Computer Game-Based Learning and Pedagogical Contexts: Initial Findings from a Field Study

This paper reports the initial ?ndings from an on-going study to explore the effects of various computer game-based learning environments on learning outcomes.For this purpose, three educational computer games based on mathematics and social sciences were played by middle-school students under four pedagogical contexts: collaborative with active facilitation; collaborative without active facilitation; individualistic with active facilitation; and individualistic without active facilitation. The participants were 108 students from classes seven and eight, assigned to four groups each corresponding to one of the four learning conditions. Learning outcomes, as measured by post-game assessment tools speci?c to each of the three games were set as the dependent variable. The ?ndings suggest that game-based learning is in?uenced by the pedagogical context within which the actual gameplay activity is situated. Speci?cally, peer collaboration and facilitator support were found to be effective in promoting learning through computer game-play.

[1]  James E. Driskell,et al.  Games, Motivation, and Learning: A Research and Practice Model , 2002 .

[2]  Kellogg S. Booth,et al.  Adapting the human-computer interface to support collaborative learning environments for children , 1997 .

[3]  Victor Kaptelinin,et al.  Individual and collective activities in educational computer game playing , 1997, CSCL.

[4]  Thomas W. Malone,et al.  What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. , 1981 .

[5]  L. Vygotsky Mind in Society: The Development of Higher Psychological Processes: Harvard University Press , 1978 .

[6]  Kenneth R. Koedinger,et al.  Goals and learning in microworlds , 1999, Cogn. Sci..

[7]  S. Wilson What Video Games Have to Teach Us about Learning and Literacy , 2006 .

[8]  Paul Pivec,et al.  Game-based learning or game-based teaching? , 2009 .

[9]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[10]  Elisheva F. Gross,et al.  The impact of home computer use on children's activities and development. , 2000, The Future of children.

[11]  Thomas W. Malone,et al.  What makes things fun to learn? heuristics for designing instructional computer games , 1980, SIGSMALL '80.

[12]  Melanie Zibit,et al.  Online Games for 21st Century Skills , 2007 .

[13]  Andy P. Field,et al.  Discovering Statistics Using SPSS , 2000 .

[14]  R. Moreno Who Learns Best with Multiple Representations? Cognitive Theory Predictions on Individual Differences in Multimedia Learning , 2002 .

[15]  L. S. Vygotskiĭ,et al.  Mind in society : the development of higher psychological processes , 1978 .

[16]  Jan L. Plass,et al.  Video Games and the Future of Learning , 2012 .

[17]  K. Squire,et al.  Replaying history: learning world history through playing civilization iii , 2004 .

[18]  Mihaly Csikszentmihalyi,et al.  Flow: the psychology of happiness , 1992 .

[19]  Fengfeng Ke,et al.  A case study of computer gaming for math: Engaged learning from gameplay? , 2008, Comput. Educ..

[20]  Fengfeng Ke,et al.  Alternative goal structures for computer game-based learning , 2008, Int. J. Comput. Support. Collab. Learn..

[21]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[22]  J. Gee,et al.  How Computer Games Help Children Learn , 2006 .

[23]  C. Douglas Wetzel,et al.  The Effectiveness of Games for Educational Purposes: A Review of Recent Research , 1992 .

[24]  Lloyd P. Rieber,et al.  The Value of Serious Play , 1998 .

[25]  David W. Johnson,et al.  Effects of cooperative, competitive, and individualistic goal structures on computer-assisted instruction. , 1985 .

[26]  Michael K. Thomas,et al.  Making learning fun: Quest Atlantis, a game without guns , 2005 .

[27]  Karen L. Rasmussen,et al.  Since Malone's Theory of Intrinsically Motivating Instruction: What's the Score in the Gaming Literature? , 1993 .

[28]  John Kirriemuir,et al.  Literature Review in Games and Learning , 2004 .

[29]  Simon Egenfeldt-Nielsen,et al.  Beyond Edutainment: Exploring the Educational Potential of Computer Games , 2011 .

[30]  Simon Egenfeldt-Nielsen The learning effect of Global Conflicts: Palestine. Media@Terra conference , 2006 .

[31]  Thorkild Hanghøj,et al.  Teacher roles and positionings in relation to educational games , 2010 .