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In 2002, Canadian children aged six to 11 accumulated an average of two hours per day of screen time—on a computer, playing video games or watching television. Adolescent children ages 12 to 17 spent nearly three hours per day in front of a screen.[1]
While specific numbers for video game play in Canada are not available, data for the United States is striking. It is estimated that young Americans aged two to 18 spend an average of 30 minutes per day playing video and computer games. Among boys aged eight to 13, the amount of time rises to more than an hour per day.[2] By the time they reach college graduation, students in the U.S. accumulate nearly 10,000 hours of video game playing. That’s more than twice the amount of time they spend reading.[3] Reflecting the growing popularity of video games among young people, the American video game industry is booming: sales have quadrupled since 1996 reaching 11.7 billion in 2008.[4]
Video games, played outside the classroom, are often viewed as a waste of time, compromising school work and leading to aggressive behaviour. However, supporters of video games for educational purposes affirm their learning value.
Frequent and unrestricted use of recreational video games may compromise academic performance. Several studies have shown that students of all ages who spend more time playing video games have lower grades than their peers who devote less time to video gaming.[5],[6],[7],[8] This type of correlation should be interpreted cautiously: while research implies that playing video games causes students to perform poorly in school—it could also be the case that students who do poorly in school are more inclined to play video games. Interpretive issues aside, devoting long hours to recreational video game playing clearly does not contribute to academic achievement.
Research on aggression has established a strong link between violent video gaming and aggressive behaviour. For example, a review of 54 studies involving 4,262 participants concluded that playing violent video games increases aggressive thoughts, emotions and behaviours and decreases pro-social behaviours.[9] Studies examining the effects of interventions designed to reduce the amount of time spent playing video games provide further evidence for the link between violent video games and aggressive behaviour. For example, some studies have shown that when students decrease their video game playing time, their aggression levels also decrease.[10]
On the other side of the debate, some experts have found there are positive effects of playing video games, even violent ones. Video game advocate James Paul Gee believes that recreational video games engage players in several “powerful forms of learning” because:
Other proponents argue that video games engage players in a form of productive play that promotes various forms of co-operative and collaborative learning experiences.[12] Some games (e.g., Civilization, Rise of Nations) require players to learn about social, political and historical development. With many games, players develop skills such as teamwork, information seeking, self-assessment, communication, numeracy and spatial awareness.[13]
A few studies have documented the learning and skills development that can emerge from playing recreational video games. For example, lasting improvements in spatial cognition have been demonstrated among novice players of first-person shooter games.[14] And among training surgeons, video game skill is correlated with laparoscopic surgical skills.[15]
Video game advocates argue that researchers and educators should continue to examine the learning applications of recreational games, including Massively Multiplayer Online Games (MMOGs). These virtual worlds support hundreds of thousands of players, creating social community-oriented experiences where players must communicate effectively to solve problems and achieve their goals. To succeed at MMOGs such as World of Warcraft and The Sims the development and use of critical thinking and literacy skills is essential. [16],[17]
The emergence of MMOGs has led researchers to look at how learning takes place within video games rather than being simply derived from it. Digital environments such as those created within MMOGs do not simply enable learning through an array of technological tools, but as a result of interactions within these environments.[18]
While unrestricted recreational video gaming may have deleterious effects on academic achievement and aggressive behaviour, educational video games can present a powerful tool for increasing student learning.
Two different categories of instructional video games have been described:[19]
Both types of programs are useful teaching tools when used appropriately. The key to success, for teachers and their students, is to match the type of program with the instructional goal. Tutor/drill-and-practice programs can be highly effective for developing and practicing computational skills, but these types of programs are often ineffective when teaching students entirely new material.[20] Exploratory programs are ineffective with younger students who have not yet acquired sufficient background knowledge and self-directed learning skills. However, older students can reap substantial learning benefits using such programs, particularly with respect to acquiring deep, conceptual understanding of complex topics.[21],[22]
In some cases, educational video games provide no additional benefit beyond traditional instructional methods.[23],[24] In other cases educational video games produce impressively large benefits. For example, some reading instruction tutorial/drill-and-practice programs have been shown to be substantially more effective than regular instruction with respect to developing phonological awareness skills (key pre-literacy skills that help beginning readers break words down into individual sounds), with studies indicating that at least 84% of students exposed to computer-based phonological awareness training outperform their peers exposed to regular instruction.[25]
In mathematics, sixth grade students exposed to computer programs involving the manipulation of two- and three-dimensional shapes while learning about area and volume outperform eighth grade students in problem-solving and understanding geometrical concepts. Even two years later, these students outperform peers not exposed to the computer-based learning.[26]
In social studies, researchers have shown that students acquire and retain far more knowledge when they use multimedia software to complete collaborative projects rather than simply learning about the same topics through their textbooks. Some of the research suggests that 97% of students who engage in exploratory learning with multimedia software will outperform students who learn with just textbooks.[27]
In addition to direct-learning benefits, using educational video games can have indirect benefits by increasing student motivation, collaboration and creativity, and by improving classroom behaviour and dynamics.[28] Studies of video games used for mathematics learning show that students exposed to computer-based learning experience less anxiety toward mathematics and are more likely to enjoy complex challenges than students who receive traditional classroom instruction.[29]
When using games that allow students to discover new features through their own explorations, teachers report increased collaboration and creativity as students share their discoveries with their classmates and find new ways to explore and exploit the game technology. Teachers also report that classroom behaviour improves when students become particularly engaged in educational games. Providing appropriate games can be powerful classroom tool for encouraging compliance with classroom rules (e.g., scheduling game time first thing in the morning to discourage tardiness).[30], [31]
e-Learning (learning conducted via electronic media, especially the internet) was initially introduced within a context of inflated expectations. These expectations were quickly proven to be unfounded and an inevitable disillusionment followed.[32] While many proponents had predicted that e-learning would be markedly more effective than classroom learning, the evidence suggests that e-learning is no better than more traditional forms of learning (though, notably, no worse either).[33] In the workplace, many implementations of e-learning have left users dissatisfied, and—in workplaces, schools, and post-secondary institutions—adoption of e-learning has been much slower than anticipated.[34]
The failure, to date, of e-learning to meet initially high expectations is unlikely to be the result of the medium itself. Rather, it likely results from the ways in which e-learning is often used, or misused. The promise of e-learning rests in the power of multimedia for dynamic and interactive representations of information. When e-learning consists of traditional course materials that are simply transferred onto the internet, there is little chance that learners will be particularly engaged by the material. Similarly, when known principles of multimedia learning are violated (e.g., learners cannot focus on both text and graphics at the same time, but are often called upon to do so by poorly designed e-learning programs), e-learning cannot hope to be effective.
The embedding of video games and simulations within e-learning experiences is one way of improving the learning potential of those experiences. Games and simulations foster conditions for successful learning by: demonstrating rather than simply describing information; allowing learners to apply newly acquired knowledge and skills; engaging learners in relevant tasks that unfold over the course of learning; and providing feedback contingent on the degree to which learners are able to demonstrate their newly acquired knowledge or skill.[35]
Parents can take comfort knowing that moderate amounts of recreational non-violent gaming can be beneficial or at least harmless. However, they should also recognize that unrestricted access and overuse of all types of video games can put academic achievement at risk and lead to increased aggression. When parents limit violent video-game play, their children have higher academic achievement and display lower levels of aggression (e.g., fewer fights with peers and arguments with teachers).[36] Schools can also play a role in helping children limit their recreational video-game playing. For example, in intervention studies in which school children receive classroom instruction designed to help them reduce their television viewing and video-game playing, students report decreasing amounts of screen time and exhibit decreasing levels of aggression.[37]
Incorporating computer games into the classroom can be appealing to both students and teachers: students generally enjoy and are motivated by computer games and teachers benefit from the richness of the resources provided by high-quality games.[38] Using computer technology and video games to enhance classroom learning remains a challenge for many teachers, who can be wary of unreliable or unfamiliar technology.[39] Their time is scarce and any time spent dealing with technical problems and learning how to use new software often means less time devoted to classroom instruction. It is important, therefore, to maximize the effectiveness of educational video games.
Select commercial video games which support educational content
Age of Empires
A popular PC gaming franchise which facilitates an interest in history.
Rome: Total War
The player assumes the role of a leading citizen of Rome, managing armies, cities and economies giving users an in-depth glimpse into ancient Roman customs and military history.
SIM City
A top selling PC game franchise which has been used from kindergarten to post-secondary to teach urban planning.
The SIMS
A household simulation game which attracts more women than men. It allows players to practice and learn about family dynamics, architecture and interior design.
To be effective, educational video games should address a specific problem or teach a specific skill. By extension, video games need to be used selectively, based on teachers’ objectives and students’ maturity and skill level.[40] Appropriate teacher training and professional development are critical to the successful implementation of educational video games. Students of teachers with more than 10 hours of training significantly outperform students of teachers with five or fewer training hours.[41] In addition, four design characteristics that affect student learning have been identified:[42]
Teachers who have successfully integrated educational video games into their classrooms value the following design elements: [44]
Teachers can consult Playing to Learn, a comprehensive guide to more than 100 video-game activity ideas for students in grades four to 12. The guide addresses a range of subjects from language arts, to geography and visual arts. Included is a discussion by scholars and journalist on the merits and limitation of using video games as a teaching strategy.
The tremendous popularity of video games means they have enormous potential as learning tools that capture students’ attention and fire their imaginations. Harnessing that potential requires careful attention to design features and appropriate training for teachers. The understanding of links between video games and learning is still very much at a nascent stage both with regards to game design and effective delivery.[45] As video games in education are gaining attention, it becomes more and more critical to understand why and how games can affect students.
[1] Statistics Canada (2006). Health Reports, 17 (3). Catalogue no. 82-003-XIE.
[2] Roberts, D.F., Foehr, U.G., Rideout, V.J. & Brodie, M. (1999). Kids & media @ the new millennium. Menlo Park, CA: Kaiser Family Foundation.
[3] Prensky, M., “Digital Natives, Digital Immigrants”. On the Horizon. New York: New York University Press, 2001. Accessed on December 3, 2006.
[4] Entertainment Software Association. Accessed on September 14, 2009.
[5] Anderson, C.A. & Dill, K.E. (2000). Video games and aggressive thoughts, feelings and behaviour in the laboratory and life. Journal of Personality and Social Psychology, 78, 772-790.
[6] Roberts, D.F., Foehr, U.G., Rideout, V.J. & Brodie, M. (1999). Kids & media @ the new millennium. Menlo Park, CA: Kaiser Family Foundation.
[7] van Schie, E.G.M. & Wiegman, O. (1997). Children and videogames: Leisure activities, aggression, social integration, and school performance. Journal of Applied Social Psychology, 27, 1175-1194.
[8] Gentile, D.A., Lynch, P.J., Linder, J.R. & Walsh, D.A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5-22.
[9] Anderson, C.A. & Bushman, B.J. (2001). Effects of violent games on aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal, and prosocial behaviour: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.
[10] Robinson, T.N., Wilde, M.L., Navracruz, L.C., Haydel, K.F. & Varady, A. (2001). Effects of reducing children’s television and video game use on aggressive behaviour: A randomized controlled trial. Archives of Pediatrics & Adolescent Medicine, 155, 17-23.
[11] Gee, J.P. (2007). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
[12] Annetta, L. (2008). Video Games in Education: Why they should be used and how they are being used. Theory into Practice. 47:3, 229 -239.
[13] Alexander, B. (2008). Games for Higher Education: 2008. EDUCAUSE Review, 43(4). Accessed October 22, 2009.
[14] Feng, J., Spence, I., Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850-855.
[15] Rosser, J.C., Lynch, P.J., Cuddihy, L., Gentile, D.A., Klonsky, J. & Merrell, R. (2007). The impact of video games on training surgeons in the 21st century. Archives of Surgery, 142(2), 181-186.
[16] Schrader, P.G. (2008). Learning in Technology: reconceptualising immersive environments. AACE Journal. 16(4) 457-475.
[17] Young, M.F., Scharder, P. G., & Zheng, D. P. (2006). MMOGs as learning environments: an ecological journey into Quest Atlantis and the SIMS online. Innovate, 2(4).
[18] (Schrader, P.G. (2008). Learning in Technology: Reconceptualizing immersive environments. AACE Journal, 16 (14) 457-475.
[19] Means, B. (1994). The Technology and Education Reform: The Reality Behind the Promise. San Francisco: Jossey-Bass.
[20] Fazal, M.B. (1996). Effectiveness and costs of computer-based instruction in higher education and defense training: A meta-analysis. Dissertation Abstracts International.
[21] Kulik, C.L.C. & Kulik, J.A. (1991). Effectiveness of computer-based instruction: An updated analysis. Computers in Human Behavior,7, 75-94.
[22] Sivin-Kachala, J. & Bialo, E.R. (1994). Report on the effectiveness of technology in schools, 1990-1994. Washington: Software Publishers Association.
[23] Din, F.S. & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement. Child Study Journal, 31(2), 95-102.
[24] Shute, R. & Miksad, J. (1997). Computer assisted instruction and cognitive development in preschoolers. Child Study Journal, 27(3), 237-252.
[25] Foster, K.C., Erickson, G.C., Foster, D.F., Brinkman, D. & Torgesen, J K. (1994). Computer administered instruction in phonological awareness: Evaluation of the DaisyQuest program. Journal of Research and Development in Education, 27 (2), 126–137.
[26] Raghavan, K., Sartoris, M.L. & Glaser, R. (1997). The impact of model-centered instruction on student learning: The area and volume units. Journal of Computers in Mathematics and Science Teaching, 16, 363-404.
[27] Okolo, C.M. & Ferretti, R.P. (1996). The impact of multimedia design projects on the knowledge, attitudes, and collaboration of students in inclusive classrooms. Journal of Computing in Childhood Education, 7, 223-251.
[28] Rosas, R., Nussbaum, M., Cumsille, P, Marionov, V., Correa, M., Flores, P., et al. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers and Education, 40, 71-94.
[29] Cognition and Technology Group at Vanderbilt University (1992). The Jasper series as an example of anchored instruction: Theory, program description and assessment data. Educational Psychologist, 27(3), 291-316.
[30] Lee, J., Luchini, K., Michael, B., Norris, C. & Soloway, E. (2004). More than just fun and games: Assessing the value of educational video games in the classroom. Conference on Human Factors in Computing Systems, CHI ’04. Accessed October 13, 2009.
[31] Learning and Teaching Scotland. (2008). Dr Kawashima’s Brain Training.
[32] Shank, P. (2008). Thinking critically to move e-learning forward. In S. Carliner & P. Shank (Eds.), The d-Learning Handbook: Past Promises, Present Challenges (pp.15-26). San Francisco, CA: Pfeiffer.
[33] Bernard, R.M., Abrami, P.C., Lou, Y., Borokhovski, E., Wade, A., Wozney, L., et al. (2004). How does distance education compare with classroom instruction? A meta-analysis of the empirical literature. Review of Educational Research,74 (3), 379 – 439.
[34] Dolezalek, H. (2004). Industry report 2004. Training, 39 (9), 21 – 36.
[35] Merrill, M.D. (2008). Converting e-learning from e3-learning to e3-learning: An alternative instructional design method (pp. 359-400). In S. Carliner & P. Shank (Eds.), The d-Learning Handbook: Past Promises, Present Challenges (pp.15-26). San Francisco, CA: Pfeiffer.
[36] Gentile, D.A., Lynch, P.J., Linder, J.R., Walsh, D.A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviours, and school performance. Journal of Adolescence, 27, 5-22.
[37] Robinson, T.N., Wilde, M.L., Navracruz, L.C., Haydel, K.F. & Varady, A. (2001). Effects of reducing children’s television and video game use on aggressive behaviour: A randomized controlled trial. Archives of Pediatrics & Adolescent Medicine, 155, 17-23.
[38] Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., et al. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40, 71-94.
[39] Tally, B. (2007) Digital Technology and the end of social studies education. Theory and Research in Social Education. 35(2), 305-321.
[40] Mitchell, A., Savill-Smith, C. (2004). The use of computer and video games for learning: A review of the literature.London: Learning and Skills development agency.
[41] Ryan, A.W. (1991). Meta-analysis of achievement effects of microcomputer applications in elementary schools. Educational Administration Quarterly, 27(2), 161-184.
[42] Sivin-Kachala, J. & Bialo, E.R. (1994). Report on the effectiveness of technology in schools, 1990-1994. Washington: Software Publishers Association.
[43] Azevedo, R., & Bernard, R. M. (1995). A meta-analysis of the effects of feedback in computer based
instruction. Journal of Educational Computing Research, 13(2), 109-125.
[44] McFarlane, A., Sparrowhawk, A., Heald, Y. Report on the educational use of games. Department for Education and Skills.
[45] (Spector, M. J. and Ross, S.M. (2008). Special thematic issue on game-based learning. Education technology research and development.