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Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

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23 – Computer-Based Games <strong>for</strong> Learning<br />

Why use computer-based<br />

games <strong>for</strong> learning?<br />

Several factors have recently converged to propel learning<br />

applications <strong>for</strong> computer-based games.<br />

POPULARITY AND ACCESS<br />

First, games are widely popular <strong>and</strong> accessible as entertainment;<br />

the Canadian video game market will increase<br />

<strong>from</strong> $732 million in 2005 to $1.3 billion in 2010, while<br />

global video game spending is expected to rise <strong>from</strong><br />

$27.1 billion in 2005 to $46.5 billion in 2010 (Forest,<br />

2006). A 2002 US survey found that 92 percent of children<br />

<strong>and</strong> adolescents ages 2 to 17 played video games,<br />

<strong>and</strong> more than two-thirds of all children ages 2 to 18<br />

lived in a home with a video game system (Kaiser Family<br />

Foundation 2002). As well, 61 percent of Canadian<br />

households <strong>and</strong> 75 percent of US households used mobile<br />

phones in 2005 (Wright, 2006). Using games <strong>for</strong> learning<br />

builds on their familiarity <strong>and</strong> relatively easy access.<br />

PLAYER ENGAGEMENT<br />

Computer games are highly engaging. Today’s games<br />

offer motivating, absorbing, interactive, collaborative<br />

experiences that draw in players <strong>and</strong> keep them playing<br />

<strong>for</strong> many hours, often developing complex social networks<br />

in the process.<br />

A growing body of literature analyzes aspects of<br />

games that foster player engagement <strong>and</strong> motivation.<br />

Asgari <strong>and</strong> Kaufman (2004) cite three categories of factors<br />

that sustain a game’s intrinsic motivation so that a<br />

player will play <strong>for</strong> his/ her own interest <strong>and</strong> enjoyment,<br />

even in the absence of external rewards:<br />

Table 23.1. Intrinsically Motivating Features of Games (Asgari & Kaufman, 2004)<br />

Feature Category<br />

Psychological: those that<br />

meet individual needs<br />

Structural: related to the<br />

inner structure of a game<br />

Implementation: related to<br />

the way a game is implemented<br />

<strong>and</strong> presented to the<br />

player<br />

Examples<br />

Features that meet needs <strong>for</strong> competence,<br />

self-determination, interest-excitement,<br />

enjoyment.<br />

Complexity, novelty, unpredictability,<br />

uncertain outcomes, challenge, feedback,<br />

fantasy, curiosity, control, interactivity,<br />

competition<br />

Graphics <strong>and</strong> sound, having multiple<br />

players, using well-known characters or<br />

settings, high speed, useful interface,<br />

“save game” capability<br />

Prensky (2001a) lists twelve elements that make computer<br />

games engaging:<br />

Table 23.2. Twelve Elements that make Computer Games Engaging (Prensky<br />

(2001a), quoted in Mitchell & Savill-Smith, 2004)<br />

Game Characteristic<br />

Fun<br />

Play<br />

Rules<br />

Goals<br />

Interaction<br />

Outcomes <strong>and</strong> feedback<br />

Adaptive<br />

Winning<br />

Conflict/competition/<br />

challenge <strong>and</strong> opposition<br />

Problem solving<br />

Social interaction<br />

Representation <strong>and</strong> a story<br />

Contribution to Players’ Engagement<br />

Enjoyment <strong>and</strong> pleasure<br />

Intense <strong>and</strong> passionate involvement<br />

Structure<br />

Motivation<br />

Doing the activity<br />

Learning<br />

“Flow” state<br />

Ego gratification<br />

Adrenaline<br />

Sparks creativity<br />

Social groups<br />

Emotion<br />

Another analysis of games’ engaging quality focuses<br />

on players’ experience of “flow”, a state of intense concentration<br />

<strong>and</strong> focus in which they have a balance between<br />

ability level <strong>and</strong> challenge, a sense of personal<br />

control over the situation, <strong>and</strong> a sense of intrinsic reward<br />

<strong>from</strong> the play (Csikszentmihalyi, 1990). Welldesigned<br />

games do this by, among other things, having<br />

multiple skills levels so that players face new but achievable<br />

challenges as they develop mastery of lower levels.<br />

Gee (2003) explains player engagement in terms of<br />

semiotic domains (worlds of symbols, meanings, practices,<br />

<strong>and</strong> experiences). He points out that games can be<br />

very challenging <strong>and</strong> time-consuming, yet young players<br />

who might spend little time on schoolwork become absorbed<br />

in games <strong>and</strong> learn complex knowledge, responses,<br />

<strong>and</strong> behaviours in order to win. In his words,<br />

A game like Pikmin recruits <strong>from</strong> our six-year-old<br />

a complex identity composed of various related<br />

traits. The game encourages him to think of himself<br />

as an active problem solver, one who persists<br />

in trying to solve problems even after making<br />

mistakes; one who, in fact, does not see mistakes as<br />

errors but as opportunities <strong>for</strong> reflection <strong>and</strong><br />

learning. It encourages him to be the sort of problem<br />

solver who, rather than ritualizing the solutions<br />

to problems, leaves himself open to undoing<br />

356 <strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong>

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