About: I'm an instructional designer at the Hunter College Campus School. I support the effective use of technology in schools and classrooms.

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Practical Advice

The right circumstances for games in education to work
Wednesday, April 23, 2008

That games in education “work” is without question. When used properly, games can uniquely motivate, teach, and encourage our students. If you really use games effectively, you can motivate poor performing or under-performing students; you can help bright students ask important questions and relevant questions about themselves and their world; you can help gifted kids simulate highly complex systems.

However, it is not simply a matter of sticking a kid in front of a computer game and hoping for the best.  There are a specific set of circumstances which must coalesce in order for games to work.

The Right Teacher

A good teacher must plan a lesson, measure learning, and ask the right question at the right time. Using computer games for learning, a teacher must have special clarity concerning learning objectives, scope, and assessment. But the teacher must also have strong technical acumen, a sense of adventure, and positive experience playing games.

Asking the right questions and setting context before the game is played is important. The right teacher will probably understand regularly interrupting game play is a bad idea. After the game is over (perhaps in the next class), it’s critical to debrief and discuss the learning experience.

Being a geek helps.

The Right Students

When planned well, games work for 90% of the students I’ve encountered (of all ability levels).  However, there is a group of students who simply don’t “do” computer games - no big deal, it’s simply not their thing.

Gifted and talented students require special mention here.

First of all, when I talk about gifted and talented students, I’m talking about the top 5% of the top 5%.  These students are quite rare, but you must understand something about this kid: they grok patterns REALLY quickly. And as we know, games are essentially really fun patterns (here and here). They also seem to have higher-than-average motivation to learn. 

I’ve not yet found a clear and consistent way for gifted kids to use games to enhance their learning - however, there is great promise in the modding community, and in the building of their own games. I wrote a brief piece about my confusion how to use games with talented kids. But I am increasingly aware that building complex systems fits well into the gifted realm (and games model complex system really well).

The Right Parents

It’s ok if your parents are clueless about technology, but you might run into some trouble with parents who are afraid of computers or computer games.  This is where clear planning plays an important role. If you can approach a parent, and clearly explain the activity, and demonstrate learning objectives, most parents will see that this isn’t a waste of time. It also helps if you’ve spent some building relationships with parents and at parent groups.

As if it needs to be said, this is an area where your choice of game, and your learning objectives will be tested. Most parents have a finely tuned bullshit meter. If you say “we are playing World of Warcraft and the kids are learning about swords”. You will have earned the right for them to complain to you and your administrator.

The Right Game

I have an opinion that the best type of game for use in education are COTS games (more).  Not everyone shares my opinion, for perfectly good reasons. However, as you read on, please understand I’m giving you my opinion - that COTS games are the best choice for games in education.

A game has to be a good game before it can be a good educational game. This is why I shun edutainment titles, and games designed especially for education (there are some magnificent exceptions).

This isn’t to say there isn’t value in edutainment titles, just not the kids of education I’m talking about here. So here is what makes a game educational:

1) The game has an educationally-accessible context (historical, contemporary, hard science-fiction)
2) Game play has genuinely educationally-accessible content (Age of Empires has a great educational context, but lousy educational gameplay)
3) Success depends on intelligent choices and decisions (not twitch)
4) Failure exists and teaches when it happens. It is possible to lose
5) The tutorial is crystal clear, and checks for understanding
6) There are multiple victory conditions
7) The feedback model is short - students can quickly see how a decision effects a larger whole picture
8) The game becomes increasingly challenging and difficult

You have to get four things right when you use a computer game:

It has to work right and well.  Technical problems are disastrous in games in education. Short classes and limited technical support make technical problems a serious issue.

It has to be fun. It doesn’t get boring.  A guiding mantra should be “if it’s not fun, why do it?”.  This is why we always think about the game first and then educational potential.

It has to be challenging at different levels of abilities.  Some students are naturally interested in technology and games, others are not.  As much as something which is very difficult can cause problems, so can something which is very easy.  Levels of difficulty help alleviate this situation.

The game need to be accessible for different types of players (ala Bartle player types). Explorers, achievers, griefers, and socializers.  There should be something in the game for everyone.

The Right Administrator

If you are working in a school with colossally stupid administrators, you will not be able to use games in your classroom.  However, I’ve found most administrators are not stupid. Most of them are open to new methodologies, but demand some sort of evidence or plan. 

I often talk about building credibility and trust with administrators. It is important to build trust with your building leaders. Games in education are a novel thing,and frought with potential failure. Most administrators should approach the topic with a measure of distrust. Thus it is up to the teacher to provide clear learning objectives and clear plan for using games. 

The Right Support

The right support comes from the teacher who is using the games in class.  In my experience, schools often have little technical support.  If there is a technical problem, the teacher must be able to solve the issue in class. It’s really that simple.  I suppose I could of put this in the right teacher section, but support deserves it’s own mention.



Posted by Bill on 04/23 at 06:35 PM in Games in educationPractical Advice
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Some answers to some common questions:
Tuesday, July 17, 2007

1.  How can teachers who haven’t yet used video games in the classroom get started?

Play them!  I suggest you snuggle into a comfortable chair and try your hand at ANY of the following titles:

Sim City (any version)
Sims
Civilization (there are 4 versions, play any of them)
Age of Mythology (any version)
Age of Empires (any version)
Muzzy Lane - the Calm and the Storm

I’d stick with these. There are a bunch of games, which although quite popular, would be spectacularly inappropriate for the classroom.

2. What if there’s only one computer?

This is a common scenario in many schools. I would shy away from using the above games in a one-computer classroom for a couple of reasons:

1. It’s tremendously distracting for other students
2. Games in the classroom work when we buffer the learning activity with questions and discussions before and after. This would be difficult with only a few students.
3. Three or four kids can play around a single computer - but no more. I think managing time would be tough (if each group played for 40 minutes).

I would however, strongly recommend a computer lab for these activities (we could talk about the dysfunctional relationship many schools have with their computer labs if you want). If you have jigsaw learning games might work in a one-computer classroom.

3. What are some examples of clear learning outcomes for using games such as Civilization, Sims or Sim City in the classroom?

With Civilization, there are clear connections between science, growth, transportation, civil rights, history, and war. In Sims there are clear connections between working, education, and lifestyle.  In Age of Empires, we can see the relationship between kings, peasants...and we can ask kids to think about economics (cost/benefit, limited resources, etc...)

The truth is, any teacher can create good connections with these games...it’s about planning and assessment.

4. What are some of the most popular games teachers are using today?

Hmm. Popular? I’d say Sim City is probably the king of the hill. As we investigate games in education, Civilization emerges as a top contender, and Muzzy Lane’s title, the Calm and the Storm, is a great title (Muzzy Lane is an important step forward for games in education - I’ll tell you why in another blog post). I would also look at Age of Empires series.

5. What are the top three to five tips you would offer teachers who’d like to start using games to enrich curriculum?

1. Plan
2. Plan
3. Plan

grin

The more specific you are with your learning objectives, the higher chance you have to succeed.  I think is true for any learning activity, not just games!



Posted by Bill on 07/17 at 10:19 AM in Games in educationPractical Advice
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10 easy ways to miss the boat
Tuesday, July 17, 2007

I encounter many teachers who are interested in using games in their classroom.  Most of them ask me how they can use games, and the nitty-gritty details surrounding lesson structure, assessment, and the like.

I decided to approach this questions backwards - what would be the best way to make sure games don’t work?!

1) Don’t plan anything. Just buy a random game and make the kids play it.

2) Don’t ask any important questions before they start playing.

3) Make sure you don’t connect playing the game with other learning activities - the kids should be isolated and disconnected from learning.

4) Ensure you don’t have clear learning objectives - be as foggy as possible.

5) Make sure you won’t assess the instructional activity

6) Choose a game that isn’t fun, or is a thinly veiled drill-and-kill activity. don’t use a COTS game.

7) Make sure you choose a game that does not allow saving and restarting from save points

8) Make sure you don’t talk to your technician about using games. Make sure you don’t check that the game works on your computers.

9) Under no circumstances should you play the game. No way. Make sure you don’t know anything about the game.

10) Choose a game that only allows one way of playing - make sure you VIGOROUSLY squelch any exploration or curiosity about the game.



Posted by Bill on 07/17 at 09:06 AM in Games in educationPractical Advice
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Using Civilization in class
Saturday, July 07, 2007

Got a great email question about using civilization in the classroom:

Could you give me any details you have on how I could devise a programme
that allows students to do this, or could you put me in contact with a
school that has done this? I am sure there is much more to it than
explaining the game and then letting them play for a few lessons, so please
help me make it as worthwhile and brilliant as possible.

The key point is objective clarity: what do you want your students to know?  That Civilization is a brilliant learning tool goes without saying it’s fantastic, and your students will be highly motivated and engaged.

1. I want to enrich student understanding of history by _______________ . (describe the activity)
2. When students are done with this educational activity they will understand _____________ . (be very specific - what will they know?)
3. I will prove they know more about ____________ by ______________ . (assessment)
4. Before they start playing, I will ask them the following Key Questions:
__________________
__________________
__________________

5. After they are done playing (about 10 minutes before class is over) I’ll ask them to answer the questions again.

Here’s some specific suggestions about actually using Civilization:

1. Make sure everything works - the game is installed, no technical hiccups. Make sure the kids can save

2. Tell the kids when they first play “when you first start playing, you are going to be very confused. You will only be confused for about 30 to 45 minutes, and then you will understand how this works, so please be patient”.

3. Attach a computer to a LCD projector and play the game while the kids watch. Make sure to vocalize EVERYTHING you are doing ie: “Now I’m going to start building a granary...I’m going to click on the civopedia link to see what benefits I get from a granary.”

4. If you think your kids can handle friendly competition, set up a civilization score chart

5. Don’t interrupt game play - let them get into “flow”. Give them 10 minute warning and then 5 minute warning prior to the activity ending

6. Allow for open reactions and responses - this is why you got into teaching, yes? To help students make connections about themselves and the world around them.

If I may direct your attention to some relevant blog posts:

http://www.mackenty.org/index.php/site/comments/instructional_design_and_games_in_education/
http://www.mackenty.org/index.php/site/comments/evaluting_educational_potential_in_a_cots_game/
http://www.mackenty.org/index.php/site/comments/criteria_for_evaluating_games_in_education/

I wish you the best of luck, and please don’t hesitate to ask more questions!!



Posted by Bill on 07/07 at 11:47 AM in Games in educationPractical Advice
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