meridian
home current issue editorial board reader survey submissions archive


Video Games: Why Kids Play
and What They Learn

Jill M. Olthouse

Page 4

print this article email this article save this article

1 | 2 | 3 | 4


How Effective are Games at Teaching?

There is debate about whether video games are teaching children skills and values that will help them and the necessary presupposition for this debate is that video games are effective at teaching the skills and attitudes they convey. Evidence suggests that this may be the case. In the case of content-specific skills, computer tutoring programs have been found to be more effective than classroom instruction, but not as effective as human tutors (Kelly, 2005). Kelly (2005) concludes that this artificial tutor is twice as effective as typical classroom instruction, but only about half as effective as good human tutors. A literature review conducted by Gorrell (1992) found that computer simulations were effective at teaching procedural knowledge but not higher order thinking, and that learners enjoy learning through computer simulations.

Studies have also demonstrated the ability of computer simulations to improve attitudes. In one study, students were found to be more motivated to learn difficult symbolic language after experiencing a phenomenon visually through a 3-D simulation (Trindade, Fiolhais, & Almeida 2002). A Pentagon marketing survey (as cited in Quirk, 2006) found that thirty percent of young people who played the Army's America's Army video game had a more positive impression of the Army than before they played. This video game has become a powerful marketing tool for this reason.

A meta-analysis (Vogel et al., 2006) of thirty-two studies found that interactive simulations and computer games were more effective at teaching concepts, in both instructional value and motivation than traditional classroom instruction. This held true for both males and females of ages ranging from elementary school to college.

On the Intersection of Learning and Fun

Because video games are an appealing leisure activity for many youth and they contain features that help players develop a sense of increased mastery, some theorists have called for video games to be incorporated into education (Aldrich, 2005; Oblinger, 2004). However, in certain cases, this pursuit of fun actually hurts students' learning. For example, video games can be considered miseducative when the learning goals are not clear or when an alternative teaching method is a better way of presenting information. But when goals of the game and the learning goals match such that the player is engaging in metacognitive practices, playing video games could be both educative and fun.

Aldrich (2005) notes the teachers' dilemma. He explains that teachers, noticing how bored students are in their classroom (and conversely, how engaged they are in video games when they get home), desire to make their classrooms more like a computer game. To some extent, this is a vain ambition. Children enjoy playing video games because they are not school; they can revel in the pointlessness and fantasy. When students do not choose the games they play, when they are aware that the games serve an educational purpose, and when they are asked to reflect on the games or are graded on their participation, the “fun” value goes down.

This may point to a deeper problem of trying to bring fun into education. Play, as defined in this paper, is self-motivated, governed by fantasy rules, and removed from everyday life. Learning is more akin to work. Work requires purpose, demands goals, takes effort, engenders frustration, and bears fruit. Pursuing fun is like pursuing happiness. Happiness is elusive when pursued for its own sake, but often comes to us in pursuit of meaningful goals. Similarly, fun in the short term does not always equate to long-term joy.

There is a middle ground where fun and learning intersect. This state of coexistence between work and play has been described as “flow” by Csikszentmihalyi (1990). Flow is described as the psychology of optimal experiences, characterized by clear goals, appropriate challenge level, loss of self into the focus on activity, distorted sense of time, personal control, and intrinsic rewards. In this description of flow, we can see that someone might be having fun and also learning. For example, a small child engaged in fantasy play is also learning about adult roles at the same time. The description of flow also matches the experiences of people who play video games. One gamer remarks, “If you're absorbed in the game and you like it [gaming] oftentimes you find that hours have gone by and didn't even realize that much time has passed. (F. Curry, personal communication, October 27, 2007).

In judging whether playing video games can be both fun and educative, determination is largely dependent on the interaction of the player and the context. The medium of video games, at its core, is simply graphics accompanied by a hyperlinked narrative, and an underlying mathematical system. As such, the final format can evolve in a hundred directions. Video games may be good quality or poor quality, just as words on a page may be transformed into a novel or an advertising jingle. A video game may take the form of a chess tutorial, a language instruction program, a medieval fantasy, or an instructional course in cop killing. Thus, video games and their effects cannot be judged as a whole.

Similarly, different players will respond differently to different titles. For example, while most people who play violent video games might display aggression, many will not, just as many people who watch crime dramas or read Stephen King novels will not become violent. Instead of asking, “Are video games fun and educative?” the questions that should be asked are: “In what contexts and with which students are video games fun and educative?”, “To what extent do players examine the values in the video games and question them?” and “In what contexts do skills learned in video games transfer to other areas?” These questions provide a basis for future research into how children relate to video games.

About the Author

 

Jill M. Olthouse is a graduate assistant and doctoral candidate in Gifted Education at the University of Toledo. Her interests are giftedness, composition studies, and educational technology.

Email Jill M. Olthouse

 

References

Aldrich, C. (2005). Learning by doing: A comprehensive guide to simulations, computer games, and pedagogy in e-Learning and other educational experiences. San Francisco, CA: Jon Wiley & Sons Inc.

Anderson, C. A., & Bushamn, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A metanalytic review of the scientific literature. Psychological Science, 12, 353-359.

Anderson, C. A., & Ford, C. M. (1986). Affect of the game player: Short term effects of highly and mildly aggressive video games. Personality and Social Psychology Bulletin, 12 (4), 390-402.

Australian Bureau of Statistics. (2006). Children's Participation in Cultural and Leisure Activities. Retrieved from http://www.abs.gov.au/Ausstats/abs@.nsf/Lookup/ 0B14D86E14A1215ECA2569D70080031C

Bogost, I. (2007). Persuasive games: The expressive power of videogames. Cambridge, MA: The MIT Press.

Bruce, B. C. (2003). New Literacies. Literacy in the information age: Inquiries into meaning making with new technologies. Newark, DE: International Reading Association.

Callois, R. (2001). Man, play and games. Chicago: University of Illinois Press.

Csikszentmihalyi, M.(1990). Flow: The psychology of optimal experience. New York: Harper Perennial.

de Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. JISC. Retrieved October 1, 2007 from http://www.jisc.ac.uk/media/documents/programmes/elearninginnovation/ gamingreport_v3.pdf

Dickman, S. (2006). A reason why video games are hard to give up. University of Rochester News . Retrieved September 29, 2007 from http://www.rochester.edu/news/show.php?id=2719

Dill, K. E., & Dill, J. C. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 13 (4), 407-428.

Eglesz, D., Feteke, I., Kiss, O. E., & Izso, L. (2005). Computer games are fun? On professional games and players' motivations. Educational Media International, 42 (2), 117-124

Gee, J. P. (2003). What video games have to teach us about learning and literacy . New York: Palgrave MacMillian.

Gee, J.P. (2006). Why Game Studies Now? Video Games: a New Art Form. Games and Culture. 1 (1). 58-61.

Gorrell, J. (1992). Outcomes of using computer simulation. Journal of Research on Computing in Education, 24 (3), 359-347.

Griffiths, M. (1999). Violent video games and aggression: A review of the literature. Aggression & Violent Behavior, 4 (2), 203-212.

Kelly, H. (2005). Games, cookies, and the future of education. Issues in Science and Technology, 21 (4), 33-41.

Kennedy, H. W. (2002). Lara Croft: Feminist icon or cyberbimbo? On the limits of textual analysis. Games Studies, 2(2).

Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 8, 1-18.

Paik, H., & Comstock, G. (1994). The effects of television violence on antisocial behavior: A meta-analysis. Communications Research, 21 (4), 516-546.

Postman, N. (1985). Amusing ourselves to death: Public discourse in the age of show business. New York: Viking.

Postman, N. (1993). Of luddites, learning, and life. Technos Quarterly for Education and Technology, 2 (4).

Prensky, M. (2003). Digital game-based learning. ACM Computers in Entertainment, 1 (1), 1-4.

Provenzo, E. F. (1992). The video generation. American School Board Journal, 179 (3), 29-32.

Quirk, M. (2006). Fun and friendly persuasion. National Journal, 38 (29), 58-59.

Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27 (3), 409-431.

Trindade, J., Fiolhais, C., & Almeida, L. (2002). Science learning in virtual environments: a descriptive study. British Journal of Educational Technology , 33 (4), 471-488.

Vogel, J., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K., & Wright, M. (2006). Computer gaming and interactive simulations for learning: A meta-analysis. Journal of Educational Computing Research, 34 (3), 229-243.

Yee, N. (2006). The labour of fun: How video games blur the boundaries of work and play. Games and Culture, 1 (1), 68-71.

 

Page 4


previous

1 | 2 | 3 | 4

next



Current Issue | Editorial Board | Reader Survey | Special Honors
Submissions | Resources | Archive | Text Version | Email
NC State Homepage


Meridian: A Middle School Computer Technologies Journal
a service of NC State University, Raleigh, NC
Volume 12, Issue 1, 2009
ISSN 1097-9778
URL: http://www.ncsu.edu/meridian/winter2009/
Contact Meridian
All rights reserved by the authors.



Meridian is a member of the GEM Consortium