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Running head: GAME-BASED LEARNNG                                 1




                  Game-based Learning and Intrinsic Motivation

                                   Kristi Mead

                      California State University, Fullerton

                              IDT 520, Section 09

                                 April 15, 2011

                                Mr. Jim Schools
GAME-BASED LEARNING                                                                               2


                                          Abstract

   In an address to students at TechBoston Academy, a public technology and college prep

   school in Massachusetts, President Obama declared, “I'm calling for investments in

   educational technology that will help create...educational software that is as compelling as

   the best video game. I want you guys to be stuck on a video game that's teaching you

   something other (than) blowing something up” (Huffington Post, 2011) Game-based

   learning is inherently engaging. The instructional designer is charged with the task of

   developing games that not only compel and entertain the learner, but also teach through

   role play and other techniques that tap into the intrinsic motivation of the learner. The aim

   of this paper is to explore the possible effects on intrinsic motivation of students who use

   computer-based games as a learning tool.
GAME-BASED LEARNING                                                                                   3


                      The Implications of Game-based Learning in Education

                                               Introduction

      Technology has swept through education at the speed of light, and much to the chagrin of

many educators. Surprisingly, there are still teachers who believe that the delivery of classroom

instruction should remain as it was before computers entered the educational arena. It is

understandable that some educators feel unable to keep up with all of the changes that the new

generations bring with them. However, students are growing up in a world that is vastly different

than that of their teachers, and it's vital for the educational success of students that the delivery of

instruction be relevant to the world outside of the classroom.

      Game-based learning is a natural evolution from traditional methods of teaching, which

include static, non-interactive elements, such as textbooks, chalkboards, and lecturing at

students rather than exploring with students. Games in education provide a vehicle by which

students can explore, solve problems, attempt challenges, make decisions, and educational games

contribute to learning broadly. The author posits that students who use digital media, in the form

of educational games, will have a deeper content understanding and a longer retention rate of the

course material than those that employ traditional methods of lesson delivery.

                               Game Design for Project-based Learning

        Games are an interactive way to compel players to take a deliberate role in their learning

experience. Project-based learning (PBL) is a key element in games, whereby students can step

into the roles of characters as they navigate through the game scenarios. Students are challenged

to solve problems, think critically, make choices and face consequences. Project-Based

Learning has been heralded by some as a major development in education (Gijbels, Dochy, Van

den Bossche, and Segers, 2005). Though much of the research is conducted in the context of
GAME-BASED LEARNING                                                                                  4


higher education, and, indeed, in medical schools, with students who are more sophisticated

learners than the K-12 population, it seems reasonable that some of the basic principles would

apply. Waks and Sabag (2004) compared traditional methods of instruction with a PBL approach

incorporating technology to examine the influence on student achievement finding that students

employing the PBL approach outscored their classmates using traditional methods, supporting

the principle that the more students are engaged, the better they understand the course content,

and that better understanding translates into higher test scores. Group dynamics may be another

important consideration in designing a successful PBL module, but there does not seem to be

much in the way of a clear picture in the literature. For example, Song, and Grabowski (2006)

looked at how design and implementation affected student motivation, while Goldstein and

Puntambekar (2004) examined the role of gender in technology rich collaborative learning

environments, but neither study was able to produce significant differences between groups.

Lastly, Cognitive Load Theory (CLT) seems to offer promise especially to instructional designers

(van Merriënboer, J., and Ayres, P. 2005), as it details how a buffer memory, with limited

capacity to absorb new information, and a long-term memory, essentially unlimited, work

together to create expertise in an individual through the creation of cognitive schemas. Such a

model can be used to make predictions about how students learn best, opening the door for an

intelligent use of technology to reduce the cognitive processing load, with the payoff of making

some previously impossible tasks now possible, while turning other tasks into easier ones.

       Yet, studies show that caution must be used in employing technology in an undisciplined

way. Schnotz and Rasch (2005) considered how animation improves learning. Among other

things, they found that animation can have a negative effect on learning, especially if it reduces

essential processing required for a student to make deeper connections. In fact, interactivity, too,
GAME-BASED LEARNING                                                                                5


added haphazardly, may actually inhibit learning. Moreno and Valdez (2005) found that the

addition of an interaction component (where participants had to arrange a random sequence in

the correct order before going on to the next step) did not help participants score higher—there

was either no significant effect or a negative one where students with interaction scored lower

than their non-interaction counterparts. The interactive component did not engage students, it

was simply a distractor.

                                      Personalized Learning

       Games allow a learner to work at his or her own pace in safe environments. Even failure

can provide feedback and motivation for the learner to master difficult tasks. Role-playing

games are a powerful way for students to view the different sides and nuances of circumstances

that tend to be linear and one-sided in textbooks. For example, Mission U.S. - For Crown or

Glory (http://www.mission-us.org) is an interactive game in which the player takes on the

persona of Nate Wheeler, a 15 year old print shop apprentice in Boston, Massachusetts during the

time preceding the Boston Massacre. The main character interacts with a variety of fictional and

historical figures in the game. Each interaction requires the player to make decisions and take

actions that determine where his loyalties lie.




                               Mission U.S. - For Crown or Colony

                                 ©2010. Produced by THIRTEEN
GAME-BASED LEARNING                                                                               6


       Game-based learning also has the capacity to foster a sense of community and global

awareness. Games sites, such as Persuasion Games (http://www.persuasivegames.com/) have

designed activities to promote activism. The description for Persuasion Games is, “We design,

build, and distribute video games for persuasion, instruction, and activism.” One such game is

“Points of Entry: An Immigration Challenge.” In this particular challenge, players compete to

award Green Cards under the Merit-Based Evaluation System included in legislation recently

debated in Congress. There are numerous games that cover a wide variety of subjects having to

do with nutrition, science, economics, policy, and current events.




                         © Persuasive Games LLC. All rights reserved.

       Another game in which the player takes on the role of the lead character is

Multi-player Online Role-playing Games

       The presupposition is that interactive learning environments cause learners to construct

meaningful knowledge by interacting with narrative content through any number of game genres,

including role-playing, strategy, adventure, and others (Dickey, 2006). Competition is a strong

intrinsic motivator, whether the competition is with other players, the computer or oneself.

However, role-playing games are considered highly social. An emerging genre in the gaming

world is massively multi-player online role-playing (MMORP) games for learning. In this type
GAME-BASED LEARNING                                                                                 7


of game, many players participate simultaneously over the Internet requiring collaboration and

strategic planning. MMORP games for education are still in the research and development

stages, but most readers will be familiar with the concept as it is used in various popular games

such as World of Warcraft, Halo, and many others. It is expected that MMORP games will

appear in the education realm in 4-5 years (New Media Consortium, 2011). The highly

interactive learning environment of MMORP games provides many opportunities for critical

thinking, collaborating and strategic planning with other learners. The virtual environments can

be fantasy simulated reality. MMORP games contain elements that foster intrinsic motivation,

such as discourse with other characters or learners sharing the environment, a 3D rendering of the

characters and environment, choices (i.e.,character to role-play and discourse), interactive

challenges, and multiple genders and species, to name a few (Dickey, 2007). To successfully

construct knowledge, the player must have the opportunity to explore and manipulate objects in

the scenes. The social environment of an MMORP supports social negotiating, decision making

skills, and reflection.

                                           Assessments

        Lee Sheldon, a professor of game design at Indiana University, has stopped handing out

grades and instead is assessing students by “experience points (xp).” Sheldon uses the ideas

taught in his class to create a game environment. At the beginning of each term, he starts his

students at 0 xp. Students have opportunities to earn points by completing quizzes and solo

projects. The professor attributes the use of game terms to a highly motivated group because the

terms are associated with fun and not education (Toor, 2010). Another proponent of using games

to assess learners is Clark Alderich, a blogger for The Unschooling Rules. In his article,

Assessment + MMORPG + Real World Challenges: How the MESH Will Change Education
GAME-BASED LEARNING                                                                                8


(2011) he outlines the many benefits of assessing learners through the use of MMORPGs. By

using a similar method to the one used by Sheldon, Alderich believes that players should earn

points toward degrees and received detailed assessments outline the learners strength and

weakness, as well as industry preferences. Aldrich opines that assessments would be “real and

dynamic,” and would always stay current and adaptive. Assessing learning through games would

prove that a learner has constructed knowledge, regardless of the method by which a learner

gained that knowledge. Learning is scaffolded, and the days of regurgitating information from

rote memory would be eliminated. Learning would take place on a much deeper level.

                                               Discussion

       Additional research may pursue the traits of optimal game-based learning, the adaptation

of educational games to other subjects, or perhaps the differences in brain functioning between

gamers and traditional students. Game designers have been successful in creating games that are

not only intrinsically motivating, but some are down right addicting (Susaeta et al., 2010). The

implication of games in education is far reaching. Used in conjunction with brain-based

research, motivation theory, and instructional design expertise, games will likely change the face

of education. It may prove useful for educators and instructional designers to work together to

develop game-based, interactive learning environments that are engaging for all students. Game-

based learning will enable students to take ownership of their learning experience and connect

with information in a way that traditional methods simply cannot.
GAME-BASED LEARNING                                                                           9


                                          References

Aldrich, C. (2011, February 24). Assessment + MMORPG + Real World Challenges: How the
        MESH Will Change Education, The Bog of Unschooling Rules, Retrieved from
        http://unschoolingrules.blogspot.com/2010/04/assessment-mmorpg-real-world-
        challenges.htm
Alessi, S. M. & Trollip, S.R. (2001). Multimedia for Learning: Methods and Developments,
        Needham Heights, MASS: Pearson
Dickey, M. D. (2006, June). Game Design Narrative for Learning: Appropriating Adventure
        Game Design Narrative Devices and techniques for the Design of Interactive Learning
         Environments, Educational Technology Research and Development, (Vol. 54, No. 3, pp.
        245-263), New York, NY: Springer
Dickey, M. D. (2007, June) Game Design and Learning: Ac Conjectural Analysis of How
        Massively Online Role-playing Games (MMORPGs) Foster Intrinsic Motivation,
        Educational Technology Research and Development, (Vol. 55, No. 3, pp. 245-263), New
        York, NY: Springer
Gershenfeld, A. (2011, April 4). Game Based Learning: Hype vs. Reality. The Huffington Post.
        Retrieved from http://www.huffingtonpost.com/alan-gershenfeld/game-based-learning-
        education_b_843001.html
 Gijbels, D., Dochy, F., Van den Bossche, P., & Segers, M. (2005). Effects of Problem-Based
        Learning: A Meta-Analysis from the Angle of Assessment. Review of Educational
        Research
        75(1), 27-61.
Goldstein, J., & Puntambekar, S. (2004). The Brink of Change: Gender in Technology-Rich
        Collaborative Learning Environments. Journal of Science Education and Technology
        13(4), 505-522.
Moreno, R., & Valdez, A. (2005). Cognitive Load and Learning Effects of Having Students
        Organize Pictures and Words in Multimedia Environments: The Role of Student
        Interactivity and Feedback. Educational Technology Research and Development, 53(3),
        35-45.
New Media Cornsortium, The. (2011). The Horizon Report: 2011 Edition. Retrieved from
        http://wp.nmc.org/horizon2011/sections/game-based-learning/
Schnotz, W., & Rasch, T. (2005). Enabling, Facilitating, and Inhibiting Effects of Animations in
        Multimedia Learning: Why Reduction of Cognitive Load Can Have Negative Results on
        Learning. Educational Technology Research and Development, 53(3), 47-58.
Song, H., & Grabowski, B. (2006). Stimulating Intrinsic Motivation for Problem Solving Using
        Goal-Oriented Contexts and Peer Group Composition. Educational Technology Research
        and Development, 54(5), 445-466.
Susaeta, H., Jimenez, F., Nussbaum, M., Gajardo, I., Andreu, J. J., & Villalta, M. (2010). From
        MMORPG to a Classroom Multiplayer Presential Role Playing Game. Educational T
        echnology & Society, (Vol. 13, No. 3, pp. 257–269).
Toor, A. (2010, March 26). Prof Subs Grades for Experience Points, Presentations With Quests,
        Retrieved from http://www.switched.com/2010/03/26/prof-subs-grades-for-experience-
        points-presentations-with-quest/
van Merriënboer, J., & Ayres, P. (2005). Research on Cognitive Load Theory and Its Design
GAME-BASED LEARNING
10
      Implications for E-Learning. Educational Technology Research and Development, 53(3),
      5-13.
Waks, S., & Sabag, N. (2004). Technology Project Learning versus Lab Experimentation.
      Journal of Science Education and Technology, 13(3), 333-342.

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Game based learning and intrinsic motivation

  • 1. Running head: GAME-BASED LEARNNG 1 Game-based Learning and Intrinsic Motivation Kristi Mead California State University, Fullerton IDT 520, Section 09 April 15, 2011 Mr. Jim Schools
  • 2. GAME-BASED LEARNING 2 Abstract In an address to students at TechBoston Academy, a public technology and college prep school in Massachusetts, President Obama declared, “I'm calling for investments in educational technology that will help create...educational software that is as compelling as the best video game. I want you guys to be stuck on a video game that's teaching you something other (than) blowing something up” (Huffington Post, 2011) Game-based learning is inherently engaging. The instructional designer is charged with the task of developing games that not only compel and entertain the learner, but also teach through role play and other techniques that tap into the intrinsic motivation of the learner. The aim of this paper is to explore the possible effects on intrinsic motivation of students who use computer-based games as a learning tool.
  • 3. GAME-BASED LEARNING 3 The Implications of Game-based Learning in Education Introduction Technology has swept through education at the speed of light, and much to the chagrin of many educators. Surprisingly, there are still teachers who believe that the delivery of classroom instruction should remain as it was before computers entered the educational arena. It is understandable that some educators feel unable to keep up with all of the changes that the new generations bring with them. However, students are growing up in a world that is vastly different than that of their teachers, and it's vital for the educational success of students that the delivery of instruction be relevant to the world outside of the classroom. Game-based learning is a natural evolution from traditional methods of teaching, which include static, non-interactive elements, such as textbooks, chalkboards, and lecturing at students rather than exploring with students. Games in education provide a vehicle by which students can explore, solve problems, attempt challenges, make decisions, and educational games contribute to learning broadly. The author posits that students who use digital media, in the form of educational games, will have a deeper content understanding and a longer retention rate of the course material than those that employ traditional methods of lesson delivery. Game Design for Project-based Learning Games are an interactive way to compel players to take a deliberate role in their learning experience. Project-based learning (PBL) is a key element in games, whereby students can step into the roles of characters as they navigate through the game scenarios. Students are challenged to solve problems, think critically, make choices and face consequences. Project-Based Learning has been heralded by some as a major development in education (Gijbels, Dochy, Van den Bossche, and Segers, 2005). Though much of the research is conducted in the context of
  • 4. GAME-BASED LEARNING 4 higher education, and, indeed, in medical schools, with students who are more sophisticated learners than the K-12 population, it seems reasonable that some of the basic principles would apply. Waks and Sabag (2004) compared traditional methods of instruction with a PBL approach incorporating technology to examine the influence on student achievement finding that students employing the PBL approach outscored their classmates using traditional methods, supporting the principle that the more students are engaged, the better they understand the course content, and that better understanding translates into higher test scores. Group dynamics may be another important consideration in designing a successful PBL module, but there does not seem to be much in the way of a clear picture in the literature. For example, Song, and Grabowski (2006) looked at how design and implementation affected student motivation, while Goldstein and Puntambekar (2004) examined the role of gender in technology rich collaborative learning environments, but neither study was able to produce significant differences between groups. Lastly, Cognitive Load Theory (CLT) seems to offer promise especially to instructional designers (van MerriĂ«nboer, J., and Ayres, P. 2005), as it details how a buffer memory, with limited capacity to absorb new information, and a long-term memory, essentially unlimited, work together to create expertise in an individual through the creation of cognitive schemas. Such a model can be used to make predictions about how students learn best, opening the door for an intelligent use of technology to reduce the cognitive processing load, with the payoff of making some previously impossible tasks now possible, while turning other tasks into easier ones. Yet, studies show that caution must be used in employing technology in an undisciplined way. Schnotz and Rasch (2005) considered how animation improves learning. Among other things, they found that animation can have a negative effect on learning, especially if it reduces essential processing required for a student to make deeper connections. In fact, interactivity, too,
  • 5. GAME-BASED LEARNING 5 added haphazardly, may actually inhibit learning. Moreno and Valdez (2005) found that the addition of an interaction component (where participants had to arrange a random sequence in the correct order before going on to the next step) did not help participants score higher—there was either no significant effect or a negative one where students with interaction scored lower than their non-interaction counterparts. The interactive component did not engage students, it was simply a distractor. Personalized Learning Games allow a learner to work at his or her own pace in safe environments. Even failure can provide feedback and motivation for the learner to master difficult tasks. Role-playing games are a powerful way for students to view the different sides and nuances of circumstances that tend to be linear and one-sided in textbooks. For example, Mission U.S. - For Crown or Glory (http://www.mission-us.org) is an interactive game in which the player takes on the persona of Nate Wheeler, a 15 year old print shop apprentice in Boston, Massachusetts during the time preceding the Boston Massacre. The main character interacts with a variety of fictional and historical figures in the game. Each interaction requires the player to make decisions and take actions that determine where his loyalties lie. Mission U.S. - For Crown or Colony ©2010. Produced by THIRTEEN
  • 6. GAME-BASED LEARNING 6 Game-based learning also has the capacity to foster a sense of community and global awareness. Games sites, such as Persuasion Games (http://www.persuasivegames.com/) have designed activities to promote activism. The description for Persuasion Games is, “We design, build, and distribute video games for persuasion, instruction, and activism.” One such game is “Points of Entry: An Immigration Challenge.” In this particular challenge, players compete to award Green Cards under the Merit-Based Evaluation System included in legislation recently debated in Congress. There are numerous games that cover a wide variety of subjects having to do with nutrition, science, economics, policy, and current events. © Persuasive Games LLC. All rights reserved. Another game in which the player takes on the role of the lead character is Multi-player Online Role-playing Games The presupposition is that interactive learning environments cause learners to construct meaningful knowledge by interacting with narrative content through any number of game genres, including role-playing, strategy, adventure, and others (Dickey, 2006). Competition is a strong intrinsic motivator, whether the competition is with other players, the computer or oneself. However, role-playing games are considered highly social. An emerging genre in the gaming world is massively multi-player online role-playing (MMORP) games for learning. In this type
  • 7. GAME-BASED LEARNING 7 of game, many players participate simultaneously over the Internet requiring collaboration and strategic planning. MMORP games for education are still in the research and development stages, but most readers will be familiar with the concept as it is used in various popular games such as World of Warcraft, Halo, and many others. It is expected that MMORP games will appear in the education realm in 4-5 years (New Media Consortium, 2011). The highly interactive learning environment of MMORP games provides many opportunities for critical thinking, collaborating and strategic planning with other learners. The virtual environments can be fantasy simulated reality. MMORP games contain elements that foster intrinsic motivation, such as discourse with other characters or learners sharing the environment, a 3D rendering of the characters and environment, choices (i.e.,character to role-play and discourse), interactive challenges, and multiple genders and species, to name a few (Dickey, 2007). To successfully construct knowledge, the player must have the opportunity to explore and manipulate objects in the scenes. The social environment of an MMORP supports social negotiating, decision making skills, and reflection. Assessments Lee Sheldon, a professor of game design at Indiana University, has stopped handing out grades and instead is assessing students by “experience points (xp).” Sheldon uses the ideas taught in his class to create a game environment. At the beginning of each term, he starts his students at 0 xp. Students have opportunities to earn points by completing quizzes and solo projects. The professor attributes the use of game terms to a highly motivated group because the terms are associated with fun and not education (Toor, 2010). Another proponent of using games to assess learners is Clark Alderich, a blogger for The Unschooling Rules. In his article, Assessment + MMORPG + Real World Challenges: How the MESH Will Change Education
  • 8. GAME-BASED LEARNING 8 (2011) he outlines the many benefits of assessing learners through the use of MMORPGs. By using a similar method to the one used by Sheldon, Alderich believes that players should earn points toward degrees and received detailed assessments outline the learners strength and weakness, as well as industry preferences. Aldrich opines that assessments would be “real and dynamic,” and would always stay current and adaptive. Assessing learning through games would prove that a learner has constructed knowledge, regardless of the method by which a learner gained that knowledge. Learning is scaffolded, and the days of regurgitating information from rote memory would be eliminated. Learning would take place on a much deeper level. Discussion Additional research may pursue the traits of optimal game-based learning, the adaptation of educational games to other subjects, or perhaps the differences in brain functioning between gamers and traditional students. Game designers have been successful in creating games that are not only intrinsically motivating, but some are down right addicting (Susaeta et al., 2010). The implication of games in education is far reaching. Used in conjunction with brain-based research, motivation theory, and instructional design expertise, games will likely change the face of education. It may prove useful for educators and instructional designers to work together to develop game-based, interactive learning environments that are engaging for all students. Game- based learning will enable students to take ownership of their learning experience and connect with information in a way that traditional methods simply cannot.
  • 9. GAME-BASED LEARNING 9 References Aldrich, C. (2011, February 24). Assessment + MMORPG + Real World Challenges: How the MESH Will Change Education, The Bog of Unschooling Rules, Retrieved from http://unschoolingrules.blogspot.com/2010/04/assessment-mmorpg-real-world- challenges.htm Alessi, S. M. & Trollip, S.R. (2001). Multimedia for Learning: Methods and Developments, Needham Heights, MASS: Pearson Dickey, M. D. (2006, June). Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and techniques for the Design of Interactive Learning Environments, Educational Technology Research and Development, (Vol. 54, No. 3, pp. 245-263), New York, NY: Springer Dickey, M. D. (2007, June) Game Design and Learning: Ac Conjectural Analysis of How Massively Online Role-playing Games (MMORPGs) Foster Intrinsic Motivation, Educational Technology Research and Development, (Vol. 55, No. 3, pp. 245-263), New York, NY: Springer Gershenfeld, A. (2011, April 4). Game Based Learning: Hype vs. Reality. The Huffington Post. Retrieved from http://www.huffingtonpost.com/alan-gershenfeld/game-based-learning- education_b_843001.html Gijbels, D., Dochy, F., Van den Bossche, P., & Segers, M. (2005). Effects of Problem-Based Learning: A Meta-Analysis from the Angle of Assessment. Review of Educational Research 75(1), 27-61. Goldstein, J., & Puntambekar, S. (2004). The Brink of Change: Gender in Technology-Rich Collaborative Learning Environments. Journal of Science Education and Technology 13(4), 505-522. Moreno, R., & Valdez, A. (2005). Cognitive Load and Learning Effects of Having Students Organize Pictures and Words in Multimedia Environments: The Role of Student Interactivity and Feedback. Educational Technology Research and Development, 53(3), 35-45. New Media Cornsortium, The. (2011). The Horizon Report: 2011 Edition. Retrieved from http://wp.nmc.org/horizon2011/sections/game-based-learning/ Schnotz, W., & Rasch, T. (2005). Enabling, Facilitating, and Inhibiting Effects of Animations in Multimedia Learning: Why Reduction of Cognitive Load Can Have Negative Results on Learning. Educational Technology Research and Development, 53(3), 47-58. Song, H., & Grabowski, B. (2006). Stimulating Intrinsic Motivation for Problem Solving Using Goal-Oriented Contexts and Peer Group Composition. Educational Technology Research and Development, 54(5), 445-466. Susaeta, H., Jimenez, F., Nussbaum, M., Gajardo, I., Andreu, J. J., & Villalta, M. (2010). From MMORPG to a Classroom Multiplayer Presential Role Playing Game. Educational T echnology & Society, (Vol. 13, No. 3, pp. 257–269). Toor, A. (2010, March 26). Prof Subs Grades for Experience Points, Presentations With Quests, Retrieved from http://www.switched.com/2010/03/26/prof-subs-grades-for-experience- points-presentations-with-quest/ van MerriĂ«nboer, J., & Ayres, P. (2005). Research on Cognitive Load Theory and Its Design
  • 10. GAME-BASED LEARNING 10 Implications for E-Learning. Educational Technology Research and Development, 53(3), 5-13. Waks, S., & Sabag, N. (2004). Technology Project Learning versus Lab Experimentation. Journal of Science Education and Technology, 13(3), 333-342.