Recursive Loops of Game Based Learning
Recursive Loops of Game Based Learning
Recursive Loops of Game Based Learning
Paul R Kearney
PhD Student School of Education
Deakin University
Melbourne Australia
[email protected]
Maja Pivec
Information Design, FH JOANNEUM,
University of Applied Sciences,
Graz, Austria
[email protected]
Abstract: This paper addresses the issues surrounding knowledge and skill
acquisition from Game-Based Learning. Using both the learning models of
Garris, Ahlers, and Driskell (2002) and Klob (1984), an enhanced conceptual
model of how and where game-based learning fosters learning outcomes has
been presented. The new model contains a time dimension and shows the
scaffolding of player abilities. The motivation behind this paper is to
promote an understanding of the pedagogy delivered by computer games,
both educational and recreational, to assist educators utilize these tools when
including game-based learning into the teaching curriculum.
Introduction
Many academics compare video games to the act of teaching and do not embrace the learning potential
that modern commercial computers games can offer. Brown (2002) suggests that students learn as a
result of the framework or environment that fosters learning rather than as a result of the teaching. He
maintains that todays students look upon technology as an integral part of learning. For many of them
computer games have been part of their learning since early childhood. Brown suggests that there is a
shift in the way that these students learn. The shifts include literacy, from text to multimedia; lectures,
from teacher-centered to student-centered; reasoning, from deduction to transforming; and reading,
from solitary to social exploration. Computer games are ideally situated to cater for these students.
Oblinger (2004) suggests that educational environments involving computer games lead to deeper
learning, and Buchanan (2000) states that the cognitive conflict from computer games enhances
learning. However, much of the current research in this field is purely qualitative and many empirical
studies are based on observation only. There has been little evidence to show how Game-Based
Learning (GBL) works and this invites many skeptics to the discussion. Egenfeldt-Nielsen (2005),
states that results in this overall research area are mixed, but do lend some support to computer games
having a connection with spatial skills, problem-solving and to a very limited degree, eye-hand
coordination (p.92). He continues with saying the transfer of improvements obtained in the computer
game context to other areas of life have been notoriously hard to document (p.92). EgenfeldtNielsens (2003) earlier study stated that eye-hand coordination was not improved when playing a
popular arcade game title Super Monkey Ball, yet in a recent study by Rosser, Lynch, Cuddihy,
Gentile, Klonsky, and Merrell (2007) using the same game, eye-hand co-ordination was not only found
to be improved, but also transferred outside the context of computer game play. This suggests that
research in the area of GBL is varied and results differ as widely as the methodologies employed.
Garris et al. also suggest that the learning outcomes occur outside of the game during reflection and
debriefing (figure 1).
INPUT
PROCESS
Instructional
content
OUTCOME
Judgements
System
feedback
Game
Cycle
Debriefing
Learning
outcomes
Behaviour
Game
characteristics
This may be true for declarative knowledge, but to succeed in the fast paced action games available
today, players must increase their procedural and strategic knowledge within the game itself. Shaffer
(2006) calls this reflection-in-action, as opposed to reflection-on-action as would be the debriefing in
figure 1. Shaffer suggests that the virtual worlds created by such games allow students to take action
within the game and then reflect on this action, both during and after play.
Kolb (1984) suggests that learning follows a cyclic pattern, and the reflection on experience is part of
the learning cycle itself (figure 2), similar to Shaffers reflection-in-action. However, Paras &
Bizzocchi (2005) state that when play is broken up with reflection, the learning is reduced. However, if
the reflection is dispersed within the game itself, the learner/player takes responsibility for the learning
outcomes.
Concrete
Experience
Feeling
Active
Experimentation
Doing
Reflective
Observation
Watching
Abstract
Conceptualisation
Thinking
Figure 2: Kolbs learning styles
The reflection can occur during periods between the levels of the game, or while waiting for the game
to complete a simulation, or even be part of the game itself. For example, Kearney (2005) compared
the commercial game Counter-Strike with Quake III, both first-person shooter multiplayer computer
games. In the game Counter-Strike, if players are shot, they are required to wait between missions until
the remainder of their team wins or loses the level. This provides time to reflect on their game strategy,
their decisions and subsequent actions, while they are passive observers of the game being played. In
Quake III, players can re-enter the game immediately and no time for reflection is provided. The results
of Kearneys study showed that players of the game Counter-Strike improved their multi-tasking
ability by up to 2.5 times more than that of Quake III players; the time used for reflecting before reentering the game may have contributed to this improvement.
Many publications that include learning models differ in their suggestion of where and how learning
takes place. However, they all agree that learning outcomes are enhanced through the immersive
characteristics of computer games where the attention of the player is focus on the goal of the game.
They also state that when this immersion occurs, the game motivates the player to repeatedly engage in
play. This type of motivation has been described as flow (Csikszentmihalyi, 1990). The concept of flow
can be used to identify which computer games foster the persistent re-engagement of the player, by
analyzing computer games with a game-flow analysis model (Sweetser & Wyeth, 2005; Kearney &
Pivec, 2007).
teacher involvement, but the computer game itself can act as the teacher. With multiplayer games, peer
collaboration occurs between players and has been observed to foster learning (Kasvi , 2000).
We propose an expansion on the model from Garris et al., (2002) to include a time dimension. This
dimension allows us to follow the game play and the progression throughout the game. Within the
model we can observe the macro and micro game cycles (figure 3) and include player reflection within
the game, during play and between levels, and suggest where the different types of learning occur; skill
based, knowledge based, and affective.
Commercial computer games are known for creating social environments and cult followings
surrounding the gameplay, the character attributes, and players abilities, and we suggest this is where
affective learning occurs. Garris et al., (2002) describes affective learning as including feelings of
confidence, self-efficacy, attitudes, preferences, and dispositions (p.457). The skill-based learning
appears to comfortably fit within the micro game cycle or levels within the game. For example, Rosser
et al., (2007) found that the playing of commercial action games improved the surgical skills of
laparoscopic physicians and decreased their error rate. There was no documented debriefing session for
Rossers study and it is assumed that the development of technical or motor skills occurs within the
game itself.
Figure 3 also shows how player ability and experience affects the challenge element and the level of
learning (ZPD), and how the level of cognitive challenge can be appropriate for the learners current
abilities. The model also shows the inclusion of instructional design and game characteristics as critical
elements of a game to enable the achievement of the learning outcomes, as well as the additional factor
of player abilities.
System
feedback
Judgements
Behaviour
Player
Abilities
Level 99
Debriefing
Instructional
Design
Reflection-on-Action
Learning
Outcomes
3
2
Game
Characteristics
Levels Completed
(Abilities incremented)
Level 1
System
feedback
Social Environment
(Affective Learning)
Judgements
Micro Game Cycle
(Skill based Learning,
Cognitive Abilities)
Behaviour
Conclusion
Defining learning as the acquisition of knowledge or skills, suggests that Game-Based Learning is the
vehicle that fosters the acquisition of the learning outcomes. The research for this paper suggests that
Game-Based Learning occurs in a recursive loop and as such when the player skills are acquired, or
incremented, the player moves on to the next level of the game. The model shown in figure 3
introduces a time element to allow the player to progress through the game increasing their knowledge
and acquiring new levels of ability. This suggests that knowledge, declarative, procedural, and strategic
is acquired over time and abilities or skills are incremented through experience.
We have also shown detailed macro and micro cycles of learning within GBL and highlighted how
player experience relates to the levels of the game itself. Where instructional design contributes to the
challenge factor for the player, the characteristics of the game that promote player immersion
contributes to the persistent re-engagement by the player. The level at which the player engages will
affect the success of the learning outcomes.
It is hoped that an understanding of the pedagogy delivered by Game-Based Learning will help
educators utilize the design when including game-based learning into the teaching curriculum. This
model is currently being used in a study of cognitive abilities achieved from recreation computer
games, due for completion in 2008.
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