Teaching With Games
Teaching With Games
Acknowledgements
Our thanks go to all the schools and students who participated in the
project. In particular, our thanks go to the teachers, whose commitment,
patience and willingness to explore new approaches to teaching and
learning cannot be overstated, and to the technical support staff in each
school for their vital contribution to the project.
Special thanks to Electronic Arts, ISFE, Take-Two Interactive Software,
and Microsoft who funded the schools and teachers participation in
the project and to Atari who provided permission to use RollerCoaster
Tycoon 3.
Finally, our thanks to our Advisory Board and Futures Group, who acted
as critical friends to the project during its development and who are
currently helping us to explore possible next steps.
Executive summary
Introduction
2.1
2.2
Project overview
3.1
Surveys
3.2
Case studies
3.2.1
Selected games
3.2.2
Participating schools
10
3.2.3
Participating teachers
11
3.2.4
13
3.2.5
Study design
14
16
4.1
Teachers
16
4.2
Students
17
4.3
18
20
5.1
Technical factors
20
5.1.1
Installing games
21
5.1.2
Running games
21
5.1.3
Saving games
22
22
5.2.1
Age constraints
23
5.2.2
23
5.2.3
24
5.2.4
Resource preparation
25
5.2.5
Curriculum
26
5.3
27
5.4
Teaching styles
34
5.5
5.2
5.5.1
Motivation
40
5.5.2
44
Discussion
48
6.1
48
6.2
Practical recommendations
52
Endnotes
54
1 Executive summary
Page 2
The Sims 2 - EA
Page 3
Page 4
2 Introduction
Page 6
they can provide models of good learning practices. It is also argued that by
playing games young people are developing competencies that are equipping
them to work and communicate effectively in the 21st century. Increasingly today,
we witness the emergence of new conferences and communities dedicated to the
study of serious games and bringing together representatives from research,
practice, policy and industry sectors6.
In comparison with studies of young peoples games-based learning outside
school, however, there have been only a limited number of studies of the use
of COTS games in school. Those studies which do exist have identied this as
an area both of potentially signicant interest to educators, and of signicant
challenges. The majority of these studies point to games playing a major role
in increasing motivation and engagement with learning, and in supporting the
development of collaboration, communication, thinking and ICT skills. These
studies also identify a number of challenges in incorporating games into
school settings, identifying timetabling and curricular difculties as specically
constraining in the use of games, and a number of technical issues requiring
resolution (such as appropriate mechanisms for saving and restarting games)7.
The aim of the Teaching with Games project was not to replicate this research,
but to build upon and complement these earlier ndings. The objectives of this
report are to highlight ndings from the study in the following areas:
To offer a broad overview of teachers and students use of computer games
and attitudes towards computer games in schools.
To identify key factors which impact upon the incorporation of computer
games into existing school practices, including institutional, curricular,
technical and cultural issues.
To describe the processes by which teachers plan and implement gamesbased learning in existing curricular contexts.
The project did not aim to evaluate the learning impact of the use of COTS
games. Given that it was the rst time the participating teachers and institutions
had used games in this way, it would be misleading to assess the effects of a
rst implementation. The potential of these games to impact learning in formal
education should be considered after the factors identied by the project have
been more thoroughly assessed and resolved.
As discussed above, the Teaching with Games study also aims to produce
detailed case studies of teachers implementation of games for learning in
schools. In order to keep this report within readable limits, this information is
presented separately on the Futurelab website for those teachers and others
who would be interested in learning from the activities of the teachers involved
in this project.
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3 Project overview
3.1 Surveys
Futurelab collaborated with Ipsos MORI to undertake two surveys of teachers
and students attitudes to and use of games.
The Ipsos MORI Teachers Omnibus questioned a representative sample of 924
primary and secondary school teachers in England9. The questions focused on
ascertaining teachers existing use of commercial computer games, any use
of such games in the classroom, and their opinions about the impact of using
games for learning in school.
The Ipsos MORI Schools Omnibus consisted of 2,334 completed questionnaires
in England and Wales10. Again the questions focused on students existing use of
commercial computer games outside of school and their attitude towards using
them in schools.
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Age rating
Summary of game
The
Sims 2
Teen (13+)12
Roller
Coaster
Tycoon 3
(RCT3)
Everyone13
Knights
of Honor
(KoH)
12+13
Table 1
Summary of selected games
Page 9
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Competency curricula
St Johns and John Cabot have both adopted a special curriculum for selected
school years. St Johns Alternative Curriculum is followed in Years 7 and 8 (1113 years old), with a pilot group in Year 9. John Cabots Year 7 students follow the
Cabot Competency Curriculum (CCC)17. Both these curricula are adaptations of
the RSAs New Curriculum, developed through their Opening Minds18 initiative.
This suggests that a curriculum explicitly designed to develop the skills students
need to become independent learners would better meet the needs of young
people in the current century than a traditional information-driven curriculum,
such as the National Curriculum. These skills and competencies broadly
address learning, citizenship, relating to people, managing situations and
managing information.
Both St Johns and John Cabot belong to the South West 2 group in the Specialist
Schools and Academies Trust19.
Teaching with Games trial at Bedminster Down School using RollerCoaster Tycoon 3
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School
Teacher
Gender
Subjects
taught
JC
CCC
JC
RE
JC
ICT
StJ
PE
StJ
English
Occasional PC gamer
StJ
ICT,
French
StJ
D&T
BD
Science,
ICT
BD
I (SMT)
PDC20
BD
English,
Media
studies
DSL
French
DSL
L (SMT)
Maths
No information available
DSL
Maths
DSL
Maths,
Physics
Table 2
Participating teachers
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Planned
game use
School
Actual
game use
Bedminster
Down
Sims 2
St Johns
Knights
of Honor
John Cabot
RollerCoaster
Tycoon 3
Deutshe
Schule
London
Page 13
September 2005
Table 3
Overview of activities
Page 14
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4 Context:
survey ndings
4.1 Teachers
The majority (72%) of teachers questioned never play computer games in their
leisure time. Despite this lack of gaming experience 36% of primary teachers
and 27% of secondary teachers stated they have used games in the classroom.
59% of all teachers would be willing to consider using such games in the future.
67% of teachers aged 25-34 with less than ve years teaching experience would
like to use them. Motivating students was the most commonly cited reason
for introducing games for learning (53% of this group, or approximately 31% of
total sample). The next most commonly cited reasons were: the perception that
games would offer an inclusive, interactive way of engaging pupils on their own
level (18% of this group, or approximately 11% of total sample), and relevance to
a lesson/subject area (10% of this group, or approximately 6% total sample). Of
those who play computer games, 48% (or approximately 13% of total sample) say
that they have already spoken to their pupils about games, and a further 16% (or
approximately 4% of total sample) expect to in the future.
The teachers who would not consider using these games in the classroom (37%)
express concern that they would have little or no educational value (33% of group
or approximately 12% overall) or believe that better resources are available (17%
of group or approximately 6% overall). Some also believe that children play
enough games in their free time and that the curriculum does not allow time for
such activities (for both statements, 10% of group, or approximately 4% overall).
The poll ndings highlighted some barriers to the use of games in schools.
49% believed that there would be a lack of access to equipment capable of
running the games, and 14% thought there was a lack of strong evidence of the
educational value of games (6% thought that games did not have subject and
curriculum relevance). Issues such as coping with different abilities, assessment
and lesson length were less frequently mentioned; 3%, 2% and 2% respectively.
13% of teachers saw no barriers to using games in the classroom.
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The most common reasons for using COTS games is the perception that they
improve pupils motor/cognitive skills (91%), ICT skills (77%), higher order
thinking skills (63%), or knowledge in a particular area (62%). Social skills
are seen to be a benet by 17% of teachers. However, 71% believe that playing
such games could lead to anti-social behaviour while 62% think it leads to
stereotypical views of other people or groups. A signicant minority of teachers,
especially those in primary schools, give this as a reason for not using games.
4.2 Students
The poll found that 85% of children say they play computer games outside of
lessons (at home or at school) at least once every couple of weeks. 22% said
they have used such games in class. Boys tend to be the most regular players,
with 50% of male students saying that they play every day, compared to only 21%
of female students. Younger students also tend to be more regular players of
computer games than their older counterparts. For instance, pupils aged 11 and
12 are signicantly more likely to play computer games every day (46% and 41%
respectively), than 15-16 year-olds (25%).
An average of 62% of students say that they would like to use computer games
in the classroom; 89% of these (approximately 55% overall) think it would make
lessons more interesting. Younger students were most likely to want to use
computer games in school: 66% of 11 year-olds compared to 49% of 15-16
year-olds. However, 22% of students think such games should not be used in
lessons. Half of these students (11% of the sample) say that they would prefer to
do other activities in the classroom, while more than a third of this group (8% of
the sample) would rather use computer games at home.
Amongst all students, there are a number of perceived benets of playing
computer games outside lesson time. More than two-thirds (69%) say that
it improves computer skills, while roughly half (53%) think that it would help
improve their reactions or problem solving skills. 24% think that it improves
subject knowledge, and the same percentage thinks game playing improves
skills such as working in teams. Although the perceived consequences of
playing computer games are largely positive, students also identied a number
of negative potential effects. For instance, 30% of students overall believe that
playing computer games could lead to increased violence and aggression.
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5 Case studies:
themes emerging
Page 20
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raise wider questions about the organisation of schooling which cannot be fully
addressed in this report, but it is worth highlighting these here as they were
identied by teachers as signicant in shaping their thinking and practice.
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The Sims 2 - EA
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rather than adapting their teaching to t the narrative of the game. In others,
this similarity between game and non-game resources might suggest that
the game added little to their usual teaching, or that its full potential had not
been recognised.
What was clear was that the cultures and rituals of classroom practice from
teaching styles to best practice in lesson planning played a signicant role
in shaping how teachers approached the task of understanding how games
might play a role in their teaching. This was also in evidence when we examine
how teachers explored their own role in the classroom when using games (see
section 5.4).
5.2.5 Curriculum
The four schools offered three different approaches to curriculum organisation
(as discussed in Competency curricula in section 3.2.2.). These contexts served
to inform how teachers appropriated the games for teaching and learning in
sometimes unexpected ways. In general, those teachers following a contentbased curriculum felt they would struggle to nd a meaningful role for the game
within their teaching, while those following competency or skill-based curricula
felt that the skills demanded by the game were already recognised in the
curriculum, and so were more condent that integrating their game would
be straightforward.
For example, teachers involved in the competency curriculum at John Cabot
decided to use the games in this context rather than in more formal subject
contexts as they felt that the games mapped more easily onto a skills rather
than content-based curriculum.
Id probably not use the Sims in my RE lessons as I really cant see a direct
relationship to my subject or anything Im teaching at the moment.
(Teacher B, interview)
There is no subject where this kind of thinking would t in.
(Teacher L, interview)
However, this dichotomy between a exible curriculum approach that lent
itself to using games on the one hand and a rigid curriculum, subject-based
approach that worked against their implementation on the other proved to
be misleading. Some teachers who had initially expressed doubts about the
possibility of integrating a game into their content-based curriculum were able
to produce successful activities that worked within the perceived constraints
of their curriculum, while others who had initially been condent that playing
the game would map directly onto the competencies that were the focus of
their curriculum, found that in practice students needed more support and
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structure than had been envisaged. This may be due in part to the personal
approaches encouraged by these initial impressions. Those teachers who felt
that integrating a game into their teaching would be particularly challenging may
have consequently been more detailed about their planning than teachers who
perceived an easy t between the game and their curricular aims.
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Figure 2
Hypothetical framework for approaches to balancing curriculum objectives against
games narrative
High use of
game narrative
Game narrative
used irrespective
of curriculum
relevance
Game narrative
and curriculum
goals converge
Low
commitment
to curriculum
objectives
High
commitment to
curriculum
objectives
Game and
curriculum do not
converge - game
peripheral to main
teaching activity
Game elements
(not narrative)
and curriculum
goals converge
Low use of
game narrative
The approaches of the teachers on the project can be mapped onto this
framework (see Figure 3 opposite). In their different lessons, we witnessed:
Those teachers who felt that asking students to follow the game designers
narrative would also allow them to address their curriculum goals (for
example, playing Knights of Honor with a focus on strategic thinking and
working in groups, Teacher A), seen mainly in the top right-hand quadrant
(Figure 3).
Those teachers who felt that the game designers narrative was inappropriate
for their needs, but who were able to borrow certain game elements to
support their teaching (for example, building rollercoasters to certain
specications detailed by the teacher, using the sandbox feature in
RollerCoaster Tycoon 3, Teacher N), seen largely in the bottom right-hand
quadrant (Figure 3).
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Figure 3
Categorisation of case study lessons balancing curriculum objectives against
games narrative23
High use of
game narrative
Group skills,
communication
and information
handling
B
Strategic
thinking and
teamwork
skills
L+M
Sims 2
Speaking and
listening skills
KoH
KoH
Low
commitment
to curriculum
objectives
Group skills
and decision
making
KoH
High
commitment to
curriculum
objectives
Design process,
group work and
information
handling
RCT3
Forces
Energy
French
vocabulary and
conversation
skills
Sims 2
RCT3
RCT3
Creative
Learning
writing and
French
communications vocabulary
D+E
Sims 2
Sims 2
Low use of
game narrative
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Two aspects of the games design seemed to inform how teachers used the
game in the support of curriculum goals:
1. The extent to which elements of the game could be separated out from the
whole game narrative and appropriated for specic use by teachers.
2. The extent to which the game was conceived as offering authentic and
reliable models of the real world.
Titles varied in the ease with which game elements could be uncoupled from the
wider game, or at least privileged over other elements of the game. Elements
that were separated out by teachers for use in a discrete fashion outside the
overarching games narrative include:
The Sims 2: the ability to export still or moving images using the movie creator
for use in other contexts (such as providing scripts in drama or a description in
French); the use of the game as an illustration of daily tasks for class discussion;
the aspirations and social needs of the Sims as topics for class discussion.
Knights of Honor: using the game as a resource for a presentation on medieval
life, for example, asking the students to specically consider the costumes worn,
or the type of weapons that were used.
RollerCoaster Tycoon 3: using the coaster cam to illustrate the impact of forces
(for example, students acting out which direction they would be swung going
round a corner); using the sandbox which allowed you to test your rollercoaster;
or identifying the constituents of a theme park (and receiving user feedback from
visitors) in order to help with understanding design processes.
The uses of RollerCoaster Tycoon 3 suggest that this game in particular is one
that contains discrete elements that can be separated out and used by teachers
without requiring the context of the wider game narrative. Separate elements of
The Sims 2 were also used (Teachers D, E and F), for example, using the images
on screen as a topic for descriptive writing. In Knights of Honor, however, the
various game elements (battles, diplomatic contact with other states, resource
management) were sufciently tightly interwoven that no teachers attempted to
extract discrete elements and instead used the whole game in class activities.
Interestingly, although it is hard to identify the direction of causality in this
instance, all of the teachers working with Knights of Honor and following the
games narrative closely were also those attempting to teach competencies
(listening, strategic thinking, problem solving etc) rather than understanding of
factual content. Whether this game was selected as a result of these teachers
curriculum focus, or whether the game itself determined what teachers felt
could be taught, is not clear.
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The Sims 2 - EA
One particular issue that arose when considering parts of the games that
could be appropriated by teachers was the veracity of the underlying game
mechanics and the assumptions made by the game designers. Teacher B and
Teacher Ks lesson plans were premised upon The Sims 2 offering a sufciently
realistic model of real life to be of benet in discussions. This attitude to the
representational veracity of the game is also present in students views:
The Sims 2 teaches you the social skills of life, helping you to understand your
basic needs to lead to a healthy and happy lifestyle, and preparing you for all
the responsibilities of adulthood. (from Teacher Bs class)
You can act with your Sim, what you think you will be like when youre older.
(from Teacher Bs class)
It teaches you how to organise a family, how to keep them happy and how to
keep them alive. (from Teacher Ks class)
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would support their teaching (and so, in some cases, make their lack of game
literacy less of an issue) or to scaffold students use of the game appropriately.
This point was reinforced by one teacher, when asked what another teacher
might need to know:
Id say theyd need to be really clear about what learning they want out of it
before they went down the road of using it. So that they can always bring the
focus back to the sort of learning activities. (Teacher G, interview)
Conversely, there were a minority of teachers who were perhaps more uent
with the game than in the relevant curriculum, whose lessons didnt go as far
in addressing their stated learning aims as some of their colleagues.
In observing lessons, it was clear that teachers adopted a number of roles when
using the game in their lessons, often acting in multiple roles over the course
of a lesson, in addition to those roles they might expect to occupy in the course
of their normal teaching (organising students into groups, managing class
behaviour, setting goals for the lesson and so on). All teachers had to provide
some degree of technical support, or mediate between students and technical
staff if they were unable to answer a query.
In the cases where students were watching one of the class use the game
on an interactive whiteboard, the teacher acted as an interpreter, mediating
between the class and the player and recasting the events on screen in the
context of the learning aims for the lesson (so for example, Teacher E
prompted the class to think about what they might learn from the actions of
a Sim, in the context of a creative writing lesson where students were writing
character sketches for the members of a Sims family). Other teachers took a
scaffolding role during the time students were playing the game, allowing them
to explore the game but supporting their play through structured tasks and
other materials (for example, Teacher A moved around groups ensuring that
teams recorded relevant information in their journals, and Teacher N structured
students play through worksheets and pre-constructed rollercoasters). Teacher
J took the role of facilitator, managing the class and maintaining discipline but
providing little explicit structure during the lesson. Many teachers appeared
happy to take the role of learner, acknowledging students greater knowledge
of the game where applicable.
Prior to observations, researchers had expected that teachers might be
uncomfortable with the possible loss of control that can arise from the potentially
autonomous nature of computer gamesplay. In the event, however, only four
teachers developed activities which attempted to circumvent this possibility.
One teacher commented, after a series of lessons in which the use of the game
was for the most part tightly structured:
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I was thinking ooh yeah, youd be doing the kids a really big favour giving them
lots of game time. [But] too much game time and they go off and the classes
arent run properly. (Teacher H, interview)
Another, an enthusiastic user of the Sims, was keen to see students get further
into the game. However, in practice, he structured the classroom activities in a
way that ensured students had far less inuence on events in their games than
the teacher. Similarly, Teachers D and E designed their lessons in a way that
minimised the number of students who were able to play the game.
The role of the teacher, in encouraging students reection and ability to make
links between their game activities and the wider learning aims of the class,
was acknowledged by the majority of teachers through explicitly allowing time
for plenary sessions within their lesson plans. The constraints of the timetable
and the longer time taken by students to complete game tasks meant that in
practice, however, many teachers spent less time than planned supporting
students reection on their learning. On completion of the trial schemes of
work, the majority of teachers suggested that this was something that would
need to be taken into account in running these activities again.
Figure 4 provides a diagrammatic summary of the way in which classes were
organised by four of the teachers. This gure highlights the diverse approaches
to incorporating games into the lesson structures and teaching styles adopted
by the different teachers. There is no decisive correlation between the teaching
approach adopted and either the game used or the curriculum context.
As such, it suggests that the incorporation of games into formal educational
environments may be more a reection of individual and school attitudes
towards teaching styles than a necessary outcome of either the game or the
curriculum context involved.
In Figure 4A the teacher began by discussing the lesson goals and reiterating
the competencies expected. The entire class then played Knights of Honor in
their groups with the teacher going round and discussing the tactics with the
teams. Prior to the end of the lesson the students were asked to switch off the
machines and a short plenary was held.
Figure 4B shows a lesson where there was an introduction, followed by two
students playing the game with the rest of the class observing, ending with
a class discussion of the events seen. During the time when the Sims was
displayed on the large screen the teacher was discussing the type of actions the
students could describe in their written exercise to create a news story based on
the lives of the Sims.
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Figure 4
Representations of student activity and games use during four lessons
Teacher A
Knights of Honor
Teachers D&E
The Sims 2
Teacher G
RollerCoaster
Tycoon 3
Teacher B
The Sims 2
Lesson
start
Lesson
finish
Class population
Class population
Class population
Class population
Students observing
teacher demonstration
Students doing
other activity
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Teacher A
Teacher A is an experienced teacher and had been responsible for
authoring the new competency curriculum at John Cabot. While enjoying
playing console games (particularly racing and ghting games) he had
little or no interest, for his own entertainment, in the sorts of strategy
games that were selected for the project.
This teacher, at the rst workshop, selected the Knights of Honor game
for use as part of the competency curriculum with his Year 7 pupils.
Through playing the game and talking with colleagues he focused his
use of the game on three competencies: nding and using information,
team work and communication. He set aside 16 lessons for the
scheme of work he developed.
The rst activity involved a plenary session introducing the game and
objectives for the programme of work to students. They were then
organised into self-selecting teams of four or ve. The goal for the
teams was to play Knights of Honor with the goal of conquering Europe.
Teams were organised into distinct roles, with different children taking
on the role of, for example, leader, driver (controlling the computer),
scribe or timekeeper. On completion of the game, Teacher A was to run
a plenary session reecting on the different skills the students had had
to use in the game. Finally, students were asked to use the game as a
resource alongside the internet and books in creating a presentation on
medieval life. The students were expected to evaluate the efcacy and
reliability of the game as an information resource against these more
conventional tools.
They didnt use my manual I created a manual to help them play the game
and they didnt use it!...Theyre quick to pick it up. (Teacher N, nal interview)
At the same time, the majority of teachers entered the project with the
expectation that games use would be intrinsically motivating to the students:
Im a real believer in anything that can be used as a motivational tool, to
engage, excite and motivate kids, in the topic theyre learning... It would be
exciting and up to date and would appeal to students, after all a proportion, a
fair proportion, have computer games, have good hardware and software at
home. (Teacher D, rst interview)
Kids can do games. (Teacher H, rst interview)
The main hook is that students want to use games.
(Teacher A, rst interview)
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5.5.1 Motivation
The survey of teachers attitudes to using games in school reports that 53% of
teachers see childrens motivation as the primary reason for using games for
learning. Similarly, the teachers involved in the project viewed enhancing student
motivation and engagement as an important reason for exploring the potential of
games for learning.
From observations and interviews with students (carried out by researchers from
Futurelab and the two Student Research Groups) the motivational impact of
having used games in class was borne out by many students. Remarks such as
these are representative of feedback received from students:
Its not like a boring lesson, you actually have fun and at the same time learn
something. (Year 7 boy, John Cabot, KoH)
It was better than a normal text book lesson because thats really boring,
so it made it more interesting. (SRG report, St Johns)
It is worth, however, probing in more detail the features of games which support
motivation, as the expectation amongst many teachers (and amongst Ipsos MORI
poll respondents) is that the simple use of games in school is sufcient to
generate engagement amongst students.
This motivational effect of games, for example, is often ascribed to higher
production values, and while it is undoubtedly true that the commercial games
used in the four schools have more detailed graphics and glossier interaction
elements, there may be other reasons for these games engaging students.
One student commented that:
There was one class where they got to play games they play at home but
we had to do Knights of Honor and they got to play Sims and RollerCoaster
Tycoon. (Year 7 girl, John Cabot)
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Teacher F
Teacher F is head of languages and ICT. He reported some use of
strategy games outside school but, in our initial interviews, reported no
strong feelings about whether games would or would not be effective
for supporting student learning although he did expect games use to
motivate students.
In his planning, he intended students to work individually using The Sims
2 to create environments for their Sims families over the course of two
lessons. His rationale for this design was that the creation of a French
Sims environment would require researching issues of French geography
and culture (that is, examining what makes up a typical French landscape,
house and family) and learning simple vocabulary in order to create the
environment. The goal was that the students would learn new vocabulary
from the context (for example, when the word chargement appeared
on screen they could infer that it meant loading) in addition to having to
recognise known vocabulary, like the word for cooker, when building a
Sims home.
Unfortunately, technical constraints impacted this teachers plans
signicantly. The software would not install in French across the network,
removing the possibility for individualised access to the game. Instead,
one student at a time was asked to interact with the Sims on a whiteboard
while the remainder of the class watched and gave instructions in French.
On the basis of this activity, the teacher asked each student to write a
story using the vocabulary and concepts learnt in the lesson.
On completion of the project Teacher F was positive about the use of
games in the classroom. The use of vocabulary in context was felt to be
more memorable than a list of words, and the students were motivated
and enjoyed the experience, a contention which was supported by the
ndings of the Student Research Group in the school.
Perhaps the connection games make with students has more to do with their
position as familiar artefacts from their wider culture than with the quality of
their graphics: COTS games might simply be more relevant to students than
edutainment software. As a result, motivation would arise not necessarily
from the use of any game (we had to do Knights of Honor) but from the
use of games with which students were familiar (they got to play Sims and
Rollercoaster Tycoon).
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Another source of games motivation could stem from the inclusion of elements
that encourage autonomous exploration of the gameworld. For example, two
students discovered that peeps24 balloons in RollerCoaster Tycoon 3 pop when
clicked on this discovery led to a couple of minutes of looking for balloons to
pop. This feature didnt directly add to the game narrative (building a successful
theme park), but it reinforced feelings of agency and autonomy (it creates the
impression that players can control every element, even down to individual
balloons) and demonstrates the benet of exploration (players never know what
might be discovered through experimentation). The autonomy inherent in playing
a game might be an important factor in games ability to engage: in the view of
one student, a strength of games is that the teacher:
doesnt need to explain anything to us and lets us get on with it. (Year 7 girl,
John Cabot, KoH)
As a result, lessons which build on this freeform and autonomous exploration of
games might be expected to yield more engagement than those which adopted
more managed approaches.
At the outset of the project, however, there was little discussion amongst
teachers and researchers of the features of games that might contribute to
childrens motivation to play. As a result, lesson plans which were not structured
to build on these engaging features often saw lower levels of pupil engagement.
For example, one pair of teachers focused on the games motivating qualities
as a key element in their lesson planning, yet presented it to the majority of the
class in the same way as they might have used a video, bypassing the opportunity
for students hands-on and exploratory play.
While increased motivation and engagement of students was uniformly
represented by teachers as a positive effect, they and the students were clear on
completion of the project that motivation by itself doesnt help students learn.
One student responding to being asked whether games helped them learn by the
Student Research Group at St Johns said, Not really, its just more interesting,
and many gave the impression that it wasnt real work. The Student Research
Group at DSL reported that while many of the students playing the Sims
appeared motivated, this motivation was not uniformly applied to the learning
tasks set by the teacher. The fact that motivation to play games can also serve as
a distraction from educational objectives was highlighted by Teacher G:
Put a computer with anything in front of children, thats what theyll watch,
they wont pay attention to you. (Teacher G, interview)
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Additionally, in all classes there were a minority of students for whom the use
of computer games was actively demotivating, whether because they lacked any
interest in computer games, or as a result of students existing assumptions that
games did not belong in the same domain as learning.
What was clear was that the expectation that games would be intrinsically (and
in whatever way they were used) motivating for all students, informed the ways in
which teachers went about designing their lessons. In future, it would be helpful
to explore in more detail:
1. The features of games which support motivation and the ways in which these
can be drawn upon and incorporated into lesson design.
2. The need to develop multiple strategies for the use of games so as to account
for those children with little interest.
3. The need to identify strategies for managing the motivation and engagement
with games in the classroom context.
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Teacher N
Teacher N was an experienced maths and physics teacher. In her initial
interview she reported no games play other than Minesweeper. However,
she was a very competent user of ICT and had created simulations that
her students could use to observe ray motion in light. Her approach
to using games was initially sceptical and she believed that while
her students might be enthusiastic, they would gain only supercial
understanding of concepts from games play.
Teacher N worked with RollerCoaster Tycoon 3 and used the sandbox
area of the game (the element of the game which allows players to create
new rollercoasters). The lessons were supported by a signicant amount
of preparation, including a manual with reminders about how to play the
game, worksheets to work through and 12 pre-prepared rollercoasters.
Students were organised into pairs with one group of three.
The activities were constructed rst to introduce the game, and second to
draw students attention to the factors that impacted the performance of
a rollercoaster. Students were asked to work through various individual
factors in designing rollercoasters, including friction, launch speed
and height, and were asked to draw graphs and work out relationships
between these factors. In the nal lesson they deduced the formula for
kinetic energy. The amount of preparation done by Teacher N meant
the lesson plans were followed as intended, including plenary sessions
around a whiteboard at the front where the generated graphs were
discussed. The focus solely on the sandbox did mean, however, that
some students felt that some of the fun was taken out of the game.
the particular title) to build in-game resources prior to the lesson, or to mentor
peers during the lesson, through matching experts with less able students in
groups. The selection process for these groups varied: in some cases, teachers
were satised with students own assessment of their abilities (with one teacher
happy to move students on if they proved not to be as competent as claimed),
while in others teachers constructed selection tasks for potential members to
complete, such as creating a family in the Sims or navigating through a certain
set of menu items.
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6 Discussion
Page 48
At the same time, the study challenged the sometimes prevalent view that
simply introducing games into the classroom would prove motivating for
students. While teachers and students in the case studies reported high levels
of engagement and motivation in the ways in which most teachers appropriated
games in the classroom, it became clear that it was not simply the presence
of the game which engendered such engagement. Instead, the study suggests
that we need to pay closer attention to the specic features of games play which
encourage student engagement whether this is the degree to which children
enjoy having uid and autonomous control over a responsive environment, or
the extent to which it is the enjoyment of using games familiar from home and
leisured play in which they can demonstrate expertise. What is clear is that we
need to move beyond the generalisation that children are motivated by playing
computer games, towards a more nuanced understanding of exactly what in
games play is motivating in order to best understand how to engender such
engagement in the classroom.
Previous studies have argued that computer games have the potential to
support childrens thinking skills, collaboration and communication skills and
have suggested that one of the primary barriers to the use of computer games
in schools is an overly rigid subject and content-based curriculum. Indeed,
at the outset of the project both teachers and researchers expected greater
alignment between the competency-based curriculum run by two of the schools
and the sorts of skills children are reported to acquire in playing computer
games. What became clear throughout the course of the project, however, was
that the effort required by the teacher to engender such competencies through
games play in the classroom required the same levels of support and structure
as those required by teachers working in a subject-based curricular context.
Rather than witnessing a seamless and easy alignment of games play with
competency-based curricula, then, it became clear that teachers needed to
spend as much time encouraging reection and focusing specically upon such
skills development as the teachers working in a content-based curriculum were
required to do in articulating the acquisition of concepts and content knowledge
through games play.
It is far from clear to us, now, that the curriculum itself is the primary barrier to
the use of games in school. Instead, we would suggest that the successful use of
such games is, unsurprisingly, a reection of the quality of teaching. Namely, the
extent to which the teachers were:
able to accurately judge their students abilities
clear about the educational objectives they were hoping to achieve
effective in deploying the games resources in meeting these objectives.
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For teachers
Teachers should ensure that they are clear about the learning objectives they
are intending to achieve over the course of a scheme of work, and identify the
precise role to be played by using the game in achieving these.
Games do not have to be used in their entirety in order to support educational
goals and stimulate student motivation in some cases, certain elements of
games can be extracted and used productively in isolation from the game as
a whole.
Teachers should allow sufcient time for both them and their students
to become familiar with the game this may be more time than initially
expected.
Time for encouraging reection and review of games-based activities needs
to be systematically built into lesson plans, with contingency set aside for
technical issues that may emerge during games play.
Working with expert student groups may be benecial in developing new
approaches to teaching and learning. However care should be taken to ensure
that these experts are supported and condent in playing this role in the
classroom.
For schools
Teachers benet from support in order to use games effectively for teaching
support from technical staff is essential, and support from other teachers
working on the same problems is desirable.
It may be desirable to develop greater exibility in timetabling and
organisation of lessons in order to allow teachers to fully explore the potential
of working with games over longer periods of time.
Schools could do more to encourage cultures of collaboration, promoting the
benets to teachers of working with professional peers, as well as providing
the means to facilitate this.
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Endnotes
Forthcoming.
For example:
Becker, K and Jacobsen, DM (2005). Games for learning: are schools ready for
whats to come? Proceedings of DiGRA 2005: Changing Views: Worlds in Play
Shaffer, DW (2005). Epistemic games. Innovate, 1(6) (available at www.
innovateonline.info/index.php?view=article&id=79)
Gee, JP (2003). What Video Games have to Teach Us about Learning and
Literacy. London: Palgrave Macmillan
McFarlane, AE (2003). Learners, learning and new technology. Educational
Media International (Routledge) Vol 40 3/4
Kirriemuir, J and McFarlane, AE (2004). Literature Review in Games and
Learning. Bristol: Futurelab Series (available online at www.futurelab.org.
uk/research/lit_reviews.htm#lr08)
Fabricatore, C (2000). Learning and videogames: an unexplored synergy.
Presented at the International Conference of the Association for Educational
Communications and Technology, Denver, Colorado (available online at
www.learndev.org/dl/FabricatoreAECT2000.PDF
Malone, T (1980). What Makes Things Fun to Learn? A Study of Intrinsically
Motivating Computer Games. Palo Alto: Xerox
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For example:
Game Studies (www.gamestudies.org) is an online journal dedicated to
publishing the latest articles on research into all aspects of computer games.
Game Research (www.game-research.com) provides an overview of
computer games research and development.
Games for Change (www.gamesforchange.org) provides support for
organisations using digital games to effect social change.
Serious Games (www.seriousgames.org) promotes links between the
games industry and projects involving the use of games in education, health,
training and public policy.
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content of games and the content of school curricula was seen to make it
difcult for teachers to recognise the skills developed through using games
within a formal learning context. The report suggests that this mismatch
may be the nal obstacle to using commercial games in schools.
Two other studies provide case study accounts of actual classroom use
of computer games. In a US study S Squire (2004, Replaying History PhD
thesis, Indiana University - available online at website.education.wisc.
edu/kdsquire/dissertation.html) describes using the game Civilisation 3
in history lessons, delivered in various contexts, including six weeks use in
a high schools timetabled humanities lessons. S Egenfeldt-Nielsen (2005,
Beyond Edutainment: Exploring the Educational Potential of Computer
Games PhD thesis, IT-University, Copenhagen - available online at www.
itu.dk/people/sen/egenfeldt.pdf) provides an account of the use of the
game Europa Universalis II in a Danish school to teach history over an eightweek period. Both studies generated rich accounts of pupils actual use of
games, based on researcher observation over extended periods of time. As
in the UK studies, both suggest that the power of games to motivate and
their ability to foster information-handling and problem-solving skills are
qualities educators would nd desirable in a teaching tool. However, they
also highlight the constraints that occur as a result of the technical demands
of the game. Each highlights in more detail the central role of the teacher,
and examines some of the elements of gameplay that encourage learning
(for example, Squires recursive play or Egenfeldt-Nielsens discussion of
the place of player autonomy in encouraging motivation).
8
10 Ipsos MORI Students Omnibus conducted between 24 February and 18 May 2006.
11 These criteria are discussed in greater detail in:
Sandford, R and Williamson, B (2005). Games and Learning Handbook.
Futurelab: Bristol (available online at www.futurelab.org.uk/research/
handbooks.htm)
12 According to Entertainment Software Ratings Board (ESRB).
13 According to Pan European Games Information (PEGI).
14 The report can be found at www.ofsted.gov.uk/reports/index.cfm?
fuseaction=summary&id=109283
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Appendix:
summary of lesson plans
Teacher
Game
Subject game
used in
Age
No. of lessons
KoH
Cabot
Competency
Curriculum
11-12
The Sims 2
Cabot
Competency
Curriculum
11-12
D&E
The Sims 2
Alternative
Curriculum
11-12
5 x 60 min lessons
French
12-13
2 x 60 min lessons
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Learning objectives:
Improved teamwork, communication and information handling skills.
Activities:
In groups of four or ve, taking set roles, building house for family (previously built by
teacher) and guiding them through life decisions, recording processes and creative
work based on the familys life in journals.
Learning objectives:
Creative writing within a journalism register, use of ICT tools such as Publisher,
communication skills.
Activities:
Student experts created a Sims family. The management of these families (by an expert
user) was projected on a screen to the whole class. Various activities based around
students observation of the Sims onscreen actions: write a news story about a virtual
disaster that befalls the Sims family using the ve Ws Who? What? When? Where?
Why?; direct a Sim to a given location speaking German; describe characters of Sims in
creative writing exercise
Learning objectives:
Vocabulary acquisition and use within context.
Activities:
Students used internet to investigate typical French house (location, materials etc),
then experts construct one in Sims following class instructions in French. Class wrote
this up as a story.
Teacher
Game
Subject game
used in
Age
No. of lessons
RCT 3
Design &
Technology
11-12
10 x 60 min
lessons (5 double
periods)
RCT 3
Physics
11-12
9 x 50 min lessons
KoH
English
11-12
8 x 50 min lessons
The Sims 2
French
13-14
3 x 45 min lessons
L&M
KoH
Maths
15-16
3 x 45 min lessons
RCT3
Physics
17
6 x 45 min lessons
(3 double periods)
Learning objectives:
Understanding concept of conservation of kinetic and potential energy.
Activities:
Pairs of students playing 12 scenarios, created by teacher, initially raising awareness of factors that inuenced
coaster performance, and eventually used to deduce the law of kinetic energy through analysis of graphs produced.
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