Tuesday 21 February 2012

Games Based Learning

Today we were visited by three lecturers at the University of Dundee who presented us with some research they had gathered through different experiments they had carried out in primary schools.  The purpose of their studies was to find out more information in relation to using games technology in the primary classroom, with a hope of being able to successfully prove that they can enhance learning.  David Miller and his colleague, Derek Robertson, researched Dr Kawashima’s Brain Training game for the Nintendo DS.  Divya Jindal-Snape researched the effectiveness of guitar hero during the transition between primary school and secondary school, which my friend Nicole has discussed in great detail.  Jill Shimi, and three colleagues, researched the game Nintendogs for the Nintendo DS to see whether it was successful in promoting valuable opportunities in teaching.  My friend Susan discusses this in greater depth.

All three studies were done using commercial off the shelf (COTS) games.  This means that these games were not made with the intention of being used for educational purposes in the primary school, but for the sole purpose to make a profit.  However, through these investigations we have discovered that each COTS game can support and enhance children’s learning and development if used appropriately.  The cost of the COTS games is a huge disadvantage but there are ways around such problems if effective organisation and management is in place.  For example: each school could buy one set of 30 Nintendo DS’s and Brain Training games, then have a rota where each class gets them at a different time each day.

Today I am going to reflect on David Miller and Derek Robertson’s classic experiment with Dr Kawashima’s Brain Training game for the Nintendo DS.  The purpose of their investigation was to find out if Dr Kawashima’s Brain Training game enhanced children’s learning, but more specifically to see if it helped children improve their number bonds and their processing speed.  Miller and Robertson’s investigation is summarised nicely by Rachel.

Brooks-Young says “games are an engaging way to…reinforce a variety of skills” Brooks-Young, S (2010, p.89) and I believe Dr Kawashima’s Brain Training game allows just that.  This is identified in the video below:



Scottish Government (undated).


Games based learning (GBL) has the opportunity to develop many principles in the Curriculum for Excellence (CfE) which I have discussed in my previous blog post, Digital Literacy and ICT.  Alongside these, Dr Kawashima’s Brain Training game has clear links to a number of the CfE principles for specific reasons.  I believe the game has clear links with relevance, firstly due to today’s children being born into a digital world but also because it is a COTS game, so it is likely the children have seen it (or something similar) before therefore it will have more meaning to them.

I believe the game also fulfils the CfE principle challenge and enjoyment, as due to children growing up in a world of technology, learning through games will likely achieve a high level of motivation and enjoyment.  Challenge can be found through the games requirement for speed but from this challenge, increased social interaction can take place in the classroom as children not only want to do their best but want to help their friends do their best to “enable each individual to achieve his or her potential” Scottish Government (2008).

Through the range of different activities available in Dr Kawashima’s Brain Training game, the CfE principle, personalisation and choice is drawn on.  Personalisation is available through this game as it allows each child to work at their own individual ability.  Choice is evident in this game through allowing children to choose what they focus on each time they play the game, for example: arithmetic skills, reading etc.

The final CfE principle I see strong links with Dr Kawashima’s Brain Training game is progression.  By allowing children to play this game for twenty minutes each morning it is allowing them to “build upon earlier knowledge and achievements” Scottish Government (2008) thus continuing their progression in learning.  Through Miller and Robertson’s investigation, they have proved that progression does take place as when comparing the children’s first arithmetic test to their second one (after ten weeks of using the Brain Training game) there was a significant improvement.

Miller said that they did not yet know whether Dr Kawashima’s Brain Training game made cognitive transfer possible, however I would disagree.  Through the 10 week investigation, teachers noticed a huge improvement in the neatness of children’s handwriting.  I believe this was because if you do not form numbers or letters correctly on the Nintendo DS your answer is marked incorrectly, therefore I believe children made a conscious effort to improve their handwriting in order to get the best score.  I believe this improved handwriting was then transferred into other aspects of the children's school work.

In my opinion, GBL needs to be used more often in children’s educational development than is currently being done.  The only glimmer of games technology I have ever seen in a primary school was a play station 2 which was used only for golden time.  Teachers have a duty to “prepare students for this new world…based on the assumption that they have some idea of what to prepare them for” Brooks-Young, S (2010, p.5).  I am not certain all teachers know how to prepare children for the 21st century and I think one of the main reasons is a lack of confidence in technology themselves.  The world is changing therefore changes in education need to be made.  I look forward to going on my next placement and using GBL as a tool to enhance learning.


References
Miller D., Robertson D. (2010). Educational beneļ¬ts of using game consoles in a primary
classroom: A randomised controlled trial.  Oxford: Blackwell Publishing.

Brooks-Young, S (2010).  Teaching with the tools kids really use – learning with web and mobile technologies.  London: Sage Ltd.

Scottish Government (undated).  Video Bank.  Edinburgh: Scottish Government.

Scottish Government (2008). Curriculum for Excellence: Principles for curriculum design. Edinburgh: Scottish Government.

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