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Game-Based Learning: An Instructional Tool

Game-Based Learning: An Instructional Tool

Linda Ennis

Iowa State University, [email protected]

Follow this and additional works at: https://lib.dr.iastate.edu/creativecomponents

Part of the Educational Technology Commons

Recommended Citation Recommended Citation

Ennis, Linda, "Game-Based Learning: An Instructional Tool" (2018). Creative Components. 57. https://lib.dr.iastate.edu/creativecomponents/57

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Game-Based Learning: An Instructional Tool

Linda Ennis

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Abstract

Game-based learning is increasingly becoming popular in classrooms as an

instructional tool. Considering the popularity of game-based learning, a large number of

studies have been conducted explaining the positive effects that games have on

learning. This paper examines literature related to the use of game-based learning as

an instructional tool, the effectiveness compared to direct instruction, its usefulness in

today’s society, and the applications associated with assessment. This review seeks to

examine literature that supports game-based learning and aims to find how applicable it

is in the classroom for teaching both content and skills. This paper also provides insight

into the expanded role of computer games in the classroom and possibly assist in

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Game-Based Learning: An Instructional Tool

Typically, video games are most often thought of as entertainment but games are

increasingly entering the classroom for use in instruction. As games-based learning

becomes increasingly popular, it is important to understand the influence that these

games have on student learning and outcomes, they can be powerful learning tools.

More specifically, it is important to understand how computer games can assist in

teaching specific content and applicable skills. Trends in educational research suggest

that there is an increase in game-based learning compared to more conventional

classroom lectures due to student motivation and effort. Teaching specific content as

well as applicable skills is a common goal of educators; however, it can be challenging

to find the right format for teaching both content and skills. According to most research,

game-based learning has a great potential to provide this type of instruction, which is

why it is beneficial to research and understand the effectiveness of classrooms that use

game-based learning. Computer games can be used as a teaching tool because they

can positively benefit the learner through repetition, exploration, and practice. They

connect technology with education and produce substantial learning outcomes.

Computer games reach learners on their level, benefiting non-traditional learners as

well as empowering learners to take responsibility for their own educational growth.

Games provide a platform for students to take chances and be adventurous by allowing

students to fail and try again without negative consequences. Games for instruction

motivate, engage, and support learning where outcomes are relevant to real world

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Literature Review

Definition of game-based learning

Game-based learning is an environment where specific learning objectives are

achieved through game play. As described by Qian and Clark (2016), “game-based

learning describes an environment where game content and game play enhance

knowledge and skills acquisition, and where game activities involve problem solving

spaces and challenges that provide player/learners with a sense of achievement” (p.

51). Tang, Hanneghan, and El Rhalibi (2009), define game-based learning as “the

innovative learning approach derived from the use of computer games that possess

educational value or different kinds of software applications that use games for learning

and education purposes such as learning support, teaching enhancement, assessment

and evaluation of learners” (p.205). Ebner and Holzinger (2007), state that “game-based

learning is similar to problem-based learning, wherein specific problem scenarios are

placed within a play framework”. Additionally, Kim, Park and Baek (2009), define

game-based learning as “achieving the particular objectives of given educational

content through game play” (p. 801). Bellotti, Kapralo, Lee, Moreno-Ger and Berta

(2013), define a type of game that is designed to be entertaining and educational a

“Serious game, these games are attractive and appealing to a broad target audience

similar to commercial games but they meet educational goals as well” (p.1). Playing

educational video games does not always involve sitting in front of a desktop computer

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offer an outdoor component (de Freitas, 2006). The multiple definitions listed above

make it clear that game-based learning is not something finite but it is developing,

changing, and emerging as more research is being conducted.

Evidence supporting computer games as instructional tools

The influence of digital games and the idea that students might actually be

developing useful skills impacted the way that teachers and researchers view games,

allowing them to consider that they might provide useful and attractive new methods of

teaching (Connolly, Boyle MacArthur, Hainey & Boyle, 2012 p. 661). Computer games

have potential as a learning environment because they are a form of play that motivates

students through entertainment and competition which also include rules, goals,

feedback, interaction, and outcomes.Current research states that there is a beneficial

purpose to using computer games as instructional tools. In fact, Plass, Homer and

Kinzer (2015), claim that digital games are able to engage learners on an affective,

behavioral, cognitive, and sociocultural level in ways few other learning environments

are able to (p. 262). Educational computer games could become a major part of the

instructional learning experience. Computer games provide a format that allows the

learner to explore, inhabit, and master new concepts while creating new ideas, skills,

and experiences (Squire, 2008, p.17). Games are able to link meaning to content within

controlled environments where exploration and thinking are paramount. These games

motivate students to succeed and reduce the negative connotation of failure because

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advances in technology and computer graphics, games are becoming an alternative to

the traditional teacher lecture. Research over many years indicates that the use of

games for learning leads to improved general learning, increased motivation, and

improved performance (Wilson, Bedwell, Lazzara, Salas, Burke, Estock, & Conkey,

2009, p. 219). Game-based learning can offer opportunities for learning to be

situational, according to Plass, Homer, and Kinser (2015), by providing the right

information at the right time, this allows learners to benefit from the specific

meaningfulness and relevance. Games present information and problems in ways that

resemble real life, allowing important information to be transferred into learning (Plass,

Homer, & Kinser, 2015). Transfer of knowledge is also explained by Salomon & Perkins

(1989), through two main ways: a low road, which is based on repetition of a skill and a

high road, which depends on conscious abstraction and application of knowledge

(Plass, Homer & Kinser, 2015). Game-based learning is a prime example of how both

forms of transferability can be present. Games transfer knowledge through repetition,

practice, and application, which then can be transferred to a context and possibly skills.

The way games can mirror real life extends their transferability of the skills learned

beyond the game.

A case can be made for game-based learning that uses simulations and serious

games. According to Bellotti et al., (2013), game-based learning is a safe, long lasting,

and cost-effective means for learning skills and attitudes; it was observed that students

preferred games and simulation over other classroom activities and participation in

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marriage, and children although these effects could be short lived (p. 2). Similarly,

Connolly, Boyle, MacArthur, Hainey & Boyle (2012), found that playing computer games

is linked to a range of perceptual, cognitive, behavioral, affective, and motivational

impacts and outcomes. The most frequently occurring outcomes and impact were

content understanding and affective and motivational outcomes; however, the literature

reviewed provides limited evidence for this (p. 2). Games that encompass educational

objectives and subject matter are believed to hold the potential to render learning of

academic subjects more learner-centered, easier, more enjoyable, more interesting,

and, thus, more effective (Kafai, 2001). Game-based learning is extremely versatile, it

can be designed to fit any subject, provide specific information, build skills that are

applicable to life, and assess knowledge comprehension and when applied effectively, it

can be extremely entertaining and fun.

Bridging the gap between today’s generation and instruction

Connecting today’s generation with today’s instruction is a challenging goal for

educators. However, as more research is being conducted on game-based learning, the

more frequently games are entering the classroom. Today’s generation of students has

been surrounded and influenced by technology their whole lives and as a result

researchers are discovering that they have become more and more disengaged from

traditional instruction. Accordingly, Van Eck (2006), urges teachers to become more

aware of the potential effects computer games can have on student outcomes.

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but they provide a steady transfer of information from computer to performance. This

generation has grown up with games and it is important for educators and researchers

to seek value in the relationship that technology has with today’s youth. Van Eck (2006),

states that an important factor regarding game-based learning is understanding how

today’s “net-generation” requires multiple streams of information, prefer inductive

reasoning, want frequent and quick interactions with content, and have exceptional

visual literacy skills (p.1). The rapidly changing format of games is bringing new

potential for learning in immersive worlds using multiple media (de Freitas, 2006).

Today’s students also need to develop 21st century skills and be able to implement

them in multiple areas of learning and life which is why Qian and Clark (2016) advocate

using game-based learning because games provide a means of assessing these hard

to evaluate skills that are valued in the new digital economy (p. 51). Game-based

learning changes the approach of how students learn, allowing students to take control

of their own learning.

Game-based learning compared to direct instruction

Consider the role of computer games as they relate to direct instruction, are they

comparable? While there is considerable information promoting the use of games in

aiding education, there is little empirical information proving how it holds up compared

to teacher lead direct instruction as well as the effectiveness of games for concrete

educational purposes. Prior studies have focused more on motivational aspects than on

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need to prove that not only are computer games beneficial and an appropriate format

for the “net-generation” but that they are strong enough to stand on their own as

instructional tools. Studies have been conducted on the use of games as

pre-instructional strategy, co-instructional, or post-instructional but little is known about

the use in place of direct instruction. Fletcher and Tobias (2006), review multiple

sources that prove a positive transfer between playing a simulator type video game and

actual improvements in real world task performance (p.1). Similarly, Qian and Clark

(2016), reported that “some studies found that game-based learning might be superior

to traditional classroom instruction as it could increase students’ motivation for learning

and provide them with opportunities to explore and acquire new knowledge and skills;

however, others did not find strong evidence to support the association between

game-based learning and high academic achievement” (p.50). This invokes

considerable assumptions about the transferability of information and the role computer

games can play in the classroom which is why continued research should be

conducted. Game-based learning has been associated with improvements in the

development and reinforcement of sensory, motor, and cognitive skills. Games allow for

experimentation and manipulation in a safe environment. It has been proposed that

realistic and immersive virtual environments allow individuals the opportunity to interact

with objects and events in novel and meaningful ways, acquire relevant contextual

information, and integrate knowledge by doing(Shaffer et al., 2005). Furthermore, the

open structure and self-directed discovery of information inherent in these virtual

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et al., 2005). Thus, successfully leveraging these advantages in the education and

rehabilitation arenas could have immense appeal by facilitating the learning of

demanding tasks and the transfer of acquired skills (Connors, Chrastil, Sanchez &

Merabet, 2014). According to de Freitas (2006), it is becoming increasingly clear that

the traditional methods of instruction and assessment are not engaging or expanding

student achievement. With a greater emphasis upon learning experiences, game-based

learning may provide significant challenges to our institutions and teaching strategies;

however, it may also provide new opportunities for reconsidering how we learn and for

supporting the development of new immersive spaces where learners may produce

their own materials, share learning experiences, and practice skills for the ‘real world’

(de Freitas, 2006).

Assessment of game-based learning

Using game-based learning as an instructional tool, like any other instructional

tool, must be able to show that specific learning has taken place and students are

meeting the educational goals of the course through assessment. Assessment can

typically be conducted in one of two ways: summative (information collected at the end

of learning that tests knowledge) or formative (information collected throughout the

learning process continuously monitoring progress and failures). Bellotti et al., (2013),

suggests the use of formative assessment for the evaluation of game-based learning

because this type of assessment can be incorporated into the experience of the game.

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game-based learning through the use of pre- and posttest which is one of the most

widely used experimental designs in educational studies (p. 3). With more advances in

technology, it is important to consider audio and visual technologies that support

assessment. Bellotti et al., (2013), additionally discusses how recent technology can

automatically record players playing and speaking using a variety of available tools,

which can benefit assessment as well as research (p. 4). According to Kim and Shute

(2015), there is a continuous need for new kinds of assessments, and they state that

“scholars and practitioners have been recognizing the potential of video games for

assessment and learning” (p. 340). However, Kim and Shute (2015), also discuss the

difficulty of creating a game that has an assessment component but is also enjoyable

and educational. Therefore, Kim and Shute (2015), caution that a game with “heavier

emphasis on either one might hinder the enjoyment of the game or the strength of the

evidence collected for assessment” (p. 341).

Conclusion

To summarize, this literature review integrated viewpoints of how game-based

learning can be a substantial part of the education of students. These perspectives

enable educators to make informed decisions about the use of computer games as an

instructional tool. Undoubtedly, this paper has considered only a small amount of

research papers, but with continued interest and support for game-based learning,

research will continue and develop. The continued study of the role games play on

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classroom as instructional tools. While the current research has expanded the common

understanding of game-based learning and its impacts, it also highlighted some

problems. There is a need for more thorough research studies that can determine the

ways that games are currently being used most effectively to support learning in the

classroom. De Freitas (2006), states that “one of the main obstructions to uptake of

games in learning contexts is a lack of empirical data to support the fact that they work,

as well as a lack of understanding about how these games might be used most

effectively in practice” (p.5). It is important to consider the available research on the

effectiveness of games for concrete educational purposes, because most studies have

focused more on motivational aspects than on the curricular content and core academic

benefits. Another problem facing game-based learning is the negative connotation that

is associated with digital games, these misconceptions must be overcome before the

education field can embrace game-based learning (Schaaf, 2012). Much needed

continued research will not only guide the creation of educational and engaging games

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References

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and of serious games: an overview. Advances in Human-Computer Interaction,

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Chang, S., Hou, H., & Chang, R. (2015). Development And Application Of Game-Based

Learning Software Combining Role-Playing With Problem-Solving Strategies.

Advances In Social Sciences Research Journal, 2(6). doi:

10.14738/assrj.26.1220

Connolly, T., Boyle, E., MacArthur, E., Hainey, T., & Boyle, J. (2012). A systematic

literature review of empirical evidence on computer games and serious games.

Computers & Education, 59(2), 661-686. doi: 10.1016/j.compedu.2012.03.004

Connors, E., Chrastil, E., Sanchez, J., & Merabet, L. (2014). Virtual environments for

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de Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning.

de Freitas, S. (2013). Towards a New Learning. International Journal Of Game-Based

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qualities, learning, and enjoyment in game-based assessment. Computers &

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