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Playing to Learn: Using Commercial Video Games in

Education

Conference on Information TechnologyOctober 19-22, 2008

Landon K. Pirius, Ph.D.

Inver Hills Community College

Introduction

• Developed from multiple perspectives– Generation X– 25 years of game experience– U of M graduate– Dissertation work– 10 years in online education

Does it Have to be Boring?

• “There is no rule that says education has to be boring. In fact, people learn best when they are engaged and entertained.” (University of NC, Greensville, Econ 201).

Resources

• Wikis:– http://games4learning.pbwiki.com/

• Blogs:– http://game-culture.blogspot.com/– http://www.secretlair.com/index.php?/

clickableculture/C90/• Pew Internet and American Life Project:

– “Teens, Video Games, and Civics” (2008)• CBS News

– “In Depth: Gender Gap” (2003)• Scholastic

– “The New Gender Gap” (2004)

Resources

• My dissertation:– Abstract– Reference list

• Journals:– http://www.gamesandculture.com/news/– http://gamestudies.org/0601/archive– http://www.nickyee.com/daedalus/

• Organizations:– www.glsconference.com – http://www.digra.org/

Educational Problem• Disengagement and disinterest• Education competes with other activities• Gender gap – boys!

– 44% of university students– 40% of university graduates– Dramatic reversal in the last 30 years– White, boys is the only demographic to raise its high

school dropout rate since 2000.

Source: CBS, 2003

Educational Hypothesis

• Utilize games and simulations– To engage– To stimulate learning– To have fun

Statistics

• 97% of teens aged 12-17 play video games– 99% of boys; 94% of girls

• 50% played “yesterday”• Platform– 86% play on consoles– 73% play PCs– 60% on handhelds– 48% on mobile devices (cell phones)

Source: Pew, 2008

Statistics• Popular genres– Racing (74%)– Puzzle (72%)– Sports (68%)– Strategy (59%)– Simulation (49%)– MMORPG (21%)– Virtual worlds (10%)

Source Pew, 2008

Statistics

• 24% of teens play alone entirely; 76% play with others (social)

• 47% play online with those they know offline

• 27% play online with those they met online

Source: Pew, 2008

Literature

• Potential:– Critical thinking– Problem solving– Experience-based learning– Flow– Collaboration, competition – Role-playing– Hands-on– Communication, reflection

Literature

• Results:– Increased motivation to learn if playing– Learning how to solve complex, multi-issue

problems– Develop deeper, more insightful social

narratives– Transferability of interaction and leadership

skills offline– Empowerment and social responsibility– Immediate feedback with rewards or reprisals– Higher scores on exams (exp. vs. control)

Simulations

• Civilization

• Flight Simulator

• Sim City

• Other

Civilization• “Advanced players develop a model of

how geography, politics, and economics interact to produce historical outcomes.”

• http://civworld.gameslearningsociety.org/index.php

• Teach players to play game, then:– Play historical scenarios– Build custom scenarios– Produce knowledge

Flight Simulator

• Military training

• Civilian training

• Microsoft’s Flight Simulator– http://

www.fsinsider.com/product/Pages/InfoEducators.aspx

Sim City• Ervin Elementary– http://www.fi.edu/fellows/fellow3/apr99/simcity

2000/index.htm

• Other uses– Climate– Alternative energy– Environmental education– City planning– Urban design

Other Simulators

• The Sims• Railroad Tycoon• Rollercoaster Tycoon• Colonization• Ace Combat• Spore – guide your creature through

5 stages of civilization

Games

• Neverwinter Nights

• World of Warcraft

• Second Life

• Other

Neverwinter Nights

• Used with permission from Kathleen Hansen and Nora Paul, professors of journalism at the University of Minnesota.

• NWN.wmv

World of Warcraft• Play, Pedagogy, and Engagement– http://www.youtube.com/watch?v=rZ3Zn_VEV2

0

• Economics– Auction house– Value of goods/services– Supply/demand

• Qualitative methods class– Interview techniques

World of Warcraft

• My Course (Spring 2009)– Subjective culture• Social formations/relationships, behaviors,

norms/expectations, language, rules, rituals, gestures/emotes, roles/role-modeling

– Identity– Gender– Citizenship

Second Life

• Second Life Education Wiki

Second Life

• Marketing Concepts – Todd Johnson– Evaluate existing marketing efforts– Develop new marketing campaign

inside Second Life

• Law in the Court of Public Opinion – Rebecca Nelson– http://blogs.law.harvard.edu/cyberone/

Second Life

• Science Labs – Will Ober– http://www.k12.com/– Virtual lab scenario that supports

experimentation for high school students– Collaborative problem solving– Pattern recognition– Classification of material behaviors– Specialization

Second Life

• Chinese language learning – Second Life Chinese Island (SLCI)– http://vudat.msu.edu/1500/– Learn Chinese through immersion and

completing a scavenger hunt.

• Human Communication and Technology –Tanya Joosten– http://uwmsecondlife.blogspot.com/

Other Games

• Guitar Hero

• Rock Band

• Nintendo Wii

Strategies for Success

• Facilitate (be there!)• Experimentation• Exploration and manipulation• Opportunities for failure• Build in reflection• Role-playing• Immediate feedback• Cooperation and competition

An Educational Opportunity• Through facilitated instruction using

games and simulations, students may:– Engage– Learn– Communicate– Persist– Have fun– Share information– Create knowledge– Innovate

Keeping Connected

• Games4Learning Wiki– http://games4learning.pbwiki.com/• Create an account• Submit request for access• I will grant access• Create a profile page and contribute

Questions?

• Landon K. Pirius– piri0006@umn.edu

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