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Knowledge Area Module V:
A Framework for the Pedagogical Evaluation of
Video Game-Based Learning Environments
Richard D. Blunt
Applied Management and Decision
Sciences
Student Mentor: Dr. Ruth Maurer
Faculty Assessor:
Walden University
March 7, 2005
Abstract
Currently, there is no framework for the pedagogical
evaluation of video game-based learning. A host of research issues have
emerged to create the next generation of games to support learning in math,
science, and engineering. Yet little to no research has emerged in the area
of game-based learning to improve the combat readiness of the armed forces.
This paper explores, compares, contrasts, and synthesizes prevailing
learning design theories and the use of games for leaning into a logical
argument for the need to develop a new learning taxonomy to help root
game-based learning in sound pedagogical theory. It adds definitive research
in the badly needed area of military game-based learning that the Department
of Defense needs that proves, or disproves, the idea that digital game-based
learning can improve individual, or collective, performance in the field.
March 7, 2005
Copyright © 2005
Richard D. Blunt
CONTENTS
Abstract *
Table of Figures *
List of Tables *
INTRODUCTION *
Carl Rogers *
Corbeil, Brougere and NESTA
*
Using Games as a Means for Learning
*
Squire and Jenkins *
Alan Rogers *
Holland, Jenkins & Squire
*
BACKGROUND *
Bloom’s Taxonomy *
Anderson & Krathwohl update Bloom
*
ARGUMENT *
Background: Gagné and Keller on learning
theory *
Analysis: Gagné vs. Keller in terms of game
design *
The need for a new learning taxonomy
*
Knowles and Mezirow on key characteristics of
adult learning *
Wolf & Perron, Rollings & Adams, and Corbeil/Caillois
on key characteristics of [video] game design theory
*
Herz’s game genre categories
*
Squire & Jenkins on games as "microworlds"
*
Conclusion *
References *
Table of Figures
Figure 1: Gagné Versus Keller Learning Design
*
Figure 2: ARCS and Game Design comparison
*
List of Tables
Table 1: Knowledge Domain *
INTRODUCTION
The term "edutainment" has been used to describe the
idea that the commercial entertainment industry has much to teach educators
about how learning happens, especially with reference to the allure of
computer digital and video games. Games are seen by some educators as a
useful and perhaps even necessary learning environment suitable for learners
of all ages. However, there are obstacles to this marriage. One issue
concerns the translation of "fun" elements in games to settings of
institutional learning where intellectual content is king. Adolescent
students often complain that they cannot see the relationship between school
subjects and real life. Adult learners view the manipulation of teaching
strategies for entertainment value as transparent and reject hybrid
experiences as patronizing. Critics of educational game design say that
products have erred too far in the direction of weightiness and away from
the attraction of play. Indeed, "designers have been tempted to hold
children’s play at arm’s length, by referring to games for education as
‘serious’ games and thus completely different from the idle pastimes of the
young" (Corbeil, p. 163).
Carl Rogers
In a key 1983 treatise, Carl Rogers made the
distinction between education and learning as "lifeless, sterile, futile,
quickly forgotten stuff" on the one hand and "the insatiable curiosity that
drives the adolescent boy to absorb everything he can see or hear or read
about gasoline engines in order to improve the efficiency and speed of his
‘cruiser’" on the other (p. 18). His pronouncement revealed a dichotomy in
educational circles: motivation vs. conformity, process vs. product, active
and interactive vs. passive, application vs. assessment, and understanding
vs. knowledge. Critics have charged that guided institutionalized learning
experiences reinforce what society says an individual needs without
considering their desires. Rogers describes the excitement that comes with
learning, with a capital "L," as a personalized negotiation between these
potentially conflicting needs. According to Rogers "the experience of the
learner progresses along this line: ‘No, no, that’s not what I want;’ ‘Wait!
This is closer to what I am interested in, what I need’; ‘Ah, here it is!
Now I’m grasping and comprehending what I need and what I want to
know!’" (p. 19, quoted in Smith (1999) [Online]).
Corbeil,
Brougere and NESTA
Games provide a way of combining play, which has been
seen as a child’s prerogative, and learning, which educators now see as a
lifelong means of coping with our world. But with today’s technology, this
is surely an arbitrary partition. Play is seen as a freely chosen,
pleasurable, unproductive but challenging activity governed by rules and
symbols and easily distinguishable from the "real world" (Corbeil, 1999, p.
165, citing Weisler and McCall, 1976). One of the intriguing yet frustrating
elements of play is that it is internally motivated, making it difficult to
manage or control. In childhood or adulthood, the world of play offers the
advantages of learning within the contexts of "distance, pretending,
involvement in an activity whose stakes are internal, the management of
uncertainty" and lessons in winning and losing (Brougere, 1999, p. 138).
Researchers have discovered that game players learn such useful skills as
"strategic thinking, planning, communication, application of numbers,
negotiating skills, group decision-making and data-handling" (Kirriemuir &
McFarlane, 2004, p. 3).
Using Games as a
Means for Learning
Squire and
Jenkins
Using statistics to reinforce this argument, Kurt
Squire and Henry Jenkins (2003) claim that:
A survey of some 650 MIT freshmen
found that 88 percent of them had played games before they were 10 years
old, and more than 75 percent of them were still playing games at least
once a month. Sixty percent of MIT students spend an hour or more a week
playing computer games. By comparison, only 33 percent spend an hour or
more a week watching television, and only 43 percent spend an hour or
more per week reading anything other than assigned textbooks. On the one
hand, one would expect these technologically advanced students to be
early adapters and enthusiastic users of new media. On the other hand,
given the bad reputation that gaming has in some circles, it may be news
that so many students can play games and keep up the GPA needed to get
into a place like MIT (p. 11).
Alan Rogers
Alan Rogers (2003) distinguishes between "acquisition
learning," a process of task-specific experiences that we may not think of
as learning, and "formalized learning," win which the individual is aware of
learning taking place through the understanding of principles in a guided
setting (see Smith [On-line]):
At one extreme lie those
unintentional and usually accidental learning events which occur
continuously as we walk through life. Next comes incidental learning -
unconscious learning through acquisition methods which occurs in the
course of some other activity... Then there are various activities in
which we are somewhat more conscious of learning, experiential
activities arising from immediate life-related concerns, though even
here the focus is still on the task... Then come more purposeful
activities - occasions where we set out to learn something in a more
systematic way, using whatever comes to hand for that purpose, but often
deliberately disregarding engagement with teachers and formal
institutions of learning... Further along the continuum lie the
self-directed learning projects on which there is so much literature...
More formalized and generalized (and consequently less contextualized)
forms of learning are the distance and open education programs, where
some elements of acquisition learning are often built into the designed
learning program. Towards the further extreme lie more formalized
learning programs of highly decontextualized learning, using material
common to all the learners without paying any regard to their individual
preferences, agendas or needs. There are of course no clear boundaries
between each of these categories (Rogers 2003, p. 41-2).
Holland, Jenkins
& Squire
In their paper "Theory by Design," the three authors
point out that games model both principles and processes, "particularly the
dynamics of complex systems [where] students develop their own languages for
illustrating those systems and grow incredibly adept at explaining them in
their own terms" (Holland, Jenkins & Squire, 2003, p. 6). This satisfies
some concerns about relevancy. Games also "enable teachers to observe their
students’ problem-solving strategies in action and to assess their
performance in the context of authentic and emotionally compelling problems"
(7). An important issue for educators is that research supports the notion
"that peer-to-peer teaching reinforces mastery" and therefore, this
"information exchange in the context of gameplay" is entirely legitimate as
pedagogical interaction (p. 7, citing Koschmann, Ed., 1996). Their question
is simple: "The question for educators, then, is not whether games could
someday work to teach students; they already do so. The question is how to
help these two worlds, that of gaming and that of education, to work
together" (7).
BACKGROUND
Bloom’s Taxonomy
Before Carl Rogers there was Benjamin Bloom. Bloom’s
Taxonomy (1956) classified cognition into a hierarchy of skills ranging from
knowledge of specifics to comprehension, application, analysis, synthesis
and lastly, evaluation. Bloom said, "The major purpose in constructing a
taxonomy of educational objectives is to facilitate communication" (p. 10).
Although originally constructed for college-level instructors and
researchers involved in assessment of educational programs, his system was
eventually adapted by elementary and secondary teachers who found it useful
in writing learning objectives that could be measured (see Anderson &
Krathwohl, 2001). "We are of the opinion that although the objectives and
test materials and techniques may be specified in an almost unlimited number
of ways, the student behaviors involved in these objectives can be
represented by a relatively small number of classes" (Bloom, p. 12).
Anderson &
Krathwohl update Bloom
Bloom’s use of noun forms to classify levels of
intellect reflect the somewhat static thinking of educators in the 1950s;
however, he did suggest a shift away from cognition as content by
establishing student behavior as a defining criteria. Anderson and Krathwohl
(2001, 2002) devised a new version of Bloom’s classification system into a
multi-dimensional framework that made distinctions in the cognitive domain
between process and knowledge, Table 1.
|
The Cognitive Process Dimension |
|
Remember |
Understand |
Apply |
Analyze |
Evaluate |
Create |
|
Knowledge
|
|
|
|
|
|
|
|
Conceptual Knowledge
|
|
|
|
|
|
|
|
Procedural Knowledge
|
|
|
|
|
|
|
|
Meta-cognitive Knowledge
|
|
|
|
|
|
|
Table 1:
Knowledge Domain
In this new Taxonomy, Bloom’s original six levels
remain, now stated in action verbs, with one modification and one addition.
Anderson and Krathwohl ranked the process categories from the simplest to
most complex activities, reversing Bloom’s "Synthesis" and "Evaluation" and
reframing the ultimate intellectual experience of synthesis within a
creative realm. "Simply stated, induction, which is involved in Creating, is
a more complex process than deduction." (2001, p. 294). In the knowledge
dimension, they also followed Bloom’s thinking but changed the levels to
range from basic factual knowledge (what) to conceptual (why) and procedural
(how) knowledge to the new category of meta-cognitive knowledge, which they
defined as "Knowledge of cognition in general as well as awareness and
knowledge of one’s own cognition." (p. 29). Meta-cognitive awareness and
creative intellectual activity, therefore, represent the highest functioning
in the cognitive domain, according to the followers of Bloom and within the
framework of a taxonomy of cognition.
ARGUMENT
Background:
Gagné and Keller on learning theory
Two learning theorists published hypotheses in the
1980s based on the shifting paradigms of intellectual content vs. cognitive
process and on research in the emerging fields of adult learning and
individualized instruction. Gagné and Keller looked at learning from the
perspectives of an individual’s retention and motivation.
Gagné defined instruction as "a set of events external
to the learner designed to support the internal processes of learning"
(Gagné, 1977, 1985). These nine events are predicated on a pre-requisite
knowledge and skill levels on the part of the learner and promoted a
sequencing of instruction. He first caught the attention of the learner and
established the lesson objective; then he presented new material within a
context of previous learning; next he provided guidance, opportunity for
practice and feedback on performance; and finally, he assessed the learning
and encouraged its transference to future applications. "Gagné suggests that
learning tasks for intellectual skills can be organized in a hierarchy
according to complexity: stimulus recognition, response generation,
procedure following, use of terminology, discriminations, concept formation,
rule application, and problem solving" (TIP Theories [Online]). His theory
is significant to game design and learning objectives in that the principles
of sequencing and a hierarchy of intellectual skills provide a framework for
individualized instruction tied to specific learning outcomes.
Keller defined the process of motivational design and,
based on the theory of expectancy-value from the 1930s (see Tolman, 1932;
Lewin, 1938), he developed the ARCS Model for student interest and relevance
issues. "Expectancy-value theory assumes that people are motivated to engage
in an activity if it is perceived to be linked to the satisfaction of
personal needs (the value aspect), and if there is a positive expectancy for
success (the expectancy aspect)" (Keller, 1987, pp. 2-3). For Keller, the
ARCS acronym represented four natural aspects of learning that would ideally
be intrinsic to courses of instruction: Attention, Relevance, Confidence and
Satisfaction (1987). The significance of Keller’s work to game design and
learning objectives lies in its focus on motivation and the design of
instructional processes. "Learner motivation changes over time…and sometimes
in unpredictable ways," according to Keller. "When students are motivated to
learn, they want to work on highly task-relevant activities. They do not
want to be distracted with unnecessary motivational activities" (1999, p.
42).
Analysis: Gagné
vs. Keller in terms of game design
Motivation and retention, two conditions that form an
axis for learning with a capital "L", extend the learner’s experience beyond
simple but immediate lessons. Passing the test is no longer the goal, nor is
the level of student interest ignored. In this respect, Keller’s ARCS is
more appropriate than Gagné’s Nine Events to keep today’s learner motivated
and leads to longer retention. The connection between Keller’s ARCS and the
elements of play within the structure of games is easy to see (Figure 1),
but their actual interconnection in educational settings with learning
objectives has not yet been established.

Figure 1: Gagné Versus Keller Learning
Design
The need for a
new learning taxonomy
Following Keller’s ARCS model, games also have four
key components: engagement, rules, goals and challenges. The ARCS model is
ideally applicable to the use of games as a learning tool. The parallel
between the ARCS model of learning and the basic game design model is easily
seen in Figure 2.

Figure 2: ARCS
and Game Design comparison
Kurt Squire’s research on the pedagogical relevance of
games leads him to this comment about goals: "Exactly what students learn
from the game-playing experience depends heavily on the goals they set for
themselves. Imagine one player picking the ancient Egyptians [in a computer
game Civilization III by Sid Meier] in order to write a paper on the
influence of the Nile on ancient history, compared to another whose only
goal is to conquer the world" (Squire & Jenkins, 2003, p. 13).
Squire on rules: "games…suspend the rules of reality
in order to use the rules of a game" (Squire, 2003, p. 5).
Knowles and
Mezirow on key characteristics of adult learning
In the 1990s, Malcolm Knowles and Jack Mezirow were
credited with foundational theories in adult learning. Knowles (1990)
proposed that "andragogy" (as opposed to "pedagogy") distinguishes adult
learners from child learners in four ways: adults move from dependence to
self-direction, they draw upon experience for learning, they approach
learning as problem-solving, and they seek to apply learning immediately.
Mezirow (1991) proposed that adults rely on interacting contexts of learning
that include a frame of reference, conditions of communication, purpose and
intentionality, self-image and the specific learning situation encountered.
Mezirow further proposed the idea of adults engaging in "transformation" of
previous learning: " Rather than merely adapting to changing circumstances
by more diligently applying old ways of knowing, [adults] discover a need to
acquire new perspectives in order to gain a more complete understanding of
changing events and a higher degree of control in their lives. The formative
learning of childhood becomes transformative learning in adulthood" (p.2).
Wolf & Perron,
Rollings & Adams, and Corbeil/Caillois on key characteristics of [video]
game design theory
Game designers are often game players, so the
application of learning the intricacies of games to commercial product
design is an excellent example of adult learning theory at work. Andrew
Rollings and Ernest Adams have designed successful video games for top
companies and are defining an emerging video game design theory.
Wolf and Perron (2003) have written that "game theory
seems to be teetering on a threshold: Many academics want to see game theory
establish itself as predominantly academic discipline, while others seek to
broaden the conversation between game designers, consumers, journalists and
scholars" (p 26).
According to Rollings and Adams (2003), "game design
is the process of: Imagining a game. Defining the way it works. Describing
the elements that make up the game (conceptual, functional, artistic, and
others). Transmitting that information to the team that will build the game"
(p 4).
Corbeil (1999) refers to the work of Caillois (1958)
in distinguishing different aspects of play qualitatively. Games of
competition, chance, imitation and "temporary madness" help to define the
spectrum of game playing that ranges from pure fun to major challenges (Corbeil,
p. 165, citing Caillois). Corbeil emphasizes the role of activity in games
and learning: "Having fun requires making the effort of doing the
activity—doing nothing is the epitome of being un-amused—and even a game of
chance requires the decision to play by the rules and accept unfavorable
results" (p. 166).
Herz’s game
genre categories
Game genres have been developed by different factions
of the gaming industry. A popular categorization was devised by Herz (1997):
action games - these can be subcategorised into
shooting games, ‘platform’ games (so called because the players’
characters move between onscreen platforms) and other types of games
that are reaction-based
adventure games - in most adventure games, the
player solves a number of logic puzzles (with no time constraints) in
order to progress through some described virtual world
fighting games - these involve fighting
computer-controlled characters, or those controlled by other players
puzzle games - such as Tetris
role-playing games - where the human players
assume the characteristics of some person or creature type, eg elf or
wizard
simulations - where the player has to succeed
within some simplified recreation of a place or situation eg mayor of a
city, controlling financial outlay and building works
sports games
strategy games - such as commanding armies within
recreations of historical battles and wars. (listed in Kirriemuir &
McFarlane, 2004, p. 6-7).
Squire & Jenkins
on games as "microworlds"
According to Kurt Squire’s research on what students
learned about social studies from computer games, "Games are not simply
problems or puzzles; they are microworlds, and in such environments students
develop a much firmer sense of how specific social processes and practices
are interwoven, and how different bodies of knowledge relate to each
other….students can draw meaning from every element in their environment to
solve problems that grow organically from their own goals and interests"
(Squire & Jenkins, 2003, p. 15).
Conclusion
A theoretical Framework for the Pedagogical Evaluation
of Video Game-Based Learning Environments needs to be developed. The
framework should consist of a new Instructional Systems Design matrix to
select video game capabilities based on specified learning objectives. The
matrix should use an adaptation of Bloom’s Taxonomy of learning updated for
the new media of video games. Also, the framework should provide a way to
help rate, categorize, or better understand the context of game design as it
applies to learning.
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