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Exploring the State of the Research on the Potential
       of Motion-Based Gaming for Learning




                       Salvador Garcia-Martinez
                 salvador.garcia.martinez@gmail.com

                            Carolyn Jong
                           ckjong@mta.ca

         Research centre in Technoculture, Art and Games (TAG)
                          Concordia University
Motion-Based Gaming
Agenda

   Introduction
   Goals
   Procedure
   Discussion of Results
   Conclusions
   Questions
Introduction

Physiological Claims    Social Claims
Introduction (Cont’d)

Lower-Order Thinking   Higher-Order Thinking




     Math Blaster           Civilization III
Goals
–State of the research related to
 motion-based technologies.

–Explore opportunities for
 purposes other than
 entertainment.
Methodology
• Systematic Review
• Timeframe: 6 months
• Databases:
   – EBSCO Host, ProQuest, Web of Science, Engineering
     Village, JSTOR and PubMed.
   – Years: 2005– 2011
   – Example: (“video games” or “digital games” or “computer
     games”) AND learning AND (gestur* or haptic or wii or
     kinect or (motion and playstation))
   – Total: 122 articles
Inclusion Criteria
– Articles must be related to the goals.
– The full version of the article should be available
  on-line.
– Empirical articles should include complete
  information related to the type of research,
  research design, or participants.
– Peer-reviewed scholarly publications.
– Total: 33 articles (29.5%).
Findings
                                             Project
                                           Descriptions
               Mixed                           6%
               21%
                                                Literature
Qualitative                                      Reviews
   6%                        Theoretical           15%
                               Articles
              Quantitative      18%
                 34%
Findings (Cont’d)
• There is evidence showing:
   – A relationship between physical activity and engagement.
   – Movement can motivate players to continue playing
     engaging them in the activity.
   – Movement can engage players to foster, besides the
     increase of motor skills, other types of cognitive processes.

• Limitations
   – These findings are mostly based on studies that focus on
     children.
   – Limited number of video games and participants.
Applications in Physical
                      and Health Education

                                    Pros
                           • Healthier lifestyle
                           • Engagement


       Cons
• No change in
  fitness
• Loss of interest
Applications in Training
• Surgical laparoscopic training

• Haptic Gloves

• No significant difference
Applications in Therapy
•   Increased motor skills and cognition
•   Cheap and easy
•   Forgot pain and limitations
•   BUT
•   Not a replacement for the real thing
Applications in the Classroom

• Second Language
  Learning
• And…?
Conclusions
• Research has been rigorous in presenting
  empirical evidence that support the results.

• There is still a need to conduct more
  qualitative research in order to increase the
  depth of the research and propose new
  hypotheses.
Conclusions (cont’d)
• Motion-based games motivate players to become
  immersed and to develop social and cognitive
  skills.
• Connection between physical activity and
  engagement, but what is meant by engagement?
• Successfully applied in physical and health
  education, training, therapies and in the
  classroom.
• Virtual environments are not a replacement for
  real environments.

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A Systematic Review on the Potential of Motion-Based Gaming for Learning

  • 1. Exploring the State of the Research on the Potential of Motion-Based Gaming for Learning Salvador Garcia-Martinez salvador.garcia.martinez@gmail.com Carolyn Jong ckjong@mta.ca Research centre in Technoculture, Art and Games (TAG) Concordia University
  • 3. Agenda  Introduction  Goals  Procedure  Discussion of Results  Conclusions  Questions
  • 5. Introduction (Cont’d) Lower-Order Thinking Higher-Order Thinking Math Blaster Civilization III
  • 6. Goals –State of the research related to motion-based technologies. –Explore opportunities for purposes other than entertainment.
  • 7. Methodology • Systematic Review • Timeframe: 6 months • Databases: – EBSCO Host, ProQuest, Web of Science, Engineering Village, JSTOR and PubMed. – Years: 2005– 2011 – Example: (“video games” or “digital games” or “computer games”) AND learning AND (gestur* or haptic or wii or kinect or (motion and playstation)) – Total: 122 articles
  • 8. Inclusion Criteria – Articles must be related to the goals. – The full version of the article should be available on-line. – Empirical articles should include complete information related to the type of research, research design, or participants. – Peer-reviewed scholarly publications. – Total: 33 articles (29.5%).
  • 9. Findings Project Descriptions Mixed 6% 21% Literature Qualitative Reviews 6% Theoretical 15% Articles Quantitative 18% 34%
  • 10. Findings (Cont’d) • There is evidence showing: – A relationship between physical activity and engagement. – Movement can motivate players to continue playing engaging them in the activity. – Movement can engage players to foster, besides the increase of motor skills, other types of cognitive processes. • Limitations – These findings are mostly based on studies that focus on children. – Limited number of video games and participants.
  • 11.
  • 12. Applications in Physical and Health Education Pros • Healthier lifestyle • Engagement Cons • No change in fitness • Loss of interest
  • 13. Applications in Training • Surgical laparoscopic training • Haptic Gloves • No significant difference
  • 14. Applications in Therapy • Increased motor skills and cognition • Cheap and easy • Forgot pain and limitations • BUT • Not a replacement for the real thing
  • 15. Applications in the Classroom • Second Language Learning • And…?
  • 16. Conclusions • Research has been rigorous in presenting empirical evidence that support the results. • There is still a need to conduct more qualitative research in order to increase the depth of the research and propose new hypotheses.
  • 17. Conclusions (cont’d) • Motion-based games motivate players to become immersed and to develop social and cognitive skills. • Connection between physical activity and engagement, but what is meant by engagement? • Successfully applied in physical and health education, training, therapies and in the classroom. • Virtual environments are not a replacement for real environments.

Editor's Notes

  1. Hello all, thanks for coming. In today’s presentation “Exploring the state of the research on the potential of motion based gaming for learning”, my colleague, Carolyn Jong, and I, Salvador Garcia will discuss our results of a systematic literature review about the use of motion based technology that we conducted during 6 months. Both of us are students at Concordia University, and this project was supervised by Dr. Lynn Huges.
  2. Motion-based gaming, an activity in which players interact with a digital game environment primarily through physical movements and gestures in three-dimensional space, has added a new dimension to the gaming experience. Commercial devices such as Microsoft’s Kinect for the Xbox 360 and Nintendo’s Wii have opened up a number of opportunities for using video games for non-entertainment purposes.
  3. In order to give you a better background about video games and learning, first I will introduce you briefly some of the common beliefs and evidence about learning in video games. I will also discuss the positive aspects of gaming, but also the negative ones. I will also present why so many people are interested in video games and the role of innovative technologies such as the ones based in motion-based learning. Right after, I will explain how this study was conducted and, along with Carolyn, we will discuss the main results and conclusions.
  4. Physiological claims. Refers to learning that is more developmental and behavioral. Examples of this are improvement in motor skills and coordination, motivation to engage into physical activities, aggressiveness, violence, antisocial behavior, obesity, and health issues.Social claims. From a social perspective, games can present a simulation of a social context, allowing players to interact with each other or with intelligent agents. Players have to think as members of a community in a specific context, enact as authentic professionals, experience the sort of expertise that learners might transfer from one context to another, and develop a way of thinking that allows them to see the world in a new way.
  5. Cognitive claims.Lower-level thinking involves recalling previous situations, understanding instructions, or interpreting problems; examples of lower-level skills are learning the alphabet or reciting poetry. To develop lower-level thinking, it is common to use “drill-and-practice” approaches, which train the player to acquire skills through the continuous repetition of mechanical operations, memorization, and reward.Higher-order thinking include the application of concepts in new situations, synthesis and analysis of concepts, and evaluation and judgments of ideas. Developing higher-level thinking involves the use of highly cognitive environments. Examples of games that have been used for developing higher-order level skills are Civilization, where the player has to lead a civilization from prehistory through to the future.
  6. The goal of this presentation is to explore the state of research related to motion-based technologies such as the wii-mote, Playstation Move and Microsoft Kinect and explore the opportunities when using them for purposes other than entertainment.
  7. First sent of findings(around 2-3 mins)
  8. Verify this slide
  9. Looking at the research we found 4 major categories of serious applications for motion-based video gamesThese included:-Physical and Health Education-Technological and Professional Training-Therapy and-Learning In the Classroom
  10. A number of studies investigated the application of motion-based games in physical and health education (DDR, videogame bike, golf simulator).The major benefit found in the research was:Increased engagement in physical activities, which could lead to promotion of a healthier lifestyle.This result was especially prominent in studies that compared the use of videogame-bike hybrids to traditional indoor cycling machines, however the study did not compare outdoor cycling.The researchers also found limitations to using the technology:For example, Not all games produced a change in physical fitness.Some participants also showed a gradual loss of interest over time.Researchers also suggested that various factors, including social interactions and the presence of other videogames, might have an impact on interest and participation, potentially altering results.
  11. Most of the studies in this category are related to medical and technological training.One study looked at whether or not structured surgical training using the Nintendo Wii could improve the performance of laparoscopic tasksAnother study used a custom game to train participants in the use of haptic gloves.1ststudyfound no significant difference between group trained with Wii and control. In the 2nd study participants improved but still viewed glove as tool requiring effort.
  12. Studies exploring therapeutic applications generally focussed on people with intellectual or physical disabilities and the elderly.Most studies looked at Wii Sports and other Wii games, as well as virtual reality, and dance pads.Findings included:Increased motivation and improvements in motor-skills, balance, posture,and cognition.The benefits of using the technology included the immediate feedback provided by the game, as well as the reduced cost and ease of set-upResearchers also noticed that playing games took attention away from pain.Participants often forget about their limitations.However:Virtual therapies are not a replacementfor real-ones.There were also no substantial physical effects observed.
  13. Research on using games in the classroom is scant – excluding physical education and sports.One study looked at a custom game used for second language learningThey found the game was good at attracting students attention.No evidence of long-term effects.Another article mentioned some of the factors to be aware of when introducing motion-based games into the classroom.These include :Most games allow a limited number of players to play at the same timeLoud sounds can distract students.Movements are often limited to either the arms or legs, reducing the physical or health benefits.
  14. Conclusions (around 2-3 minutes).