Categories: NewsEducation

Making a game of modern education

<p><u><span style&equals;"color&colon; &num;0066cc&semi;">David Chandross <&sol;span><&sol;u><&sol;p>&NewLine;<p class&equals;"role">Professor of Education&comma; Ryerson University<&sol;p>&NewLine;<p>The Conversation<&sol;p>&NewLine;<h2>A group of 25 interns sit at <a href&equals;"https&colon;&sol;&sol;www&period;baycrest&period;org&sol;">Baycrest Health Sciences<&sol;a>&comma; a research centre for aging in Canada&comma; their eyes glued to their smart phones&period; They are playing <em>SOS<&sol;em> — <a href&equals;"http&colon;&sol;&sol;clri-ltc&period;ca&sol;&quest;resource&equals;sos-gaming-app-introductory-video-educators">an award-winning game that simulates real-world gerontology practice<&sol;a> — where they compete with other students to earn virtual currency&period;<&sol;h2>&NewLine;<p>Across town&comma; a group of professors sit around a table at <a href&equals;"https&colon;&sol;&sol;www&period;georgebrown&period;ca&sol;">George Brown College<&sol;a>&comma; designing a role-playing game with a virtual hospital called <em>The Grid<&sol;em>&comma; based on a Matrix-like theme of saving the world from ignorance&comma; for an accredited program in health sciences&period; Yet another team of game programmers are hard at work at <a href&equals;"http&colon;&sol;&sol;humber&period;ca&sol;">Humber College<&sol;a>&comma; building a virtual reality experience of a subway car after a bomb incident&period; Players wear goggles&comma; moving from person to person&comma; saving some and tagging others for care later on&period;<&sol;p>&NewLine;<p>Welcome to the new world of serious games and mixed reality&period; Serious educational games &lpar;SEGs&rpar; are games designed for learning&period; Mixed reality is a blend of virtual reality&comma; augmented reality and what are called immersive technologies&period;<&sol;p>&NewLine;<p>When you combine these&comma; you get a sense of where university education is going&period; It is called playful design and it’s a <a href&equals;"https&colon;&sol;&sol;www&period;business&period;com&sol;articles&sol;5-statistics-that-prove-gamification-is-the-future-of-the-workplace&sol;">multi-billion dollar industry&comma; that was used by over 40 per cent of the top 1&comma;000 companies<&sol;a> in 2015&period; It is also likely coming to a college near you&period;<&sol;p>&NewLine;<h2>Better than lectures<&sol;h2>&NewLine;<p>There are thousands of peer-reviewed studies on the <a href&equals;"https&colon;&sol;&sol;dl&period;acm&period;org&sol;citation&period;cfm&quest;id&equals;3178707">effectiveness of SEGs<&sol;a>&comma; showing that they do three things better than conventional teaching in higher education&period;<&sol;p>&NewLine;<p>First&comma; they enable skill acquisition&comma; that is&comma; <a href&equals;"https&colon;&sol;&sol;doi&period;org&sol;10&period;1016&sol;j&period;compedu&period;2012&period;03&period;004">they encourage students to use what they have learned and repeat that many times to master it<&sol;a>&period;<&sol;p>&NewLine;<p>Second&comma; they engage and motivate students more strongly than most lectures&period;<&sol;p>&NewLine;<p>Third&comma; they reward the learner with achievements every time they play&period; As far as other comparisons with conventional learning go&comma; they are at least as effective as lectures in most cases for teaching the basics&period;<&sol;p>&NewLine;<p>In short&comma; there are no compelling reasons not to use games for learning&comma; but there are understandable questions about when and how to do so&period;<&sol;p>&NewLine;<h2>Achievement&comma; exploration&comma; social connection<&sol;h2>&NewLine;<p>SEGs are divided into categories&period; They range from card games based on a pharaoh’s empire in which you build an organization&comma; to <a href&equals;"https&colon;&sol;&sol;peartherapeutics&period;com&sol;reset&sol;">mobile addiction treatment systems<&sol;a> approved by the United States Food and Drug Administration&comma; to <a href&equals;"http&colon;&sol;&sol;www&period;simleader&period;ca&sol;en&sol;ambulance-paramedic&sol;">training simulations for ambulance drivers and paramedics<&sol;a> created by Montreal-based SimLeader&period;<&sol;p>&NewLine;<p>&OpenCurlyDoubleQuote;Gamification” researchers&comma; such as <a href&equals;"https&colon;&sol;&sol;www&period;sfu&period;ca&sol;education&sol;faculty-profiles&sol;dkaufman&period;html">David Kaufman<&sol;a> from Simon Fraser University&comma; have held multi-million dollar grants to investigate their use in education over the past decade&period;<&sol;p>&NewLine;<p>Some of the ideas used in gamification are simple&period; In &OpenCurlyDoubleQuote;Point&comma; Badge&comma; Leaderboard &lpar;PBL&rpar;” systems&comma; points lead to badges&comma; which lead to a position in a group&period; You might earn points for learning about the biology of a moth&comma; then more points when you also learn about the biology of arachnids&period; This provides the kind of moment-to-moment feedback you get in video games&period;<&sol;p>&NewLine;<p>In fact&comma; most of the ideas that underlie this field came from video games&period; There is an impressive body of research showing that <a href&equals;"https&colon;&sol;&sol;theconversation&period;com&sol;play-games-with-your-kids-this-summer-to-boost-their-brains-94568">video games do improve our brains<&sol;a>&comma; despite what well-meaning parents might say when they see children glued to the screen&period;<&sol;p>&NewLine;<p>And when we take these elements present in good video games — of achievement&comma; exploration&comma; competition and social connection — and use them for learning&comma; an entirely new way of thinking about education emerges&period;<&sol;p>&NewLine;<h2>An addictive quality<&sol;h2>&NewLine;<p>It is called <a href&equals;"https&colon;&sol;&sol;journals&period;ala&period;org&sol;index&period;php&sol;ltr&sol;article&sol;view&sol;5629&sol;6946">playful design<&sol;a> in some fields&comma; based on the idea that we do like play&comma; that it is human to play&comma; not just childish&period;<&sol;p>&NewLine;<p>But what is meant by play in this context&quest; It is making learning fun&comma; something you want to do more of&comma; not less of&period; It is seen as a remedy for &OpenCurlyDoubleQuote;training malaise&comma;” the disappointing finding that the majority of what we teach people is not remembered&period; We forget things that are banal and remember things that have significance&period;<&sol;p>&NewLine;<p>Serious games work by practising skills and tracking achievement&comma; but also by giving learning an addictive quality&period; The &OpenCurlyDoubleQuote;one more move” thinking that keeps video gamers up all night is harnessed for learning&period; <a href&equals;"https&colon;&sol;&sol;www&period;gamasutra&period;com&sol;blogs&sol;BenLewisEvans&sol;20130827&sol;198975&sol;">It is based on the release of the neurotransmitter dopamine<&sol;a>&period; What dopamine does is make us want the &OpenCurlyDoubleQuote;next good thing&period;” Once we get it&comma; we lose interest and want &OpenCurlyDoubleQuote;another good thing&period;”<&sol;p>&NewLine;<p>This is called <a href&equals;"https&colon;&sol;&sol;www&period;theseus&period;fi&sol;bitstream&sol;handle&sol;10024&sol;147016&sol;tanskanen&lowbar;selja&period;pdf&quest;sequence&equals;2in">a compulsion loop<&sol;a> in game design&comma; and can be the basis of making university courses not only relevant&comma; but engaging&period; It is also a form of active learning&comma; which has been shown to <a href&equals;"https&colon;&sol;&sol;doi&period;org&sol;10&period;1073&sol;pnas&period;1319030111">increase grades and decrease failure rates<&sol;a> in a major review of research in the field&period;<&sol;p>&NewLine;<h2>Playgrounds of learning<&sol;h2>&NewLine;<p>The best SEGs now are called &OpenCurlyDoubleQuote;open world games” and are a blend of mixed reality and game design&period; Imagine living in an alternate reality&comma; where you are not you&comma; but an image of you called an avatar&comma; and this avatar is having adventures building something&comma; defeating a plague or combating addiction&period;<&sol;p>&NewLine;<p>This is called a &OpenCurlyDoubleQuote;<a href&equals;"https&colon;&sol;&sol;gameanalytics&period;com&sol;blog&sol;how-to-perfect-your-games-core-loop&period;html">conglomerate of player satisfaction loops<&sol;a>” and&comma; in short&comma; gives you so many things to do in this alternate world that you don’t know where to start&period; These are truly <a href&equals;"https&colon;&sol;&sol;www&period;igi-global&period;com&sol;chapter&sol;team-based-learning-and-team-based-playing&sol;196415">open exploratory playgrounds of learning<&sol;a>&comma; you can study things in any order you want&comma; there is no scripting of learning in the best SEGs&period; You simply enter an imaginary digital world and begin to engage with it&period;<&sol;p>&NewLine;<p>Preliminary studies by professors <a href&equals;"https&colon;&sol;&sol;www&period;ryerson&period;ca&sol;information-technology-management&sol;faculty-research&sol;deborah-fels&sol;">Deb Fels<&sol;a>&comma; <a href&equals;"https&colon;&sol;&sol;procom&period;ryerson&period;ca&sol;people&sol;robert-bajko">Rob Bajko<&sol;a> and other faculty at Ryerson University for internal purposes have shown that the majority of students prefer to learn using games&period;<&sol;p>&NewLine;<p>One long term study <a href&equals;"https&colon;&sol;&sol;doi&period;org&sol;10&period;1016&sol;j&period;chb&period;2016&period;08&period;049">tracked a class of students using game-based learning over a three-year period<&sol;a> and found there were many types of players&period;<&sol;p>&NewLine;<p>Some students were thrilled by the game&comma; some less so&comma; but in all cases&comma; the better they did in the game&comma; the better they did in the courses&period; This has been replicated many times by the author and other teams&period;<&sol;p>&NewLine;<p>We learn a lot when we love what we are learning&period; Its a basic benchmark of achievement in higher education&period; Human beings love doing certain things&comma; and learning to become a master of their own world&comma; however fantastical it might be&comma; is one of them&period;<&sol;p>&NewLine;<p>Game worlds and mixed reality are rapidly developing fields which any educator with even a passing interest in leveraging student success would be advised to track as it unfolds&period;<&sol;p>&NewLine;

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