what we can learn from work in "serious" video games - maya israel

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What We Can Learn from Work in “Serious” Video Games Maya Israel, Ph.D. College of Education @misrael09 [email protected]

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Page 1: What We Can Learn from Work in "Serious" Video Games - Maya Israel

What We Can Learn from Work in “Serious” Video Games

Maya Israel, Ph.D.College of Education

@[email protected]

Page 2: What We Can Learn from Work in "Serious" Video Games - Maya Israel

Roadmap

Rationale for (video)gaming in STEM education

Preliminary data on gaming

Implications for Game Design

Page 3: What We Can Learn from Work in "Serious" Video Games - Maya Israel

Qualifier…I’m talking about video games

• BUT……

this is my living room closet.

• AND……

Info learned in video game studies can influence tabletop game design!

Page 4: What We Can Learn from Work in "Serious" Video Games - Maya Israel

How Popular are Video Games?

Lenhart, A. (2008) Teens, video games and civics. Pew Internet and American Life Project *Note: error +/- 3 pointsAnderson, J.Q., & Rainie, L. (2012) The future of gamification. Pew Internet and American Life Project

Where do they play?• 86% on consoles• 73% on computers• 60% on portable

devices• 48% on cell phones

Digital games generated $25 billion

in sales in 2010

Who plays video games?• 99% of boys • 94% of girls • 54% play daily (500k

middle school students with LD)

• 34% of boys & 18% of girls play for >2 hours daily

Page 5: What We Can Learn from Work in "Serious" Video Games - Maya Israel

In general, gaming promotes:

• Problem solving

• Collaboration

• Persistence in the face of frustration

• Systems-thinking

• BUT….major disconnect between commercial games and educational ones

– Engagement gets lost!!!

Page 6: What We Can Learn from Work in "Serious" Video Games - Maya Israel

What we know about STEM education…Many are left behind

STEM=Reading Test More new vocabulary than in the

first year of a high school foreign language course

Complex expository texts that limit of poor readers’ comprehension New information is covered at a rapid pace

Scientific method=Rigid ,multi-step process Laborious lab reports

If you are not an efficient reader, you won’t likely succeed in STEM

Page 7: What We Can Learn from Work in "Serious" Video Games - Maya Israel

Preliminary Research on Gaming and Struggling Learners

Can be more effective than traditional instruction

Increases motivation

Promotes self-esteem

Improves skills for extended periods after the game ends (Beaumont & Sofronoff, 2008)

Accel

(Israel, Marino, Basham, & Spivak, in press)

But….data is inconsistent!

Page 8: What We Can Learn from Work in "Serious" Video Games - Maya Israel

Some preliminary data

No opinion Read Video game Lab Internet0

10

20

30

40

50

60

IEP

Below basic

Basic

Proficient

AdvancedPerc

enta

ge o

f Stu

dent

s

Reader

Reader

For disability

Preferred Method of Learning Science

Marino, Israel, Beecher, & Basham, 2013)

Reader

Reader

Page 9: What We Can Learn from Work in "Serious" Video Games - Maya Israel

For example: Cross-Game Study

• Study Design: Multilevel Modeling • 366 middle school students across all game conditions• Looked at gender, reading ability, disability, attitudes

about science, and attitudes about video games

Page 10: What We Can Learn from Work in "Serious" Video Games - Maya Israel

Results• Students made gains across all gaming conditions,

but….• Reading ability, gender, and attitudes about science

influenced outcomes across gaming conditions– Cell Command: Interaction between gender and

attitudes about science/interest in STEM careers– Crazy Plant Shop: Disability made a difference– You Make Me Sick!: LOTS of interactions including

gender, attitudes about video games, and interactions among gender and attitude variables

• WHY????• Implications for Game Design????