Project 3: Are videogames the gateway to an educational evolution? (Rough Draft)
This is my Project 3 Rough Draft. With my knowledge gained from my Project 1 rough draft and using my outline and researching research based arguments, I faired better when writing it. I did not receive peer feedback, but I did receive instructor's feedback. My feedback was on minor details, so I chalked it up to me being more prepared and knowledgeable on what my paper needs. My professor highlighted sections in my paper. She went into more detail of why some of the information was redundant in my paper and how the section about tutorials needed to be broken down, which was very helpful. I also struggled with a couple of my in-text citations and forgot to change out some capitalization. A few mistakes I also noticed on my own time was misspelling of one of the author's names. These corrections, compared to my project 1 rough draft shows my growth in writing researched based arguments. I highlighted changed or removed sections in yellow, and put added parts in blue text.
Olivia Sabb
Professor Atkins-Gorteeva
ENGL 1312
April 11, 2022
Are
videogames the gateway to an educational evolution?
Videogames
have quickly grown to be one of the top forms of entertainment in today’s
world. The detailed graphics, bright colors, and challenges in modern
videogames engulf the attention of many children for hours at a time nonstop,
and with videogames booming in popularity, companies have made gaming a
versatile piece of entertainment. Videogames can be played on almost any platform,
from mobile to consoles to PC’s, and with many children in America owning
electronics, this lets children play anywhere anytime depending on whether the
game requires internet connection. With these critical details, children are
highly motivated for hours at a time playing, and these hours have increased
with the current COVID-19 pandemic, in the beginning of this pandemic, millions
of students converted to virtual school and many still are still going virtual
today under these circumstances. This leaves many children bored and without
nothing to do at home, and with not being able to socialize in person or go
outside as much, videogames may fill the schedules of many children. Schools
pushed to supply students who have no access to electronics to complete
schoolwork in quarantine and have succeeded, and with videogames being playable
on almost any device, educational gaming can be accessible to their students,
paired along with children having side time to game, even during school weeks.
Without
schools adding educational gaming to their teachings, students may not be as
focused and may have a harder time getting motivated to do work and struggle to
understand harder concepts of the classes they’re taking. The school will miss
the overall benefit of a win-win situation by helping their students retain and
stay interested in the information present in the classroom while also keeping
the students entertained during and after quarantine.
When
it comes to videogames, students become motivated and pour copious amounts of
time, sometimes hours into gameplay. Arena provides the following statement
from Brockmyer, American students between ages 8 and 18 years spend about 13.2
hours each week playing videogames. This is a significant amount of time, and schools
and communities can take advantage of this time spent towards gaming by providing
or assigning videogames who have story lines or gameplay centered around the
student’s current coursework such as English and history. The combination of
videogames and education not only entices students to learn, but to also allows
them to become motivated while playing while helping students boost their
critical thinking skills throughout gameplay.
Not
only do Schools need to take advantage of the time students spend gaming, but
they also need to take advantage effectively, as students should learn from the
videogames. A few years ago when I was still in elementary school, our teachers
let my class and I play Prodigy, a Math game that let you build your
math skills while also using the points received from learning to buy and level
up your pets in game and going into battle by solving math problems. Although I
played for only 30-45 minutes a day in class, after a few weeks I had many math
formulas mastered in my mind and I not only had fun leveling up my pets and
defeating monsters, but my grades started significantly improving. “In the
classroom, one important advantage is the ability of games and game-based activities
to entice internal learning motivation by introducing various ‘joyful’
elements.” (Hartt et al. 590) Without motivation, students won’t be as willing to
learn, and with videogames containing elements to keep their players around and
motivated to play, such as challenges and storylines, education can be
implemented into these elements and students be captured by these elements
while the gameplay also has them learn and master the course material in order
to advance. “This notion has caught the attention of those inside the
Washington, DC Beltway. The Federation of American Scientists (FAS, 2006)
called video games the next great discovery, as they offer a way to captivate
students to the point that they will spend hours learning on their own time.” (Annetta
230) The elements of videogames make them a perfect tool to motivate students
to learn with positive emotional responses. Without enjoyment, learning may
become a difficult feat to overcome.
Even
just casual videogames can help boost the critical thinking skills of students,
as they promote teamwork in multiplayer settings, encouraging students to
interact with their pears and form plans and make decisions to overcome a task,
such as Among Us. Problem solving is encouraged through puzzle and challenging
videogames, like Fez. These games require great critical skills, and with the
world becoming more digital and demanding more technical and critical skills, games
with these properties can be an essential tool to get education where it needs
to be in the world today. According to Ashintoff, videogames are learning
machines in themselves; The player first must complete the tutorial the game
introduces them to so the player can gain familiarity and understand the basics,
and after, the use of strategy and planning are needed to complete task which more
detailed and complex as the player passes levels or challenges, become more
complex while the teaching method gradually switches from a tutorial to an
experience passed process. Ashintoff also states that video games teach the
player to use critical thinking skills to evaluate any situation in game and
determine the best course of action. “Starcraft 2 (as well as its
predecessors Starcraft and Starcraft: Brood War) is what is called a
“Real Time Strategy” game. Players must obtain various resources and use them
to purchase buildings and fighting units. Then, they must fight and defeat
their enemy. To play this game successfully, players must manage their time and
resources more efficiently than their opponents as each building and unit have
a different cost, purpose, and build time.” (Ashintoff 1) Videogames include
many strategic and critical aspects in their games, and many multiplayer games
have players use teamwork to assign a leadership and roles to complete a task
successfully and efficiently. These same skills are used in the classrooms when
it comes to group projects and working environments, and schools need these
skills to skyrocket for their students.
Some
universities have already taken advantage of this opportunity and have put
their own videogames into the scene to enhance their courses and help their
students learn. The FAS, Brown University, and the University of Southern
developed a serious educational game, Immune Attack, which was made to teach
complex biology and immunology to students as an alternate means of education (Annetta
230) This game not only requires strategy, but also teaches the player about
biology and the immune system. More examples include Environmental Detectives,
developed by the Education Arcade, and River City, developed by Chris Dede from
the Harvard Graduate School of Education. Both games strive to teach research
skills. “These educational games commonly require the use of logic, memory,
problem-solving, critical thinking skills, visualization, and discovery.
Moreover, the use of these gaming technologies requires that users manipulate
virtual objects using electronic tools and develop an understanding of the
complex systems being modeled.” (Annetta 231) And with most games, the
player(s) may need to switch up strategies and make many new ones depending on
the situation, making the player more flexible with problem solving and
thinking. Videogames can also benefit students outside of just education and
skill building, as Ashinoff talks about how an experiment Kühn et al. ran in
2014. Kühn 48 participants who have never played videogames with the game Super
Mario 64 for 30 min a day for 2 months, Super Mario 64 is a game in which you
solve puzzles to pass levels, slaying monsters, and exploring the game world. Gray
matter in the brain was measured before and after training, and it was found
that gray matter significantly grew after training. This is essential, as there
is evidence this training has also improved other cognitive functions, such as
memory and attentional shifting. These educational and cognitively
stimulating properties of videogames can improve students’ growing young minds inside
and outside of school.
With
most of today’s generation being accustomed to the digital age, education is painfully
behind. The United States’ schooling and the skillset they teach has not
changed much in the past 40 years, and videogames can be the gateway for this
change. Not only is the skillset of the 21st century different from what was
needed in the 20th century, but our outdated system is not yet prepared for
students in all types of educational scenarios, such as online and hybrid
classes, Videogames can cross this bridge as they are very versatile and can
teach students the critical skills that are in extreme demand in today’s world
and the future. In 2005, The Business-Higher Education Forum states that Future
generations need science and mathematics skills, creativity, information, and
communication technologies skills, and complex problem skills (Annetta 231). Videogames
are a great gateway for education to develop and adapt to the needs of the 21st
century and future students, as they not only make the player develop different
strategies in game, but also involves teamwork, time managing, and other
important critical skills students will need for the world today.
Videogames
may have many beneficial properties students can prosper from, but the stigma
behind videogames will be a large feat for education to overcome. Whitton
argues that not only media molds the attitudes and thoughts on videogames in
learning, but other barriers also have an impact. Whitton also adds a statement
in 2010 from Bourgonjon, Valcke, Soetaert, & Schellens Students may not be
open to gaming for reason such as how much each individual student understands
about videogames, gendered preferences, or the view that ‘fun’ and learning
cannot mix. Whitton also adds a statement from Buckingham & Scanlon in 2010
that these views may be from using low quality “edutainment” games that reward
the student for interacting with educational content. The stigma of gaming also
carries over into adult learners and parents alike and are more severe in this demographic.
“Adult learners in particular may be less likely to find computer games
intrinsically motivational and need to be convinced of their efficacy as a learning
tool (Whitton, 2010)” (Whitton and McClure 562). Whitton also provides a statement from
Buckingham in 2011, “Parents may feel caught between fear of the ‘corrupting influence’
of consumerism and a belief that its products might support their children’s learning
and self-expression”. What motivates people can vary, but in a single
demographic the majority believe around the same thing, and in this case many
adults may believe that videogames aren’t needed or may not have been educated
about the benefits of videogames and shown mostly the ‘harmful’ effects of
videogames. However, these views can be changed, as the field of educational
games has developed and learned, Arena addresses and recognizes the failures
and bad starts for educational videogames, using the phrase “chocolate-covered
broccoli” to describe how education and videogames were poorly forced together,
making the combination neither educational nor entertaining. Over time, the
world of educational gaming has evolved and learned more, and thus many modern
examples of the genre do a better job of recruiting pedagogically valuable
qualities. Teachers, parents, and adult learners alike need to be informed of
this in order to have a breakthrough, change their thoughts on educational
gaming and make the path to educational gaming being the norm among schools
smoother.
The media’s representation of videogames is harmful to videogames and portrays
gaming as addictive and attention shortening, to where violence can stem from. Whitton
used the LexisNexus media search tool (www.lexusnexus.com),
searched for articles about videogames using the search terms ‘computer game’,
‘video game’, and ‘digital game’, and found that out of the 112 articles
reviewed, 18 articles (16%) were about the positives of gaming, 27 (24%) were
neutral, and the majority, totaling 67 (60%), shined videogames in a negative
light. Most of these negative articles centered around the link between
violence in video games and violence in real life. Many of these negative works
exaggerate the cons of videogames to an extreme, comparing videogame addiction
to smoking and even describing players as helpless in the world because of
videogames. The media’s negative articles on videogames impact teacher’s and
parent’s views on digital gaming alike, in addition, this will make convincing not
only teachers, but school districts to use videogames in their lessons difficult.
Logically dissecting these negative articles could convince teachers, as the
media leaves out positive educational and learning benefits that have
researched to back them up and considering other factors that cause ‘videogame addicts’.
Although
there is strong research on the effectiveness of educational games in schools,
there are people who may not be so convinced still. Some people may state that
videogames have been proven to be a distraction, and a main reason for why
students’ grades can get derailed. Videogames themselves are not bad, nor good
for people. They are a neutral, but when correctly used in classroom settings, can
result in fruitful results, according to Khalid’s experiment, students grew and
developed their social skills with other students “Students were of view that
many competitions were held in their academic session, for example debate and
poetry, and they participated confidently in such competitions because playing
video games urged them to communicate with other people virtually in an appropriate
language.” (Khalid 499) Videogames, especially multiplayer games, can encourage
students to socialize with others and develop their social skills, and so Excessive
gaming time may cause students to slip up on schoolwork, but the game itself
will not ‘dumb down’ students, monitoring time spent gaming and doing homework will
solve this problem.
Others
may counter that videogame don’t push
students to use critical thinking or even learn in game or won’t apply any
critical skills gained from videogames to real life scenarios, but this just
isn’t the case most of the time. According to Khalid’s
experiment where he had students, students grew and developed their social
skills with other students “Students were of view that many competitions were
held in their academic session, for example debate and poetry, and they
participated confidently in such competitions because playing video games urged
them to communicate with other people virtually in an appropriate language”
(Khalid 499). Students not only learned about course subjects (Debate and
poetry) but also developed their social skills further, which is a key critical
skill. Students also learn to take advantage of resources and learn how to use
and locate unique tools, “Data exposed that video games have enabled users to
locate information and use different information tools (tutorials) for solving
problems” (Khalid 499). In
addition, one may oppose educational gaming due to thinking that being
accustomed to videogames in classrooms will cause the rejection of main
traditional learning media, such as textbooks, projectors, and teaching on
whiteboards. This is not the case, as videogames will be used as enhancing tools,
as Annetta states that good teaching will not be overpowered by videogames in class
and are only an enhancer to help engage students in their course materials and help
them grasp complex concepts in the real worlds in comfortable spaces (Annetta 236).
Videogames help students develop critical thinking skills and learn the
material in their classes as an effective tool in their education.
Although videogames can be effective learning tools when harnessed right, using them incorrectly can cause students to lose focus on their learning and make them, along with teachers, doubt games. Schools, elementary to colleges, want their students to have the best grades possible while also preparing them for the real world and the first step needs to be educating the teachers on videogames, as teachers play a large role in school education. Baek, a professor in educational technology, states “Despite this call, little exists in the literature to guide teachers in how to actually implement games (Baek, 2011), particularly in a formal educational setting.” (Watson 78) (qtd. In Watson and Fang 78) Without thorough information on how teachers can implement videogames into their lessons, gaming may do more harm than good, and this is a crucial step above all to get games in the classroom. Watson also provides the following statement “In practice, teachers can play a very large and important role in setting goals and promoting reflection by students playing games in formal educational settings (Watson, Mong, & Harris, 2011).” (Watson and Fang 78) Teachers need to be educated on videogames and gaming with course materials in order to teach their students properly and to have a good balance of gaming, and learning.
With videogames in the classroom, students
will not only learn and grow critical thinking skills, but they will also be
able to understand and retain topics and terms from the course material they
are given in school. Videogames allow students to be medicated to learn in and
outside of the classroom. With today’s world, videogames as an educational tool
can benefit both today and future generations of students, as videogames
promote the skills needed for today’s world and will become more and more in
demand as the world develops. Along with the world developing, this will also
help education develop and evolve further so it teaches students the skills of
the present and future, and not skills that were useful 40 years ago.
Videogames are the gateway to developing education and keeping students
motivated in their learning and overall development.
Works
cited
Annetta, Leonard A. “Video Games in Education:
Why They Should Be Used and How They Are Being Used.” Theory Into Practice,
vol. 47, no. 3, 2008, pp. 229–239. JSTOR, https://doi.org/10.1080/00405840802153940 . Accessed 1 Mar. 2022.
Arena,
Dylan. “Video Games as Tillers of Soil.” Theory Into Practice, vol. 54,
no. 2, 2015, pp. 94–100. Academic Search Elite, EBSCO, https://doi.org/10.1080/02697459.2020.1778859. Accessed 3 Mar. 2022
Ashinoff,
Brandon K. “The Potential of Video Games as a Pedagogical Tool.” Frontiers
in Psychology, Frontiers Media S.A., 30 Sept. 2014, https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4179712/# . Accessed
2 Mar. 2022.
Hartt, Maxwell, et al. “Game on: Exploring the
Effectiveness of Game-Based Learning.” Planning Practice & Research,
vol. 35, no. 5, 16 June 2020, pp. 589–604. Academic Search Elite, https://doi.org/10.1080/02697459.2020.1778859 . Accessed 1 Mar. 2022
Khalid,
Tooba, et al. “Pakistani Students’ Perceptions about Their Learning Experience
through Video Games.” Library Hi Tech, vol. 38, no. 3, 15 Nov. 2019, pp.
493–503. Library & Information Science Abstracts (LISA),
https://doi.org/10.1108/lht-03-2019-0068. Accessed 27 Feb. 2022.
Watson, William R., and Jun Fang. “PBL as a
Framework for Implementing Video Games in the Classroom.” International
Journal of Game-Based Learning, vol. 2, no. 1, Jan. 2012, pp. 77–89. Gale
Onefile: Computer Science, https://doi.org/10.4018/ijgbl.2012010105 . Accessed 6 Mar. 2022.
Whitton,
Nicola, and Maggie Maclure. “Video Game Discourses and Implications for
Game-Based Education.” Discourse: Studies in the Cultural Politics of Education,
vol. 38, no. 4, 21 Aug. 2017, pp. 561–572. Academic Search Elite, https://doi.org/10.1080/01596306.2015.1123222 .
Accessed 1 Mar. 2022
Comments
Post a Comment