Sunday, November 29, 2015

Can Gaming Enhance Learning in Secondary Science?



Are video games a waste of time or can they be used to effectively teach students science topics they would otherwise learn in a textbook or lecture? Parents and educators may be hesitant about allowing video games into the classroom, but recent research has shown positive results from the use of such technology especially in science classrooms (Holmes, 2012; Liu, Olmanson, Horton, & Toprac,2011; Tromba,Peter,2013). This post will cover three research experiments that had positive results with video games in the classroom. 

Teachers are starting to look for new and better ways to teach students. Motivation is one factor in getting students to learn. If you listen to what entertains students, you will not hear about textbooks and lectures, but you will hear about what video games they are playing or what they did on the internet. If students are motivated to sit and play video games for extended periods of time, why not try it out in the classroom?

Some middle school and high school science classes in Texas were given the opportunity to try video games as a way to learn about energy. These students got to try out the New Digital Energy game which “combines aspects of strategy, construction, and game management, requiring players to build energy companies, gain dominant market share and meet the needs of cities throughout the United States (Holmes, 2012).” For this study the students were given pretests and posttests to determine their knowledge of energy. They were also surveyed before and after about their interest in science. The results found that a greater percentage of the students scored better on the posttest than the pretest. The flaw in this study was that there was not a group of students learning about energy without the game to compare to. However, the researchers also found that students became more interested in science after using the game. The students were involved in more science competitions and talked more about science than they did beforehand (Holmes, 2012).

Another middle school used a multimedia problem based learning environment to learn about space science (Liu, Olmanson, Horton, & Toprac, 2011). The researchers looked at whether the students would learn using the technology, if the students were motivated to use it, and if there was a relationship between their motivation and learning science. My problem with this study is that the pretest and posttest was based on a 20 question test on “essential knowledge identified by subject matter experts” (Liu, Olmanson, Horton, & Toprac, 2011) and the learning environment was about space science. The connection between what they learned and what they were tested on is unclear, but the researchers found that the students scored higher on the posttest. Most students were motivated to use the program and motivation was positively correlated with test scores. Another interesting finding was that the more students felt competent the higher they scored on the posttest (Liu, Olmanson, Horton, & Toprac, 2011). This may be something to consider in other research.


The popular video game Minecraft was used by Peter Tromba (2013) to find out how video games can be used for learning. He actually created a Minecraft class that he led and had the students set the goals of the class. The students were given the state and national education standards and set out to find whether the game could be used to enhance their education. The students interviewed other teachers to find out what they could build on Minecraft to go along with what they were learning in their classes. The students built pyramids, castles, and other structures to scale. This experiment was not based on scientific research, but parents and educators did see changes in the students. The students were learning about math, team work, logistics, chemistry, and more. It was also apparent that these students were attending school more often than they had previously. The students in this study were able to meet national and state academic standards by using Minecraft along with what they were learning in their other classes.

These studies are obviously not perfect, but I believe could be used to further research into using games to enhance learning. Should we rely solely on games? No, but I believe that game designers could look into developing more games that assist teachers in reaching students.



                
References

Tromba, Peter. (2013). Build Engagement and Knowledge One Block at a Time with Minecraft.
Learning & Leading with Technology, 40, 20-23. Retrieved from http://eric.ed.gov/?q=games+in+middle+school+science&ft=on&id=EJ1015174

Holmes, Venita. (2012). New Digital Energy Game, the Use of Games to Influence Attitudes, Interests, and Student Achievement in Science. Retrieved from http://eric.ed.gov/?q=games+in+middle+school+science&ft=on&id=ED536550


Liu, M., Olmanson, J., Horton, L., &Toprac, P. (2011). Motivational Multimedia: Examining Students' Learning and Motivation as They Use a Multimedia Enriched Learning Environment. Retrieved from http://eric.ed.gov/?q=+middle+school+science&ft=on&id=ED522012