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Joystick Nation

Remember how much fun Donkey Kong Jr. Math was? Of course you don’t. It was the worst selling of the 15 games originally released with the Nintendo Entertainment System.

According to experts from the education and video game industries at the Summit on Educational Games in Washington Tuesday, “edutainment” games haven’t made much progress in the 20 years since.

Video games have made some inroads where they can be used as simulations for training, such as in the military, but the lack of games that are both interesting and educational, as well as a cash shortage for research and development have kept games largely as an extracurricular.

Still, recent research has demonstrated that young video-gamers have better visual perception than non-gamers, and can better keep track of quickly changing visual information that might be used for fast problem solving. Whether higher skills can be developed through gaming was a subject of debate at the conference. Still, with the ubiquitous nature of video games in mind, experts at the conference discussed ways to bring the game console to the classroom. Talks centered almost exclusively on potential for K-12 classrooms, but a few voices of higher education innovation chimed in, and much of the work being done on games for pre-college students and for the military is being done at universities.

Deborah Wince-Smith, president of the Council on Competitiveness, noticed that her son had learned quite a bit of history and how “to ensure an intact supply chain” by playing Cossacks. “Gee,” Wince-Smith said, “we should have had that game when we were planning the invasion of Iraq. Why don’t we build in math and science skills?”

Or how about biology? Elizabeth Sweedyk, an associate computer science professor at Harvey Mudd College, is developing an adventure game called “Elixir Vitae” that she hopes to test in introductory biology classes at Harvey Mudd next fall. In the game, players control a character, 16-year-old Rosalyn, in a fantasy world where various elixirs are the answers to all sorts of problems, from pollution, to disease, including Rosalyn’s own illness. Rosalyn has to run around searching for the right ingredients for elixirs before bad things happen, and she dies. All the while, the government is trying to maintain a stranglehold on the resources Rosalyn needs. Sweedyk hopes the game can be a metaphor that leads to learning.

“There’s no biology,” she said. “The game never mentions proteins, but it’s meant to be deconstructed with respect to protein synthesis.” Sweedyk said the game could be a good departure point for teachers to “say, this is similar to protein synthesis in these ways.”

Sweedyk said the game would probably be best used as a homework assignment, and might help get intro students interested enough to remain in the discipline. She said she considered loading the game with actual, hard biology content, but decided, with the help of student input, to avoid the Donkey Kong Jr. Math trap of focusing on test-like assessment. “You can’t do it realistically” and still make the game fun, she said.

Jan Cannon-Bowers, an associate professor of digital media at the University of Central Florida, helped bring training software to the Navy. She agreed that, while it’s extremely difficult to pull off the ideal of an educational blockbuster, games can help “change attitudes” toward certain subjects. “I never thought physics was cool,” she said. But, contingent on budget approval, she will soon start working on a National Science Foundation funded project to develop a multiplayer video game that can be used to augment intro physics lessons.

She said a preliminary idea is to have an adventure game where characters might “engage with Newton, and he sets you off on tasks,” she said. “If the example can force the learner to engage in content, you can get multiple student talking. ‘I want to solve this problem because Newton will die if I don’t.’” Cannon-Bowers doesn’t expect saving Sir Isaac to trump a good Halo session, but the idea of incorporating history into games is not so far-fetched, as the Civilization game series can attest.

The Civilization games — the fourth installment hit stores Tuesday — are among the most popular computer games ever made. In the games, players guide their own civilization through history. The pinnacle of the original Civilization was landing a man on the moon. All of the sequels are packed with historical information, including the “Civilopedia,” where players can look up Alexander the Great’s battle résumé before deciding whether to take him on, or find out that the Persians are industrious and scientific. Some professors are already using Civilization. According to Deborah Briggs, the director of marketing and business development for Firaxis Games, the company that makes the Civilization games, said that Patricia Seed, a history professor at the University of California at Irvine, is one of a bunch of professors who often require students to play Civilization. Firaxis has a teacher’s section on its Web site.

Michael Zyda, director of the University of Southern California’s Viterbi School of Engineering’s GamePipe Laboratory, helped develop the simulation “America’s Army,” which came out in 2002 and now has six million registered players, 3 million of whom have completed the lectures and tests required to pass a digital equivalent of the real Combat Medic Course. Zyda said the game was a valuable recruiting tool for the Army. Now he plans to soon be working with low-cost brain sensors developed by a company he was not at liberty to name, to see what parts of the brain are active during different video games and simulations.

USC researchers are also nearly ready to distribute to the military a first-person game where the player is a soldier helping rebuild in Iraqi city. The player has to speak basic Arabic, such as greeting phrases, into a microphone. The digital soldier then speaks those words in the game to interact with other characters who speak back in Arabic, with English subtitles.

The National Science Foundation has also given researchers at Brown University, USC, and the Federation of American Scientists money to develop “Immune Attack,” in which students race through the human body figuring out how to manage various parts of the immune system, lest infection win the game. The game is slated for testing in high school and introductory college courses next March. But there are still a few bugs to work out. “If you were traveling through a real blood vessel, the view would be blocked by all the red blood cells,” said Loring Holden, one of the researchers working on the game at Brown. “We have to find a way to visualize it, but stay accurate.”

Immune Attack probably won’t supplant Grand Theft Auto, but Henry Kelly, president of the FAS, sees potential. “It’s a different experience when students can really see this,” he said.

David Epstein

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Comments

Games in Higher Ed,

It seems to me that there are some subjects/skills that are a more natural fit for games than others. One example of a “game friendly” skill, IMHO, is keyboarding/typing. Factors that make keyboarding suitable for teaching via games include:

1. The need for repeated practice 2. The fact that it’s time sensitive (i.e. faster is better) 3. Easily measured objectively (it’s easier to score a keyboarding test than an essay) 4. Physical nature (some skills with a physical component are, I think, easier to represent in computer-game environment, on the other hand, riding a bicycle, shooting free throws, and similar skills may be better suited to traditional learning methods.)

Of course, not all of these are necessary for “game-friendliness,” learning a foriegn language is less physical in nature, and can be more difficult to measure objectively, but does require repeated practice and, is somewhat time sensitive.

So, what kinds of things are *not* easily taught through computer games? English Composition (writing) seems less game-friendly to me. Of course, you could create an RPG called “College” where the player’s character is a student who’s goal is to type a 5000 word essay and turn it into the “teacher” character by a particular due date. But, that’s not much of a game. Certainly, there are aspects of writing, such as spelling and (maybe to a lesser extent) grammar that could be taught through a game (i.e. they exhibit some of the factors listed above — making such a game *fun* could be a challenge). Perhaps another factor is that the computer be able to provide immediate feedback to guide the player/student. This is easy to do for spelling (typing, etc) but not so easy for composition as a whole (since that would almost seem to require that the computer be able to read and “understand” the composition (Searle and his Chinese Box notwithstanding). So, two factors that make a subject less “game-friendly” might be:

1. Difficulty in objective measurement 2. Diffiiculty in providing immediate feedback

Some subjects require a combination of abstract thought and factual knowledge, which may be difficult to impart through a game. Consider this (US History) essay question:

What social, economic, and cultural forces gave rise to the Great Awakening and the Enlightenment in colonial America? How did these movements shape the world of 18th -century Americans?

I’m not sure what kind of game, if any, would enable a player to answer such a question. (Leaving aside the “College” RPG where the player reads various texts and listens to the “professor” character lecture...).

Of course, there are aspects of history that are more game friendly (i.e. specific battle tactics in military history etc), but there’s also a lot of literature, philosophy, political science, etc that requires the kind of thinking needed to answer questions like the one above. I’m not sure *that* sort of thinking is teachable via games.

Larry Gainor, at 1:36 pm EDT on October 26, 2005

Video Games: Their Nature and Use

The excellent article by David Epstein, “Joystick Nation” and the excellent comment by Larry Gainor, “Games in Higher Ed.” present some important issues regarding the use of video games in education. I think this issue will be aided by an overall perspective on video games, which I attempt to provide here. If we are going to consider using video games in education we need to understand the nature of video games and their usage.

This paper contains a discussion of video games, and how video games, over time, have become both more complex and more violent. Then, I present some data from four Introduction to Psychology classes that I taught, where I got some perceptions from Hispanic college students about video games.

In a recent article, I noted that video games have, over time, become more complex and more violent (Eisenman, 2004). Data that support these conclusions comes from Electronic Arts (also known as EA). Below, bit refers to the complexity of the game. EA data from 1989-2001 shows increasing complexity with time, and observation of video games shows that they have become, on average, increasingly violent. The findings from EA are:

Sega, Genesis, 1989, cartridge, 16-bit Nintendo, Super NES, 1991, cartridge, 16-bit Matsushita, 3DO Interactive Multiplayer, 1993, compact disk, 32-bit Sega, Saturn, 1995, compact disk, 32-bit Sony, PlayStation, 1995, compact disk, 32-bit Nintendo, Nintendo 64, 1996, cartridge, 64-bit Sony, PlayStation2, 2000, digital versatile disk, 128-bit Nintendo, Nintendo GameCube, 2001, proprietary optical format, 128-bitMicrosoft, Xbox, 2001, digital versatile disk, 128-bit

The increased complexity probably is a natural result of earlier things becoming more complex with time, as people become more used to them, more able to deal with greater complexity, and game inventors learn more about their craft and can thus create more detailed, imaginative, complex games.

The increased violence is probably the result of increased interest in violence—which is all around us, in life and in the news—and increased need for extreme stimulation to capture interest. Thus, earlier research found that video games did not lead to violence, but the video games used were relatively nonviolent. Today, a video game is much more likely to be violent and to lead at least some players to increase in violence, as research by Anderson shows (Anderson & Dill, 2000; Anderson & Morrow, 1995). Anderson’s research suggests that people become more violent in both the short run and the long run as a result of playing violent video games. While I am skeptical that everyone is so affected, it could well be that there are differences on the average, with players of violent video games having their violent tendencies increased over that of people who do not play violent video games. And, violence-proned people would seek out a game that involved violence, as it would appeal to them. From working in a prison, I learned that violent people love violence. They love doing it, seeing it, reading about it, etc.

Thus, in our society a technology has evolved, namely video games, that includes many violent video games. They are, on the average, more violent and more complex than they used to be, and this may actually increase violence in some. For others, it could lead to a coarsening of society, so that violence is not seen as that big a deal. A video game such as Grand Theft Auto seems to have people identify with gang members and their violence, thus glorifying anti-social values and behavior.

Perceptions of Hispanic College Students

Students at the University of Texas-Pan American (UTPA), a Hispanic-serving university in Deep South Texas, near the Mexican border, participated in classroom discussions, regarding their playing and perceptions of video games. There were 200 students overall in this sample, with about an equal number of males and females. UTPA has the largest number of Mexican-American college students of any university in the United States, and the second largest number of Hispanics, second only to Florida International University in Miami, Florida, which has many Cuban students, as well as many nonCuban Hispanics. While some commute from Mexico to attend UTPA, most come from the Rio Grande Valley section of Texas, which is about 88% Hispanic, the same percentage that UTPA has of Hispanic students. I tried not to count, for this study, any statements made by students who seemed to be clearly nonHispanic. While there may have been some nonHispanics students included, the overwhelming Hispanic nature of the classrooms, and my attempt not to include nonHispanic student comments makes it likely that most of the 200 students polled were Hispanic. The students were from five Introduction to Psychology classes, and participated in the discussions with their teacher, as part of the regular class activity. Introduction to Psychology contains a large cross-section of students at UTPA, since it is required for many different majors. As at most universities in the USA, most students in Introduction to Psychology are not psychology majors.

The teacher discussed video games with his class, and got a show of hands to obtain the percentages reported below. I was the teacher for all the classes. While this could induce a bias into the research, it also meant that I could make sure that the teacher, me, was doing the same thing in all five classes.

First, it was found that 50% of the students (100 students) initially admitted to playing video games. But when it was suggested that perhaps others had played although perhaps not on a regular basis, the percentage went up to 75%. Thus, 150 of the 200 students said they had played video games, with about 50% of all students playing on a fairly regular basis, according to discussions and show of hands.

Second, when asked if video games were often violent, initially only 40% (80 of the 200 students) initially said that they were often violent. They claimed that video games are nonviolent. But, after discussion, which included mention by several of violent games, the figure rose to 75% who felt that video games are often violent. This would seem to indicate rational thinking after others corrected the misperception about violence in video games, but since a public show of hands was used, it could also be interpreted as conformity to the majority vote. One way or the other, many thought of video games as nonviolent, but soon changed their minds after information was presented about violence in video games. Perhaps the initial denial of violence was at attempt to be socially acceptable. Or, perhaps the students truly failed to see the violence in some of the games they were playing.

Third, only 20% of the students, 40 students in all, thought that playing violent video games could lead to violence. Even after discussion, this increased only to 25%, or 50 students overall who said violent video games might lead to violence.

Future studies might employ different methodologies, such as having students answer anonymous questionnaires, or interviewing students individually, about video games. Also, it might be valuable to see if having the person in charge not be the students’ teacher changes the results.

The present results suggest that Hispanic college students initially underestimate the violence in video games, but, when challenged, will recognize that video games are often violent. The present results also showed that 50% of Hispanic college students in this sample said they play video games on a regular basis (with regular not defined) while another 25% also play video games, although not as regularly. Thus, video games are an important part of the life of Hispanic college students. And, most do not perceive video games as leading to violence: only 20% did before discussion and 25% after discussion. Other ethnic and racial groups could be studied, to see what their perceptions are about video games, and if video games have different levels of appeal to them. One could also look for sex differences, since certain kinds of games may appeal more to men than women, and vice versa. Also, can video game playing become so extensive that the person is said, in some sense, to be addicted or dependent on video games? This interesting idea could be explored by studying people who play video games very frequently, possibly using self-ratings of dependency/addiction, as Eisenman, Dantzker, and Ellis (2004) did regarding drugs, sex, love and food.

References

Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings and behavior in laboratory and life. Journal of Personality and Social Psychology, 78, 772-790.

Anderson, C. A., & Morrow, M. (1995). Competitive aggression without interaction: Effects of competitive versus cooperative instructions on aggressive behavior in video games. Personality and Social Psychology Bulletin, 21, 1020-1030.

Eisenman, R. (2004). Video games: Technology and social issues. Journal of Evolutionary Psychology, 25, 170-174.

Eisenman, R., Dantzker, M. L, & Ellis, L. (2004). Self ratings of dependency/addiction regarding drugs, sex, love, and food: Male and female college students. Sexual Addiction & Compulsivity, 11, 115-127.

Russell Eisenman, Ph.D., Assistant Professor of Psychology at University of Texas-Pan American, at 5:22 pm EDT on October 26, 2005

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