Using Games Based Learning

Gameschooling: Photo of someone playing monopoly

Using Games Based Learning

Dr. Sabrina M. Weiss

Games Based Learning

Games are such a popular outlet for many of us, and they have also become popular ways to learn!  But there are many different terms that people use, and it can feel overwhelming to get information on what types of games or uses for games are out there.  Plus, we only have so much time in a day to research this!  

To help give you a starting point, I will define and discuss three types of games based learning that each offer different benefits.  These are not the only types of learning with games that exist, but are three broad categories that are distinct in application and useful to think about for an educational toolkit.  An individual game or approach could even fit more than one category! 

The three types of games based learning I will discuss are: Gamification, Gameschooling, and Game-as-Text. 

Gamification: Adding a “Game Layer” onto Learning

Gamification can be defined as “the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior.” This definition emphasizes that many experts distinguish between “gamification” and “games based learning.”

“Gamification” is usually meant to describe adding a layer of game goals and rewards on top of a learning environment.  Often, the game layer is used to motivate and encourage students to think in goal-oriented ways that focus on steady improvement.  For example, students may earn “experience points” by doing assignments, and when they reach a certain number of points, they can “level up” a pretend character by giving them a cool fighting skill or a magic item, as in a D&D game.  A missed assignment may mean a loss of experience points, or be represented as an injury to the character, making them have to sit out of a future simulated adventure. But gamification can be used in other ways as well.

Games Based Learning; Family Playing a Game of Chess

Jane McGonigal is a prominent advocate for harnessing the benefits of video games to improve individual lives and societies in general.  She shares her personal experience in recovering from a devastating concussion using video games to help her keep a positive attitude and as part of cognitive therapy.  Gamification can be an effective way to encourage helpful repetitive tasks that are difficult or frustrating (as one would find in physical or cognitive therapy, for example) and to build better habits over time.  It can also help a person to visualize progress towards a longer term goal, especially when it is hard to notice gradual gains.  

Gamification can be an effective way to increase short-term motivation in learning activities, especially in students who already identify as gamers by breaking larger goals into smaller tasks and rewarding consistent activity.  However, researchers like Dr. Sebastian Deterding emphasize that too much reliance on gamification can hinder development of intrinsic motivation by making learning activities tied to external rewards. In other words, a learner may focus more on the game layer and its rewards rather than developing a sense of intrinsic value of the learning activity itself, which can lead to less effective learning in the long term. 

Based on this, gamification should be considered a good way to temporarily motivate or engage a learner, or be used as a way to transition into new habits that promise intrinsic rewards or satisfaction later.  For example, when doing a garden project, using gamified “daily quests” at the start can help keep a learner motivated to do the preparation work for a garden plot – weeding, raking, digging, planting seeds, watering.  But once plants start sprouting and growing, there will be more naturally occurring, intrinsic rewards for the learner as they get to see the plants grow and develop, so gamification could be phased out or kept just for some routine care tasks that aren’t as fun (like weeding).

Games Based Learning - Man and Little Girl Sitting on Couch Playing Video Game

Gameschooling: Using Games to Learn

Gameschooling is generally defined as “the use of games to learn educational skills.”  There are many potential benefits to using games to learn as a family, including building interpersonal skills, giving “brain exercise,” framing learning as fun, and supporting a positive family culture.  While gameschooling usually refers to tabletop or board games, there are educational games and games with educational content available in many formats, from cards to board games to electronic games.  Gameschooling even is present at the forefront of virtual reality (VR) and augmented reality (AR)!

Dr. Mina Johnson-Glenberg heads both a research lab at ASU and a company called Embodied Games that uses VR and AR in educational ways.  There are several advantages that she cites to using games and technology for learning: invisible processes, like molecular reactions, can be made visible and tangible to learners, learning through VR/AR adds bodily engagement to the usual visual and auditory inputs, and VR in particular can promote empathy when using an avatar who is different from the player.  For example, Dr. Johnson-Glenberg’s lab developed a VR butterfly catching game that teaches about natural and artificial selection processes – by catching more of one type of butterfly early on, the player influences the population distribution of later generations of butterflies, which sometimes increases the difficulty of the game.

Many homeschoolers and other learning providers value the different learning environment that gameschooling can provide.  Especially for learners who struggle with more traditional educational methods, games based learning can be a welcome change of pace that eases pressure and engages player-learners in more Flow.  There are also many providers and companies who are interested in offering gameschooling options to families and organizations, making this a growing field from which to choose. 

However, gameschooling may not be for everyone, or may not be something that is right for your family in every situation.  Because gameschooling tends to rely on games that were developed with learning in mind, it can become time-consuming and expensive to research and obtain games for every topic.  And while learners who already enjoy playing games may thrive in such an environment, some learners may not enjoy games as much (especially if there is too much emphasis on competition or performance); experienced gamers may also not enjoy educational games as much as their recreational games, and may prefer to keep learning and recreation separate.  

Games Based Learning - Woman and Child Playing Twister Game

Game as Text: Adding Dimension in Learning

A game, as a piece of created media, can be used like a book, movie, TV show, or other cultural artifact as a starting point or guide for learning.  Just as we can begin an exploration of a culture, a society, or a time period by reading a book, so too can we do so with a game that has a developed setting.  Secondly, we can also use a game as an opportunity to open conversations about ethics, values, and choices by reflecting on how we play the game or how characters in the game make decisions, just as we can discuss the choices and values of characters in a book or movie.  Thirdly, with games that have a story, we can examine literary elements like plot, foreshadowing, literary devices, protagonist, antagonist, conflict, etc.  Some games have dialogue and characters, while others may tell a story in a different fashion, which offers opportunities to compare/contrast how stories can be told through different media.  

Games bring another dimension of engagement through agency and choice.  Not only does this active participation in the “text” of a game enhance the learning experience, but it also introduces what Ian Bogost describes as a “procedural rhetoric”: “videogames have a unique persuasive power that goes beyond other forms of computational persuasion. Not only can videogames support existing social and cultural positions, but they can also disrupt and change those positions, leading to potentially significant long-term social change.”  

While Bogost focuses on electronic games, tabletop games also offer these dynamics.  Monopoly, for example, despite originally being created to critique monopolistic practices, usually encourages greedy and aggressive play that upholds the most negative emotional aspects of capitalism.  Settlers of Catan, despite being focused on seemingly innocuous activities like resource gathering, trade, and building, has led to so much strife that groups of friends had to stop playing games together (or  called an armistice and agree to never play that game again).  Games, both tabletop and electronic, also reflect ethical values and cultural assumptions by the creators and can be a source of data to self-reflect on one’s own participation in dominant cultural practices. 

Teaching students this type of critical engagement brings the added benefit of equipping them with tools to approach future recreational games with a thoughtful and reflective mindset. 

In the article, “Games as Text and K12 Social Studies“, Jeff Mummert shares some exciting ways to use games as text in the classroom and adds extra dimensions to learning activities by challenging students to design their own games or to create modifications of existing games to bring more social and historical realism to games.  Projects like these offer opportunities for students not just to demonstrate learning (and do the research needed to be “experts” on material), but also to draw inspiration from and transform game mechanics from their favorite games as a way to consider delivery of content as well.

Gameschooling: Photo of someone playing monopoly

Games Based Learning: An Excellent Resource

Games, whether tabletop or electronic, can be powerful tools to enhance learning, and many people are excited about the possibilities.  Because there are so many ways that you can use games based learning, it’s important to think about your goals, consider the needs of your learner, and seek out the right types of resources.  Whether you want to use gamification, gameschooling, or game-as-text (or all three!), the possibilities are endless, and they all bring fun and engagement along with great learning!





Environmentally-Friendly Games for the Whole Family

Earthopoly - Environmentally Friendly Games

Environmentally-Friendly Games

Established in 1970, Earth Day was created to bring awareness to the public of the environmental hazards humans were creating. The 1960’s found our nation fueled by leaded gas, oceans openly polluted by industrial waste, and air pollution was so bad in some cities that children would have a black crust around their nose after playing outside. On April 22, 1970 millions of people from all political viewpoints joined forces to say “enough!”

We’ve come a long way in the last 48 years, but we have a long way to go and new threats to face down. Environmentalism can be a boring topic though, it’s hard to demonstrate the important of being a good steward of the planet when you can’t see what’s happening on a daily basis. Fortunately there are some really great game publishers with solid environmental protection plans in place who make fun (really!) games you can play that will teach your child about our planet and the importance of protecting our only home.

One of my favorite game publishers also happens to be a leader in environmentally-friendly game publishing. Blue Orange Games was founded in 2000 by two French expats living in San Francisco. Blue Orange’s environmental policy includes planting two trees for each one used in game production. Additionally, many of their games bypass paper boxes altogether and use recyclable metal tins.

Photosynthesis - Environmentally Friendly Games

Photosynthesis is one of Blue Orange’s newest games, and one that fits the Earth Day theme perfectly! Photosynthesis takes players through the process of growing trees, from planting seeds to end-of-life decomposition and rebirth. Along the way you’ll learn about the conditions needed for a forest to grow, and how forests are continually evolving in response to a changing environment. Photosynthesis was created with ages 8+ in mind.

 

Peaceable Kingdom, Environmentally Friendly GamesIf you have younger children you’ll really love the games from Peaceable Kingdom. These games, widely available at big box stores, are published using Earth-friendly ink and are made exclusively from recycled paper and plastics. Peaceable Kingdom games are geared toward young children, cooperative, and focus on developmental skills. Peaceable Kingdom also makes environmentally-responsible greeting cards and sticker sets.

 

Earthopoly - Environmentally Friendly Games

Looking for a game the whole family can play together? Late for the Sky is a publisher that makes environmentally-friendly games that play like Monopoly. Using vegetable dyes and recycled papers and plastics, Earth-Opoly is a game where you travel the world to buy properties and offset your carbon footprint.

 

 

Catan Oil Springs - Environmentally Friendly GamesAre you a fan of one of the most popular board games in existence, Settlers of Catan (updated versions are simply titled Catan)? You can turn the original game into a environmental lesson with the printable (and free!) Oil Springs expansion pack. Oil was found on Catan, but at what cost? Download the expansion pack at http://www.oilsprings.catan.com.

 

 

Planet Earth DVD Games - Environmentally Friendly GamesAre you a fan of the BBC Planet Earth documentaries? If you said “Of course I am!” (because who isn’t?) the accompanying Planet Earth DVD Board Game is a must have! Combining video clips, a board game, and a puzzle, the Planet Earth DVD Board Game is unlike any other game! This game is recommended for ages 8+, be aware that predator and prey behaviors are involved in some of the clips and may upset some children.

 

 

NASA Climate Kids - Environmentally Friendly GamesDon’t have time to play a board game? No worries, your children can learn about topics like climate change and coral bleaching online! NASA’s Climate Kids website features 15 online games, all available to play at any time from your computer.

 

Evolution Climate - Environmentally Friendly GamesAnother wildly popular game, Evolution, has taken a stand against climate change with their newest stand-alone game, Evolution: Climate. Recommended for ages 12+, Evolution: Climate relies on players to evolve their animal herds to survive a drastically changing climate. If you already own Evolution you can purchase a conversion kit to use your original game pieces, saving you money while conserving resources!

 

While it is a painful topic, learning about our environment and climate change doesn’t have to hurt. All of the above environmentally-friendly games will entertain while teaching. We’ve got a lot of work to do, so let’s start playing!





Choosing an Educational Game

Game

Choosing an Educational Game

If you decide that educational games might be useful for your child, it might seem like there are way too many things to consider. How popular they are, what themes and subjects to focus on, how recommended they are and so on. And while there are a lot of educational games out there, I hope I can help you narrow down your options — not based on what the games seem like on the surface, but on what type of learning your child will experience when they’re playing.

What is your Child Actually Doing while Playing?

One of the most important things to keep in mind is what your child will actually be doing when they play a game. A lot of educational products have rewarding elements like character customization, pets, apartments, etc., but obviously this shouldn’t be where your child is spending all their time in a game. So it’s good to ask: Are they spending their time problem-solving? Are they engaging deeply on educational subjects? Not just memorizing content, but actually participating in it?

The following story illustrates this quite clearly:

“A teacher once told me that for a fourth-grade unit on the Underground Railroad he had his students bake biscuits, because this was a staple food for runaway slaves. He asked what I thought about the assignment. I pointed out that his students probably thought for forty seconds about the relationship of biscuits to the Underground Railroad, and for forty minutes about measuring flour, mixing shortening, and so on. Whatever students think about is what they will remember.” (Willingham)

Of course, if the teacher’s goal is to practice measuring and cooking, that’s great.  But if their goal was learning about the Underground Railroad, they fell short.  This is because of the key concept: “Memory is the residue of thought.”  This is one of the biggest takeaways from Willingham’s book, “Why Don’t Students Like School: A Cognitive Scientist Answers Questions About How the Mind Works and What It Means for the Classroom,” which I highly recommend!

So with any material, consider what your child is actually going to be thinking about. What are they going to spend time doing? Because that’s what they’re going to get out of it.

Lower-Order Practice vs. Higher-Order Conceptual

I generally categorize educational games into two groups: Lower-Order Practice and Higher-Order Conceptual Learning. Both have their functions in a child’s learning, so let’s take a closer look:

Lower-Order Practice

Lower-Order Practice is the kind of learning where children answer questions and practice remembering content, but don’t actually learn the concepts or do anything particularly unique with them. For example, a child has to be taught how to do the math problem before they do a math-themed version of this type of game. A Lower-Order Practice game isn’t great for learning the content for the first time or helping them understand the concepts behind it.

And we’ve all seen this type of activity before: glorified worksheets with better-than-average behavioral and motivational science behind them.

I use the term Lower-Order in reference to Bloom’s Taxonomy of educational goals. In Lower-Order Practice games, the activities take place in the lower half of thinking skills:

  • Remember what they’ve learned by recognizing and recalling information;
  • Understand by classifying, comparing, or other activities;
  • Apply by using what they’ve learned on other problems, sometimes in new contexts or slightly harder examples.

I should emphasize that there’s nothing inherently wrong with Lower-Order Practice, because we do need to practice these skills and be able to memorize information. All the hype about how we don’t need to memorize information anymore because we can look everything up on Google is just that — hype.

Math is an easy way to explain why this is important: in general, people can only hold 5-9 items in working memory at a time. Therefore, if you don’t memorize your times tables by the time you get to algebra, it’s hard to have to constantly pause in the middle of solving a problem to do multiplication, as you end up dropping items out of your working memory. In the exact same sense, we can’t perform higher-order thinking skills like creating, connecting points, and being creative unless we already know the basics. So there’s definitely a need for practice and repetition to make sure the basics are mastered.

This form of educational gaming works well across several types of devices: mobile, tablets, and computers, though most Lower-Order Practice games are apps or web-based for quick, in-and-out sessions lasting for a relatively short period of time. For example, the games available at Coolmath.com, Funbrain.com, and ABCya.com are largely simple practice games. I’ve had teachers tell me that these types of games generally retain their students’ interest for about 10 minutes.

Higher-Order Conceptual Learning

Games with Higher-Order Conceptual Learning use systems, problem-solving, and more in-depth types of gameplay to help the player develop a strong conceptual understanding, and they often use a constructivist approach to learning.

These type of games really take advantage of the power of what games can do, with potentially open-ended systems that let players experiment and get a much better, deeper understanding.

So in Bloom’s Taxonomy, Higher-Order Conceptual Learning has children:

  • Analyze by differentiating, organizing, and attributing as players problem-solve;
  • Evaluate by checking and judging to make decisions;
  • Create to generate hypotheses, plan, design, and produce solutions.

For example, in our game, Tyto Online, players engage in an ecosystem-building Sandbox. They use the basics they’ve learned to analyze their ecosystem, evaluate the evidence to decide what’s causing issues (like, “Why are my jackrabbits dying so quickly?!”), generate a hypothesis (“They have too many predators, or not enough food”), and then produce a solution. Players go through an engaging, iterative cycle of problem-solving and the scientific method constantly during gameplay.

Some of my favorite examples of Higher-Order math games include Motion Math’s games where children do conceptual activities like exploring a number line at various scales; and Dragonbox Learning, where players start by developing the concepts of algebra with balancing puzzles, and then work their way into replacing the symbols with letters and numbers until they’re solving full algebraic equations in the game.

There are even educational games that can enable types of learning that are difficult or impossible to do in real life as a child: build a spaceship with Kerbal Space Program, play with the universe’s physical variables with Universe Sandbox, or create an ecosystem from scratch with Tyto Online.

Session times in Higher-Order educational games are often a lot longer, depending on the game and what your child is exploring. Therefore it makes more sense to use computer installed games or tablets, or at least a setup where your child will feel comfortable playing for 30-60 minutes instead of 10.

Conclusion

For the practical side of timing and devices, consider:

Are you going for “instant” or “active” gaming? One of the most helpful workshops I attended divided mobile & tablet gaming into “instant gaming,” and computer & console gaming into “active gaming.”

  • Instant Gaming: on mobile devices, educational games are grab-and-go, and session times often average only 5 minutes. This can be great for quick reinforcement or other activities.
  • Active Gaming: on consoles or computers, the act of getting set up to play the game can take as long as the entire Instant Gaming experience! Therefore, these sessions are usually much longer and made for replayability, sometimes hours, and can be great for deeper and conceptual learning as players experiment, iterate, and create during their gameplay.

And finally, to assess if a game is right for your child, the main thing I would suggest is:

Consider the outcome you want and compare it to what your child will actually spend their time doing in the game. Are you using the game for practice and review? Do you want to help develop conceptual understanding? Do you want to improve their “21st Century skills,” like problem-solving and collaboration? Does the game help them reach that outcome?

There’s no “one size fits all” approach when it comes to knowing if an educational game is right for your child with so many options out there that fill many different potential needs. While we mainly focus on developing Higher-Order thinking with Tyto Online, we’ve also built in repetition and opportunities for children to understand the basic knowledge they need in order to get the full experience of the game.

To read more about the learning mechanics we use in Tyto Online, head over to our blog post outlining our approach.

 [button link=”https://seahomeschoolers.com/tyto-online-group-buy/” type=”big” newwindow=”yes”] Tyto Online Group Buy[/button]

Find out more:

Immersed Games (the studio): www.immersedgames.com

Tyto Online (the game): www.tytoonline.com

Lindsey Tropf’s personal twitter: @ltropf

About the Author

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Lindsey Tropf, Founder & CEO of Immersed Games, was a doctoral candidate at the University of Florida in School Psychology, with a specialization in Program Evaluation and a Minor in Research & Evaluation Methodology, with expertise in data-based decision making. Her background has led to an expertise in teaching & learning, children’s development, social-emotional health, behavioral management, and executive functions. She now works on strategy and vision, product development, business development, marketing, and anywhere else she is needed at Immersed Games.