Learning with play – Contradiction or new reality? Page | 4

Learning with play – Contradiction or new reality?

An exploration into the business of edugaming as it applies to public education.

Transcript for video: Assignment 1

Patricia Collins

University of British Columbia


As a member of a gaming household, and a teacher, I can attest to the powerful affordances that gaming imaginably brings to education. There is no plausible limit to the potential for integrating into, and actively recalibrating, an educational system that is rapidly approaching extinction. The gaming environment allows students to animate and construct new knowledge, building on discrete skills while respecting individual capabilities and putting the learner in control (Klopfer et al, 2009). Games can be customized to reflect a student’s individual learning while simultaneously fostering the employment of social learning skills and social negotiation in an effort to collectively problem solve (Wideman et al, 2007). Edugaming lends itself to constructivist and constructionist learning paradigms providing imminent possibilities for communities of practice and collaboration. The learning takes place as situated cognition and is reflective of 21st century goals and design. As Paul Gee (2004) highlights in his book, “why video games are good for the soul” people connect strongly to video games because they give us a “charge”; creating pleasure from their relevancy and meaningfulness (p.36). The equation is one of good games creating deep learning. A process more powerful and relevant to many then what occurs in school (Gee, 2004).
To date, as an economic venture, edugaming has had limited success integrating into public education. Success has been vetted in other circles however, with rich and effective game-based learning emerging in military, medical, and company training (Egenfeldt-Nielsen, 2010). The 2012 ambient insight market forecast touts that in the United States the market for edugames is growing at a five year annual compound growth rate of 26.5% (Ambient Insight LLC, 2012). With well known gaming companies such as Saga, EA mobile and Gameloft pushing new product into the market; this begs the question, are the gold-rush days with K-12 learning games just around the corner? The rapid advances in the last decade seen in the video game industry would be advantageous for the fledgling learning games industry. The time is ripe to channel their success. Popular gaming has opened up new audiences and created a more established space for gaming in mainstream culture. This is further exemplified by the fact that women now comprise a surprising 38% of identified gamers (Grand, 2011). Further to this, the advances in animation and graphics that have made games so wildly successful lend themselves nicely to educational gaming (Klopfer et al, 2009). Juxtapose with increasing reports of students feeling disenfranchised and alienated by traditional classrooms and the result is a factor that provides a strong impetus for identifying alternatives for youth to more successfully engage with learning (Wideman et al, 2007).
The largest hurtle for the expansion of edugaming is always the same - play cannot be learning. This message is being perpetuated by schools, parents, educators and even students themselves (Klopfer et al, 2009). They ignore the success of “serious gaming” at the post secondary level recently seen in medical and business. And continue to perpetuate significant doubts about the validity for a K-12 implementation (Wideman et al, 2007). Even the small segment of educators that do seem supportive of learning with games, are still intent on finding a way of manipulating gaming’s round lines to fit into the square peg of conventional classroom context.
Currently, there are start up companies such as Pixelfountain and games-ED trying to find some success integrating into classrooms. They are developing and publishing copies of edugames that have strong social contexts and the innate ability to bring about social change in a variety of ways. Most of these games fall under the umbrella of “serious games” or games that have as an end goal social justice and responsibility. However, these companies are years away from being adopted into mainstream public education. When asked to reflect on the reason behind the lack of edugaming in K-12 classrooms, Danish CEO of Serious Games Interactive admits there is little incentive to reallocate the funds for appropriate development like what we see in the contexts of military and medical fields. He asks what would happen if we were to try and fire teachers so their wages could be used to develop innovative educational games? No one would be insane enough to suggest such measures (Egenfeldt-Nielsen, 2010).
The sad truth around the success of edugaming is that potentially those involved and invested in the present public education system are its worst enemies. If one is to compare the present system with a dinosaur – then to take down a dinosaur requires a cataclysmic event such as a meteor-strike to shatter us into changing how we think. Although success and innovation has been seen in some educational sectors, this venture as a whole seems years away from reaching its potential in the context of public education; and may never succeed in achieving its full actualization.

References

Ambient Insight Research (2012) US Mobile Games Market Forecast Research [Market Forecast & Analysis] Retrieved from http://www.ambientinsight.com/Reports/MobileGames.aspx

Egenfeldt-Nielsen, N. (2010, March) Why Schools Are Not Using Games [Blogpost] Retrieved from http://egenfeldt.eu/blog/category/business/

Entertainment Software Association of Canada. (2010) 2010 Essential Facts about the Canadian computer game and Video Game Industry [pdf document] Retrieved from http://www.theesa.ca/documents/essential_facts_2010.pdf

Gee, P. (2004) Why Video games are good for the soul. Australia 2005 - Common Ground Publishing Pty Lmt.

Grand. (2011, March) How Important is the Video Game Industry to Canada [Blogpost] Retrieved from http://grand-nce.ca/newsandmedia/news-container/2011/how-important-is-the-video-game- industry-to-canada-extremely-important.-thats-why-you-should-read-this-report

Klopfer, E., Osterweil, S., & Salen, K. ( 2009) Moving Learning Games Forward The Education Arcade. Massachusetts Institute of Technology

Salen, K., & Zimmerman E., (2004) Rules of Play: Game design fundamentals. Massachusetts Institute of Technology. USA

Wideman, H., Owston, R., Brown, C., Kushniruk, A., Ho, F., Pitts, K. (2007) Unpacking the potential for education gaming: A new tool for gaming research. Simulation and Gaming Vol. 38 No 1 pp 1-21

Willis, J. (2011, April 14) A Neurologist Makes the Case for the Video Game Model as a Learning Tool. [Blogpost] Retrieved from http://www.edutopia.org/blog/video-games-learning-student- engagement-judy-willis