3. Qualifier…I’m talking about video games
• BUT……
this is my living room
closet.
• AND……
Info learned in video
game studies can
influence tabletop game
design!
4. How Popular are Video Games?
Digital games
generated $25 billion
in sales in 2010
Lenhart, A. (2008) Teens, video games and civics. Pew Internet and American Life Project
*Note: error +/- 3 points
Anderson, J.Q., & Rainie, L. (2012) The future of gamification. Pew Internet and American Life Project
5. In general, gaming promotes:
• Problem solving
• Collaboration
• Persistence in the face of
frustration
• Systems-thinking
• BUT….major disconnect between
commercial games and
educational ones
– Engagement gets lost!!!
6. What we know about STEM education…Many
are left behind
STEM=Reading Test
More new vocabulary than in the first
year of a high school foreign language
course
Complex expository texts that limit of
poor readers’ comprehension
New information is covered at a rapid
pace
Scientific method=Rigid ,multi-step process
Laborious lab reports
If you are not an efficient reader, you
won’t likely succeed in STEM
7. Preliminary Research on Gaming and Struggling
Learners
Can be more effective than
traditional instruction
Increases motivation
Promotes self-esteem
Improves skills for
extended periods after the
game ends (Beaumont &
Sofronoff, 2008)
But….data is inconsistent!
Accel
(Israel, Marino, Basham, & Spivak, in press)
8. Preferred Method of Learning Science
60
Some preliminary data
Percentage of Students
50
IEP
For disability
40
Below basic
Reader
30
Basic
Reader
Proficient
Reader
20
Advanced
10
Reader
0
No opinion
Read
Video game
Lab
Internet
Marino, Israel, Beecher, & Basham, 2013)
9. For example: Cross-Game Study
• Study Design: Multilevel Modeling
• 366 middle school students across all game conditions
• Looked at gender, reading ability, disability, attitudes
about science, and attitudes about video games
10. Results
• Students made gains across all gaming
conditions, but….
• Reading ability, gender, and attitudes about science
influenced outcomes across gaming conditions
– Cell Command: Interaction between gender and attitudes
about science/interest in STEM careers
– Crazy Plant Shop: Disability made a difference
– You Make Me Sick!: LOTS of interactions including
gender, attitudes about video games, and interactions
among gender and attitude variables
• WHY????
• Implications for Game Design????
Notes de l'éditeur
(Twyman & Tindal, 2006)(Marino, Basham, & Beecher, 2011)(Harris & Rea, 2009)