“I Just Don’t Know Where to Begin”: Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Video Games

  • Kyrie Eleison H. Caldwell
  • Scot Osterweil
  • Carole Urbano
  • Philip Tan
  • Richard Eberhardt
Chapter

Abstract

This chapter documents the process and preliminary results of a two year project in which a team of MIT researchers, in close collaboration with local educators, designed and tested supplemental teaching resources for supporting educators in implementing the use of commercial, off-the-shelf games in their secondary level, humanities (e.g. social studies, history, languages) classrooms. The chapter also provides an overview of similar research in the field of game-based learning and addresses challenges likely to be encountered in such implementation processes, particularly in the American public educational context.

Keywords

Commercial off-the-shelf games Co-design Curriculum design Humanities education Secondary education Research documentation 

References

  1. Admiraal, W., Huizenga, J., Heemskerk, I., Kuiper, E., Volman, M., ten Dam, G.: Gender-inclusive game-based learning in secondary education. Int. J. Incl. Educ. 18(11), 1208–1218 (2014)CrossRefGoogle Scholar
  2. Bourgonjon, J., De Grove, F., De Smet, C., Van Looy, J., Soetaert, R., Valcke, M.: Acceptance of game-based learning by secondary school teachers. Comput. Educ. 67, 21–35. http://doi.org/10.1016/j.compedu.2013.02.010 (2013)
  3. Charlier, N., De Frahne, B.: Game-based learning in teacher education: a strategy to integrate digital games into secondary schools. Int. J. Game-Based Learn. 2(2), 1–12. http://doi.org/10.4018/ijgbl.2012040101 (2012)
  4. Charsky, D., Mims, C.: Integrating commercial off-the-shelf video games into school curriculums. TechTrends: Linking Res. Pract.Improv. Learn. 52(5), 38–44. http://doi.org/10.1007/s11528-008-0195-0 (2008)
  5. Creative Assembly. Rome: Total War. Microsoft Windows. Activision (2004)Google Scholar
  6. Csikszentmihalyi, M.: Flow and the Foundations of Positive Psychology: The Collected Works of Mihaly Csikszentmihalyi. Springer, Berlin (2014)CrossRefGoogle Scholar
  7. Dickey, M.D.: K-12 teachers encounter digital games: a qualitative investigation of teachers’ perceptions of the potential of digital games for K-12 education. Interact. Learn. Environ. 23(4), 485–495 (2015)CrossRefGoogle Scholar
  8. Dikkers, S.: Teachercraft: How Teachers Learn to Use Minecraft in their Classrooms. ETC Press, Pittsburgh (2015)Google Scholar
  9. Flanagan, M.: Critical Play: Radical Game Design. MIT Press, Cambridge, MA (2009)Google Scholar
  10. Gee, J.P.: Situated Language and Learning: A Critique of Traditional Schooling. Routledge, New York (2004)Google Scholar
  11. Gee, J. P.: What Video Games Have to Teach us About Learning and Literacy (Rev. and updated ed). Palgrave MacMillan, New York (2007)Google Scholar
  12. Gee, J.P.: Good Video Games + Good Learning: Collected Essays on Video Games, Learning and Literacy, 2nd edn. Peter Lang, New York (2013)Google Scholar
  13. Gerber, H. R., Price, D. P.: Fighting baddies and collecting bananas: teachers’ perceptions of games-based literacy learning. Educ. Media Int. 50(1), 51–62. http://doi.org/10.1080/09523987.2013.777182 (2013)
  14. Gerber, H. R., Abrams, S. S., Onwuegbuzie, A. J., Benge, C. L.: From Mario to FIFA: what qualitative case study research suggests about games-based learning in a US classroom. Educ. Media Int. 51(1), 16–34. http://doi.org/10.1080/09523987.2014.889402 (2014)
  15. Groff, J., Mouza, C.: A framework for addressing challenges to classroom technology use. AACE J. 16(1), 21–46. Retrieved from http://www.editlib.org/p/24421/ (2008)
  16. Hainey, T., Westera, W., Connolly, T. M., Boyle, L., Baxter, G., Beeby, R. B., Soflano, M.: Students’ attitudes toward playing games and using games in education: comparing Scotland and the Netherlands. Comput. Educ. 69, 474–484. http://doi.org/10.1016/j.compedu.2013.07.023 (2013)
  17. Jenkins, H., Klopfer, E., Squire, K., Tan, P.: Entering the education arcade. Comput. Entertain. 1(1), 1 (2003)CrossRefGoogle Scholar
  18. Joan Ganz Cooney Center: Survey highlights use of games remains a DIY affair. Retrieved from http://www.gamesandlearning.org/2016/04/12/survey-highlights-use-of-games-remains-a-diy-affair/ (2016)
  19. Jong, M.S.Y.: Does online game-based learning work in formal education at school? A case study of VISOLE. Curric. J. 26(2), 249–267 (2015)CrossRefGoogle Scholar
  20. Keller, J. M.: The Use of the ARCS Model of Motivation in Teacher Training. In Aspects of educational technology: The proceedings of the programmed learning conference, London/Methuen (1967).Google Scholar
  21. Klopfer, E., Osterweil, S., Salen, K.: Moving learning games forward. The Education Arcade, Massachusetts Institute of Technology. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.687.5017&rep=rep1&type=pdf (2009)
  22. König, N., Pfeiffer, A., Wernbacher, T.: Gaming media and their application in educational practice: an interactive toolkit for teachers. Proceedings of the European conference on games based learning, 1, 286–295. Retrieved from http://libproxy.mit.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=eue&AN=99224964&site=eds-live (2014)
  23. Malone, T.W., Lepper, M.R.: Making learning fun: a taxonomy of intrinsic motivations for learning. In: Snow, R.E., Farr, M.J. (eds.) Aptitude, learning, and instruction: Conative and Affective Process Analysis, vol. 3, pp. 223–253. Erlbaum, Hillsdale (1987)Google Scholar
  24. Miller, D., Robertson, D., Hudson, A., Shimi, J.: Signature pedagogy in early years education: a role for COTS game-based learning. Comput. Sch., 29(1/2), 227–247. http://doi.org/10.1080/07380569.2012.651423 (2012)
  25. Mifsud, C.L., Rosalind, V., Liberato, C.: Attitudes towards and effects of the use of video games in classroom learning with specific reference to literacy attainmen. Res. Educ. 90, 32–52 (2013). doi:10.7227/RIE.90.1.3 CrossRefGoogle Scholar
  26. Novak, K., Nackerud, R.: Choosing a serious game for the classroom: an adoption model for educators. In Ma, M., Oikonomou, A., Jain, L.C. (eds.), Serious Games and Edutainment Applications. Springer London, London Retrieved from http://link.springer.com/10.1007/978–1–4471-2161-9 (2011)
  27. Ray, B., Faure, C., Kelle, F.: Using Social Impact Games (SIGS) to Support constructivist learning: creating a foundation for effective use in the secondary social studies education. Am. Sec. Educ. 41(2), 60–70. Retrieved from http://libproxy.mit.edu/login?url=https://search.ebscohost.com/login.aspx?direct=true&AuthType=cookie,sso,ip,uid&db=eue&AN=87332874&site=eds-live (2013)
  28. Sáez-López, J.-M., Miller, J., Vázquez-Cano, E., Domínguez-Garrido, M.-C.: Exploring application, attitudes and integration of video games: minecraftEdu in middle school. J. Edu. Technol. Soc. 18(3), 114–128 (2015)Google Scholar
  29. Sandford, R., Ulicsak, M., Facer, K., Rudd, T.. Teaching with games (p. 63). Stafford Computer Education Group, Bristol. Retrieved from http://www.nfer.ac.uk/publications/FUTL49/FUTL49.pdf (2006)
  30. Steinkuehler, C.: Massively multiplayer online gaming as a constellation of literacy practices. E-Learn. Digital Media 4(3), 297–318. http://doi.org/10.2304/elea.2007.4.3.297 (2007)
  31. Squire, K.: Changing the game: What happens when video games enter the classroom. Innov.: J. Online. Educ. 1(6) (2005). http://website.education.wisc.edu/~kdsquire/tenure-files/26-innovate.pdf
  32. Takeuchi, L. M., Vaala, S.: Level up Learning: A National Survey on Teaching with Digital Games. Joan Ganz Cooney Center, New York (2014)Google Scholar
  33. Tekinbaş, K.S.: Quest to learn: Developing the school for digital kids. In: John, D., Catherine, T.M. (eds.) Foundation reports on digital media and learning. MIT Press, Cambridge, MA (2011)Google Scholar
  34. Wiklund, M., Ekenberg, L.: Going to school in world of Warcraft: Observations from a trial programme using off-the-shelf computer games as learning tools in secondary education. Des. Learn. 2(1), 36–55 (2009)Google Scholar

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Kyrie Eleison H. Caldwell
    • 1
  • Scot Osterweil
    • 1
  • Carole Urbano
    • 1
  • Philip Tan
    • 1
  • Richard Eberhardt
    • 1
  1. 1.Massachusetts Institute of TechnologyCambridgeUSA

Personalised recommendations