Role of Games in education |
Game advocates are
calling for a sweeping transformation of conventional education to replace
traditional curricula with game-based instruction. But what do researchers have
to say about this idea and what is the role of policymakers? A new study out
today discourages an educational revolution based on gaming and encourages
adding promising features to games in schools including heightened use of
explanative feedback in games and relevant pregame activities. This article is
part of a new issue of Policy Insights from the Behavioral and Brain
Sciences (PIBBS), a Federation of Associations in Behavioral &
Brain Sciences (FABBS) journal published by SAGE.
Researcher Richard E. Mayer surveyed research
on game features that improve learning. He found five game features that
substantially improve student performance including:
- Putting words in conversational
style rather than formal style
- Putting words in spoken form
rather than printed form
- Adding prompts to explain key
points in the game
- Adding advice or explanations
at key points in the game
- Adding pregame activities that
describe key components of the game
Mayer also discussed the extent that gaming
improves cognitive skills. He found two types of games that lead to substantial
improvements in specific cognitive skills: first person shooter games and
spatial puzzle games (such as Tetris). However, he did not find substantial
evidence that any other games improve cognitive skills nor that any games
improve reasoning or memory skills.
"Overall, cognitive consequences research
does not support claims for broad transfer of game playing to performance on
cognitive skill tests," Mayer wrote. "That is, no sufficient evidence
supports the claim that playing computer games can improve one's mind in
general."
However, Mayer did find that when teaching
science, game can be more effective teaching tool than traditional media such
as books and slideshow presentations.
Mayer discussed the implications of this
research for policymakers, claiming that there is a place for small games that
focus on well-specified learning objectives, become more challenging as
students learn, and fit within existing educational programs to supplement,
complement, and/or extend traditional instruction rather than replace it. He
also cautioned against supporting video games simply because students like them
as liking does not necessarily translate into learning.
"The major policy implication of this
review of research on games for learning is that it is premature to call for a
major overhaul of schools based on computer games: The research certainly does
not warrant extensive replacement of current educational practices with
practices based on computer games," Mayer concluded.
Find out more by reading the full article,
"What should be the role of computer games in education?" in Policy
Insights from the Behavioral and Brain Sciences.
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