object. In fact, [5] information from different sources and allow the players to
states that students do not see anything wrong with using their solve cognitive conflicts. Contemporary computer games and
mobile phone during class. Further still, we’ve recently seen those designed for proprietary systems like PlayStation and
countries ( such as Malta [6] ) proposing the introduction of Xbox, are pushing further into realistic simulation through
tablets in schools. The educator should take full advantage graphics, animation, sound and interactivity. The image of
of this and use technology to reach his goals in educating the computer as a calculator has become quaint and dated.
his students. This technology can take various forms such as Computing today is less about rules and calculation and more
electronic books, but one of the most popular form, especially about simulation, navigation and interaction [12]. Games have
with children is definitely in game form. become so realistic that they can be used to simulate all types
of things.
A. Game Based Learning
We have seen flight simulators to help pilots train, med-
Nowadays, children are opting more towards digital games ical simulators to help doctors. Even the military is using
rather than more traditional forms of play. Digital games are simulation programs to get the soldiers familiar with hostile
terrane. So why not also introduce these simulations in normal who most probably were raised in a much calmer environment.
classrooms as a teaching tool? Computer game designer Chris Children are accustomed to games that need fast reactions
Crawford argues in [13] that playing games to practice skills and so they will immediately notice the stark contrast in the
is a vital educational function for any creature capable of classroom. That is why games in education can help keep
learning. Games are built in such a way to absorb the player, the students attention, because things happen at a faster pace
and to become addictive. In this way gaming companies will which is probably more familiar with students. Further still, if
ensure that their games are hits and sell millions of copies. But a student feel overwhelmed, he can easily adjust the game or
being so absorbed in a game means that the brain is giving it play it at a pace which would suite his needs.
its full attention and therefore one tends to remember a lot of
things from games. Leaning is constant in any game according It is estimated that an average young person plays 10,000
to [4], with or without the player’s conscious awareness. In hours of gaming by the age of 21 according to [17]. [18]
fact, the process of learning from games begins from a very claims that all those hours are enough to create an expertise
young age, from the very first games one plays as a child. So in the person, thus all those hours spent on video games while
it is only natural to continue this pattern of learning further growing up means that the brain of these children is more
on in life. Nowadays, children are growing up playing video prone to handle fast responses, multi-tasking and also parallel
games and so, they tend to develop certain skills which were processing. Studies [19] show that this generation is also more
rare before such as the handling of a lot of information at capable of random access thinking. This is because the games
once. Therefore, children are probably more capable to pick they play are no longer in a linear form but the player is free to
up things from game like activities than from strict structured roam around. They are also more respondent to pictures and
lectures. An educator should not try to force the students to graphics rather than text. Children tend to start playing the
learn in a way in which they feel uncomfortable but rather opt game and explore the features of the game themselves rather
for something which are familiar with such as games. than reading the game manual beforehand. It is clear that this
generation is very different than the previous one;
Games are more intriguing than traditional lectures since
they get the players involved. This helps the students stay Prensky once said in [4] that our students are no longer the
alert and conscious of what’s going on around him. Also people our educational system was designed to teach. And so
the various elements of a game will offer a challenge to the one has to change the teaching methods to accommodate this
player. For example, when stuck in a difficult or tricky part generation. In the traditional educational system, the students
of the game, gamers tend to persist on tackling the problem are raised in a competitive manner, and are encouraged to
until they manage to overcome and succeed in solving the work individually, fighting for their grades. On the other hand,
problem. We see this all the time, players tends to repeat the games promote teamwork and bring the students together in
same level over and over again until they manage to finish it. a competitive and cooperative way. This is very healthy for
This does not generally apply for a challenge encountered in a a student as in the real working world one cannot work
traditional homework assignment. Most students tend to give individually but has to cooperate with his workmates while
up the question after a couple of attempts of trying to solve at the same time competing with them. In fact, having persons
the problem and move on to the next question. This might not being able to work together is a huge issue in the working
highlight the lack of thrill of a traditional problem compared industry. This is very similar in sports, where in order to win
to the same problem represented in a video game. Also, games in a team game, one has to cooperate with his teammates
will generate discussions between the students. So inadvertetly and work as a group so as to win against the other teams.
the player continues to learn even outside of the game when In fact, contrary to popular belief, games encourage a lot of
he hears about the different approaches which other players communication between players.
use to tackle the same problem. Games as educational means
will create a more interesting environment in the classroom. In massive multiplayer online role playing games
Serious games have been proven to increase motivation and (MMORPGs) one can find a large social environment. In a
the students desire to learn ([14], [15], etc). One of the best classroom, this helps to join the classroom together to get the
ways in which one can motivate people is curiosity. Curiosity student to understand his classmates point of view. Simulations
makes the person want to know more, and this is perfect for can be used so that the students can use the theory they learned
learning. In games one can create a series of tasks, one leading in the class in real-world situations. In general, a student tends
to the other thus igniting the player’s curiosity on what’s to understand more during an application of the theory than
coming next. In this way the player continues to play the game with just the theory. Also, practice makes perfect and hence
until he completes it. This also shows that setting tasks, goals the more the student uses the theory in real life applications
and achievements [16] is also another way in which one can the more familiar he gets with the theory and how to apply
motivate people. In order to perform these tasks and complete it. It also gives him the experience he needs in the real world
the goals, one has to solve a number of problems. outside the classroom. This is especially important in various
subjects such as science where certain experiments are too
Games are also the perfect means to fill the gap between space consuming and costly to conduct in a normal school
the upcoming and previous generations. We’re particularly lab. Virtual worlds help students to get a whole view of the
referring to the big difference which exists between the educa- world and not only the subject that they are studying. This lets
tors and their students. Students in todays world are constant them explore various areas and helps them choose the one,
bombarded with information, therefore they must be trained to which they like the most. Virtual worlds also give a hands-on
act and think fast in order to keep up with the environment experience of things. For example, in the past, students could
they are in. This is opposed to their mentors and educators, only debate politics, but with todays simulation games, they
can take control of a virtual cities (such as SimCity1 ). This is relatively cheaper. There are various methods in which
gives the students a real insight on what it really means to gamification can be implemented [21]. The most common is
run a government and therefore if they decide to pursue that to use achievements, objectives, challenges, rewards, leader
career, they will already have some experience. boards, levels and other game features. A very useful method
is to assign points to various tasks. For example points for
Games teach a number of different things at once. Firs, a participating in class, points for completing the homework
game teaches a player how to do things. This is because in a correctly, etc. Then assign a level to a certain amount of points.
game, one is not only taught how to do things, but sees the For example, for every 100 points you advance one level. Then
thing happening and has control over it virtually. This gives at the beginning of the semester each student starts at level one
more understanding as it gives the player experience and a full and advances as the year continues. At the end of the scholastic
view of what is actually happening together with a theoretical year, the level that a student has achieved would reflect the
viewpoint. Second, games teach what has to be done. In order final end of year mark. This engages the users competitiveness,
to reach an objective in a game, one has to go through a series with class mates and even with themselves. People have a
of steps. In this way, the player is understanding what needs to natural competitiveness in them, they want to be the best and
be done in order to reach his objective. Third, the player learns game designers use this to make their games more appealing.
the reasoning behind what he is doing. When he performs the Therefore when implementing gamification, one has to use the
various steps in order to reach as specific goal, he will be same approach as games. This competitiveness makes the user
able to see why he has done that step and so have a better give his utmost and to try again when he fails.
understanding of what is happening. Also he will learn through
experience why some approaches are better than others. Fourth, Gamifying education does have its disadvantages. First,
he learns where he is supposed to apply certain approaches in traditional teaching tends to move at a slower pace since the
order to get the best outcome. This is relevant to real world teacher has to reach as many children as possible while games
situations and therefore helping students to learn how to handle move at a very fast pace (practically at the speed of the player).
different issues. Doing something that is not supposed to be The classical approach to teaching relies on the fact that the
done would normally result in losing the game. However the student tackles the problem in various ways and takes his time
nice thing about games is that failure is an option which one to solve a problem. Unlike games, the real life does not have
can afford to try. This shows that games, whether we notice it a reset button and neither does it has a pause button. With
or not, do teach us various things and if they are used correctly gamified solutions, one has to engineer in the game, space
can be very helpful to teach the academic curriculum. for concentration and critical thought. Another disadvantage
of gamifying lessons is that some subjects might be hard
So why are teachers still reluctant to introduce games in to gamify. Thus students might opt more for those gamified
classrooms? Mainly it is because they are not familiar with subjects rather than the others. Also this method might curtail
these methods of teaching and prefer to stick to the old- creativity as the student is following the game path and not
fashioned approaches. Also, there is a lot of pressure placed building a path of his own.
on the teacher’s shoulders by the parents. Unfortunately, some
parents do not regard play as being a learning activity thus
they would view it from a negative perspective. This contrasts C. Research amongst students
a lot with schools such as the ones described in [20] where
play is a fundamental pillar of the curriculum. There is also a A survey was thus conducted amongst 300 students at
lot of information missing on how to implement these games secondary, post-secondary and tertiary level. This results in
and how effective these really are, as studies are still being a confidence level of 95% with a margin of error of ±%5.
performed on serious gaming in the classrooms. Many adults, The survey was done in order to understand the views of the
who are accustomed to the traditional approach, think that the students with regards to using serious games in the classroom
problem is the student and not the method of teaching. Another and gamifying their lessons.
problem is the lack of games designed for the particular First of all, it transpires that most students at secondary and
syllabus. Games must be tailor made which is very expensive post-secondary level did not encounter the term serious games.
and deemed as an unnecessary cost by the school. Commercial In fact only 6% and 27% respectively answered that they did.
games may hit some aspects which the educator is trying to On the other hand, most of the tertiary students (65%) knew
convey to the students but many times these veer off topic. the meaning of the term. This might imply that students at
secondary and post-secondary level are not exposed to practical
B. Gamifying the classroom examples and most of what they learn is probably regurgitated
straight out of the textbooks.
Therefore instead of using digital games, one can gamify
the classrooms. This is the process in which techniques used in When asked about the benefits of introducing games in edu-
game design are used for non-gaming activities. The educator cation, secondary and tertiary students agreed with an 83% and
can turn a lesson in the classroom into a game. This helps to an 87% respectively whereas the majority of post-secondary
make education more fun and engages the students more as students disagreed (64%). This result can be interpreted in
these methods raise motivation. Gamification is already being various ways. Most probably the secondary students are avid
used in many industries. Therefore there is already proof that gamers and they would definitely wish to have games in
this method works. Also, as argued before, creating games is their classroom as an extension to their home entertainment.
very costly while employing gamification to teaching methods Tertiary students probably appreciate the educational benefits
of serious games in the classroom (especially with respect to
1 http://www.simcity.com simulators, case studies, etc) thus they would support this idea.
Post-secondary students are probably focused on getting their curriculum and have no space for gaming elements. This is
certificates in order to continue their studies. Most probably a pity when considering that it could easily enhance their
they’re overwhelmed with work so they’ve abandoned their learning experience. It is also disappointing that at tertiary
gaming life whilst they’re not appreciating the benefits of level, a substantial chunk of the lecturers have not heard about
serious games in class. these concepts either.
With regards to gamifying the lessons, all the students With regard to games in education, 96% of primary and
agreed. In fact on average, 80% of the students at all levels 84% of secondary teachers believe that games are beneficial,
agreed with this suggestion. This shows that most of the but only 12% of post-secondary and 34% of tertiary educators
students would prefer to change the delivery of the lectures agree with this statement. Our interpretation is that most
with something more interactive which is similar to a game. educators at a higher level still believe that games are adequate
In fact, they believe that by gamifying the lesson, the students for younger students and not for their students. Unfortunately
will increase their own attention. Unfortunately, there doesn’t this is a mentality change which will take time to change. It
seem to be many teachers who are adopting this approach. is also reflected in the question asking whether gamification
At secondary level, only 32% of students said that they were techniques will help to keep the student’s attention. Whereas
presented with a gamified lesson, at post-secondary there were 97% of primary and secondary students agree with this state-
none, and at tertiary level, only 5%. ment, only 60% of post-secondary and tertiary educators agree
with it. It seems that when students make the transition from
On a general question, which asked whether serious games
secondary to post-secondary education, the time for games
and gamification should be used in education, once again there
finishes as they enter into adulthood. Obviously this is our
was a general consensus whereby 82% of respondents replied
interpretation of the results.
positively. Its interesting to note that 98% of secondary stu-
dents agreed which shows the strong link between secondary Unsurprisingly, when asked about the use of gamification
students and gaming which was mentioned before. techniques, 94% of primary teachers use them. This falls to
55% in secondary schooling and down to a mere 4% at post-
Another revealing question is the one which asked at what
secondary level. Tertiary level is at 12%. What’s surprising in
level of education did students meet serious games or lessons
these results is maybe the secondary school result; when one
presented in a gamified way. 80% of the respondents replied at
considers that in the previous question, 97% of teachers agreed
primary level, 10% at secondary level, 8% at post-secondary
that gamification can help in the classroom yet almost half of
level and 2% at tertiary level. This implies that educators
them don’t use them. On the other hand, it is positive to note
think that games should be used with smaller children and
that 85% of new teachers are being taught about serious games
not with older ones. It also suggests that students are meeting
and gamification techniques.
these games outside of their educational institution since in the
previous answer, none of the post-secondary students declared When asked about the negative effects of gamification, only
that they were being taught using this approach. 5% at primary level and 26% at secondary level believed that
gamifying the lesson might have some negative effects. At
However the level of scepticism is still quite high amongst
post-secondary level, this rose to 81% and at tertiary level it
students. When asked whether gamifying the lessons can have
went down to 33%. Once again, the high percentage at post-
a negative effect on education, 40% said that it would. This
secondary level is very surprising and reflects the theory which
shows that some of them still view games as being something
we mentioned earlier.
distinct from education.
The results of the second questionnaire coincide with the
Finally, when asked whether enough importance is being
results of the first questionnaire. It shows how serious games
given to games as a means to educate, nearly all students
and gamification techniques are being implemented in the pri-
(92%) think that serious games and gamification are beneficial
mary sector but are still lacking in the other levels especially in
and that more investment should be made to introduce these
the post-secondary sector. It also shows that people who do not
methods in the classroom.
use these methods are skeptical about their advantages while
people who are using them think they are beneficial. Again we
D. Research amongst teachers see that educators think that more investment should be made
A survey was conducted amongst 128 teachers teaching in order to implement these methods in the classrooms.
at primary, secondary, post-secondary and tertiary level. The
survey was done in order to understand the views of the II. C ONCLUSION
teachers with regard to using serious games in the classroom
and gamifying their lessons. As one can see, both students and educators tend to believe
that serious games and simulations are beneficial and are
It is interesting to note that 78% of primary, 64% of definitely a better learning tool than traditional methods. But
secondary, 45% of post-secondary and 56% of tertiary teachers as argued in the previous section, it still is not viable to
replied that they’ve heard the terms serious games or gami- implement these games in the classrooms. For serious games
fication. Once again, we can see reflected in these statistics and simulations to be introduced into schools, governments
the idea that games are for the younger children. Further must help educational institutes financially so that they can
still, its interesting to note that more than half of the post- afford them. Also, the industry must develop more of these
secondary teachers did not encounter these two concepts. This games and make them more easily available. An alternative to
reinforces the interpretation we gave earlier which states that these can be gamifying the teaching approach. This approach
students at post-secondary level are focused on the heavy is much cheaper but then one would lose a lot in terms of
exciting teaching material (such as simulators, etc). However, [21] G. Zichermann and C. Cunningham, Gamification by
one will still get the students attention and make the lessons Design: Implementing Game Mechanics in Web and
more interactive than with the traditional approach. After all, Mobile Apps. O’Reilly Media, 2011. [Online]. Available:
http://books.google.pt/books?id=zZcpuMRpAB8C
both these methods have their disadvantages and are still being
[22] S. Segan, “Hands on with the $20 indian android tablet,” November
tested in various schools. However, as technology becomes 2012.
available with projects such as [6] and [22], we would expect
to see more proliferation of serious games and gamification in
the classroom.

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