Simulations and Games
in e-Learning
Ruth
Clark and Richard Mayer make an excellent team combining backgrounds of
learning research with multimedia research and have developed a bit of research
on their areas of expertise. It is from their book, E Learning and the Science
of Instruction’s fifteenth chapter that provides the background for this
discussion on the use of simulations and games within an online learning
environment. Clark and Mayer (2008)
preface their discussion by stating that there is more that we do not know about
simulations and games than we do know; however, there are certain conclusions
that can be drawn based on related application of skills and methods. They
continue by defining games as (1) a competitive activity with a challenge to
achieve a goal;(2) a set of rules and constraints; (3) a specific context.
Simulations are defined as real world working model environments. We begin with some questions, will games and
simulations replace step-by-step learning and books? What is the evidence
that such a thing might happen?
Summary
The topic begins with an argument that younger
learners or, digital
natives, will benefit from online coursework designed to be game-like. Issenburg, McGaghie, Petrusa, Gordon, and
Scalese (2005) report that research studies on nearly 400 medical real-world simulation
exercises were published in a four year period. Add to that the 2006 Learning
Guild conference included over 12% of the presentations
were game based. Compare that to the 2011
conference where gaming presentations earned their own non-exhaustive
category. Proponents site the popularity of games
not only as an indication of pastime activity but also how the digital natives’
brains are programmed to work with information in a way Prensky
(2001) described as twitch speed
processing. Prinsky continues with two other points. He adds that digital natives
thrive in high learner control, and in highly visual environments.
A second question is offered asking
whether or not games and simulations teach.
This is where the strength of Clarke and Mayer shines. They report on a
literature review of Gosen and Washbush (2004) that of 155 studies reviewed,
not one met the criteria for sound research to make any sound conclusions. They cite three more literature reviews with
similar results. What they found in
support of game style learning is:
• The activity’s goals, feedback,
and interfaces in simulation play must align with instructional outcomes.
•Instructional objectives must be
integrated into game storyline so that learning is essential to progress
•Guidance, structure and focused
goals are critical- no discovery learning
•Promote reflection on correct
answers
•Manage the complexity – simple to
complex with easy interface control and fading (total example to on your own)
techniques provide stepped challenge.
There is still quite a bit not
known about games and learning – cost/benefit, who prefers games, effective
interfaces and how much interactivity are a few unknowns.
To answer the questions, it is
determined that if a child is raised on games, it does not equate to more
effective learning. Can students learn
with games? The answer is that if games can be designed with known effective
methods it is certainly possible.
Reflection
The thirty-two-page reading was
interesting as it provided more questions than answers. The reader familiar
with other chapters in the text understands the media principles and cognitive
load principles that would also apply to games and simulations as with any
media. The first question, about replacing books does not seem to be answered
directly but on a more assumption that it would be difficult to establish all
objectives in game activities within a course and thus, the need for reading would
still be necessary. In the chapter it is
mentioned that about 62% of all gamers are male and the average age is
thirty-three with 25% over fifty! I am not sure that taking a format like
gaming, which is an entertainment activity, can be used to teach objective
skills and still be motivating. There may be a few possibilities but not in a
widespread manner.
Naturally it is exciting to think
of gaming your way through college or a course but it seems too
unrealistic. Perhaps an activity or two
would be great. The process of learning has merit that may not be able to be
duplicated in a game. While I may be
able to fly to the library in second life, I still need to be able to know how
to access it through LU’s website! It sounds like a lot of extra work to me!
Clark, R. & Mayer, R. (2008). E-Learning and the Science of Instruction
(2nd ed.). John Wiley & Sons: Pfeiffer.
Gosen, J., Washbush, J. (2004). A review of
scholarship on assessing experiential learning material. Simulation and Gaming, 35(2), 270-293.
Issenberg, S., McGaghie, C., Petrusa, E.,
Gordon, D. & Scalese, R. (2005). Features and uses of high fidelity medical
simulations that lead to effective learning: A BEME systematic review. Medical Teacher, 27(1), 10-29.