This week we were visited by
three educational researchers who had all conducted research into Games Based
Learning (GBL). We heard about actual studies which were conducted with
children in real classroom settings. It was very interesting to hear the
results of the studies as it gave evidence to many of the ideas connected with
and talked about GBL.
David Miller talked about a
study conducted using ‘Dr Kawashima’s Brain Training’ on the Nintendo D.S. The
aim of the study was to see if playing this game over time would improve
children’s numeracy work. The initial study consisted of a class of pupils
taking a 100 item number test (100 sums to answer) at the beginning of a nine
week period. During the nine weeks, every morning at school the pupils would
play ‘Dr Kawashima’s Brain Training’ for twenty minutes as a starter to the
day. After the nine week period the class took the same 100 item number test
and the results were compared to the previous to see if the game had affected
the children’s numeracy skills.
Overall the pupils Arithmetic
improved much more with the game compared to similar classes who did not use
the game. So it proved that ‘Dr Kawashima’s Brain Training’ had a positive
effect on the children by improving their arithmetic. The Study was then upscaled
to see if the game would affect other children in the same way. A randomised
controlled trial was used where random schools from all over Scotland were
chosen to take part. The results gained from the upscaled study came out
similar to the first- the game helped to improve the children’s arithmetic.
Along with this advantage,
using ‘Dr Kawashima’s Brain Training’ in the classroom has many others. For
example, using the game would work towards meeting the Principle of Challenge
and Enjoyment. The game includes a number of tests which are suited to your own
personal ability, these can be repeated to try and better your score. Trying to
better themselves would motivate the children and therefore ‘Encourages high
aspirations and ambitions for all’ (Scottish Government, 2009, no page).
Children often want to be the best in the class so it is very important for
them to understand that challenging themselves is equally important.
Although this study did produce a lot of positive
results, it did have some implications. One being that ‘Dr Kawashima’s Brain
Training’ is a COTS (Comerially off the shelf) game, meaning it hasn’t been
written or designed for learning and teaching in the classroom but for
entertainment and a profit. This may have caused problems with some teachers
and parents who have more traditional views about education but I feel that
using a COTS game can be better than a game designed for in the classroom. In
my opinion, it makes the game more meaningful for the children as they may
recognise it so works towards meeting the Principle of Relevance as it could be
a game they have at home or advertised on the television so straight away grabs
their attention as it is ‘relevant to their lives’(Scottish Government, 2009,
no page). As Prensky (2001) emphasises Games are ‘their world, just as much as
cars or the telephone was the world of their parents’ (p.38) we as teachers
should use what children are use to in order to engage them in the classroom.
I found this input really interesting as it provided
actual evidence to go along with the theories and ideas I have read about GBL. I
feel that studies like these will begin to change the minds of those who doubt
GBL. Hopefully GBL will eventually start to play a
much larger role in schools in the near future.
Prensky, M. (2001) Digital games based learning. New York: McGraw-Hill Professional
Scottish Government (2009). Curriculum for Excellence: Principles for
Curriculum Design. Available: http://www.ltscotland.org.uk/understandingthecurriculum/howisthecurriculumstructured/principles/index.asp
[Accessed 17/02/12]
An interesting post that gives the reader some indication of the benefits of GBL in classrooms. Do you have the link to David's research?
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