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Summit on Educational Games - Federation of American Scientists

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“We were targeting seven- to<br />

nine-year-olds, last year. They said<br />

you can <strong>on</strong>ly use the left mouse<br />

butt<strong>on</strong>…We have validated that<br />

kids seven to nine can <strong>on</strong>ly<br />

understand a single mouse click.<br />

And I said how old is that study?<br />

And they said five years old. They<br />

had d<strong>on</strong>e a thorough study, and it<br />

showed seven-year-olds couldn’t<br />

do double clicks, seven-year-olds<br />

couldn’t understand doing both<br />

mouse butt<strong>on</strong>s. So I began asking<br />

around. Most three-year-olds in<br />

fairly high tech households can do<br />

those things…They’re already<br />

teaching themselves using this<br />

technology. They’re not waiting for<br />

us, so we’re going to have to get<br />

caught up. And this is a problem,<br />

because they’re not learning in 18<br />

m<strong>on</strong>ths, or 36 m<strong>on</strong>ths, or five<br />

years. And as we said, we cannot<br />

get things d<strong>on</strong>e unless it’s<br />

validated. You can’t sell it unless<br />

it’s proven. To do that study takes<br />

l<strong>on</strong>ger than the OODA (Observe,<br />

Orient, Decide, and Act) loop <strong>of</strong> the<br />

people we are targeting, so we<br />

have a fundamental problem here.<br />

And we can’t solve it by making<br />

tweaks and changes.”<br />

Doug Whatley, CEO, BreakAway<br />

<strong>Games</strong><br />

“The key issues <strong>of</strong> quality and<br />

accountability are still there, the<br />

idea that you have to clearly<br />

articulate the outcome <strong>of</strong> that<br />

experience, <strong>of</strong> that game, and the<br />

standards to which they map.”<br />

D<strong>on</strong> Blake, Senior Technologist,<br />

Nati<strong>on</strong>al Educati<strong>on</strong> Associati<strong>on</strong><br />

innovative practices. For example, in K-12, there are now about 20,000 students<br />

participating in virtual schools.<br />

To resp<strong>on</strong>d to No Child Left Behind and state educati<strong>on</strong> standards, these<br />

evaluati<strong>on</strong>s should focus specifically <strong>on</strong> proving that educati<strong>on</strong>al games can<br />

positively affect test scores across a spectrum <strong>of</strong> subject matter. Teachers and<br />

administrators cannot ignore higher test scores, and the pers<strong>on</strong>al rewards <strong>of</strong><br />

improving test scores in their schools may overcome negative attitudes<br />

toward games.<br />

It is important to note that evaluati<strong>on</strong>s could find c<strong>on</strong>siderably different outcomes<br />

— derived from the same technology-based interventi<strong>on</strong> — due to differences in<br />

how the technology was implemented. Evaluati<strong>on</strong>s should c<strong>on</strong>sider how<br />

instructi<strong>on</strong>al practices, teacher preparati<strong>on</strong>, school envir<strong>on</strong>ment, and other<br />

factors have affected outcomes.<br />

Another evaluati<strong>on</strong> challenge is the rapid advancement <strong>of</strong> gaming and simulati<strong>on</strong><br />

technology, the rapidly growing technical sophisticati<strong>on</strong> <strong>of</strong> young people, and the<br />

time it takes to perform studies <strong>of</strong> learning efficacy. If evaluati<strong>on</strong>s cannot keep<br />

pace with the rate <strong>of</strong> technical change and the growth <strong>of</strong> students’ technical skills,<br />

by the time the studies are completed, their findings may already be obsolete.<br />

SUMMARY OF FINDINGS AND RECOMMENDATIONS<br />

Educati<strong>on</strong>al instituti<strong>on</strong>s need to transform their organizati<strong>on</strong>al systems and<br />

instructi<strong>on</strong>al practices to take greater advantage <strong>of</strong> new technology, including<br />

educati<strong>on</strong>al games.<br />

Recommendati<strong>on</strong>s:<br />

46 SUMMIT ON EDUCATIONAL GAMES<br />

➣ Educati<strong>on</strong> instituti<strong>on</strong>s should undertake a “transformati<strong>on</strong>” process<br />

involving the adopti<strong>on</strong> <strong>of</strong> new technology, new management methods,<br />

process redesign, and new models <strong>of</strong> organizati<strong>on</strong>.<br />

➣ The U.S. Department <strong>of</strong> Educati<strong>on</strong> or the Nati<strong>on</strong>al Science Foundati<strong>on</strong><br />

should identify less<strong>on</strong>s already learned in applying learning game<br />

technologies, for example in the U.S. military, or am<strong>on</strong>g first<br />

resp<strong>on</strong>ders, for transfer to formal educati<strong>on</strong> such as K-12.<br />

➣ Advocates for educati<strong>on</strong>al games should promote the use <strong>of</strong> these<br />

innovati<strong>on</strong>s to taxpayers, parents, and employers since they<br />

increasingly will hold schools accountable for the expenditure <strong>of</strong><br />

public resources.<br />

Educati<strong>on</strong>al games are fundamentally different than the prevalent instructi<strong>on</strong>al<br />

paradigm. They are based <strong>on</strong> challenge, reward, learning through doing and<br />

guided discovery, in c<strong>on</strong>trast to the “tell and test” methods <strong>of</strong> traditi<strong>on</strong>al<br />

instructi<strong>on</strong>. In additi<strong>on</strong>, some types <strong>of</strong> games — such as complex civilizati<strong>on</strong><br />

building games — are not compatible with the typical 45-minute class length. The<br />

use <strong>of</strong> educati<strong>on</strong>al games must be integrated with other classroom activities and<br />

materials such as web-based and print resources, and <strong>on</strong>-line and classroom<br />

discussi<strong>on</strong> groups.

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