Showing posts with label education. Show all posts
Showing posts with label education. Show all posts

Thursday, August 25, 2011

Using Games to Teach: Through the Ages- A Story of Civilization

By Angie

The Big Idea:

Games are fun. They invoke optimism and curiosity, create systems in which it is ok to try new strategies, acceptable to make mistakes and to fail, and provide an environment in which to compete with others in healthy ways while developing and practicing a myriad of social skills. Games encourage us to enjoy time spent together socially while also critical thinking and doing what our brains love to do best: solving problems. Games help boost a sense of efficacy and inspire esteem, in a game you CAN accomplish great things, and believing in yourself is the foundation for all future successes. Regardless of their inherent “educational value”, games provide all of these amazing benefits and more. Many games also involve opportunities to learn and practice reading skills, language, vocabulary development, math concepts, and spatial relationships… to name a few! Games also provide meaningful opportunities to hone essential life skills such as thinking ahead, strategic planning, resource management, positive social interactions, conflict resolution, and teamwork. Some games model basic economic principles such as supply and demand, while others encourage players to evaluate multiple possibilities and decide on the best course of action, while still others demonstrate probability in action. Learning is everywhere in our lives, and games offer a very specific type of experience that is innately educational in all of these ways, and likely more that I haven’t listed here.

A basic concept of educational theory and pedagogy taught to teachers is that students learn best when they are engaged and interested in the material, and that a sound way to build engagement is to connect the material at hand to prior experiences or background knowledge. Effective teachers often build lesson plans that include “anticipatory sets”, activities designed to introduce students to concept and pique their curiosity, or review concepts previously learned. Effective teachers also find ways to connect the subject material in a personal way to the students, asking questions, invoking imagery, telling stories, and progressively building up ideas so that students understand not only the learning objective of the day, but the context in which it occurs.

So, here’s where I think a good number of modern board games can REALLY shine… many “off the shelf” games designed with optimal play experience in mind (not learning objectives or content standards!) can be used to introduce broad concepts to students and set up a base of knowledge and experience that will help cultivate curiosity and create connections. By interacting with game pieces and cards representing historical elements, playing through systems that are designed to emulate some of the important events and relevant themes, and experiencing fun and engaging game play centered around a specific time period, teachers can use games as an activity to help create an optimal learning environment that will motivate students to learn the content. The game doesn’t need to “teach” the concepts, just introduce them in a fun way, provide some interesting mechanics that encourage thoughtful decision making, and create an experience the players will remember.

This is a bit of a revolutionary idea, and it doesn’t necessarily integrate well into a typical classroom setting, however I think this is something worth exploring. Within the current educational climate, this idea could be implemented through parental interventions (play games with your kids!), afterschool board game clubs, through individual or small group tutoring sessions to help struggling students, and in libraries and other community outlets to enhance learning. Additionally, if time and resources allow, many games could be played in small groups in the classroom, or modified for whole group play. Games can be used to introduce a lesson block topic or could have entire lessons built around the concepts presented in the game. The point is to make the learning fun for the students and to engage them by activating their curiosity about a topic and providing relevant “experience” that can’t be easily replicated in other ways.

Forming connections with material is a key factor in retention and engagement, and playing games gives students a potential reason to care about a topic. Have you ever heard a student ramble off a giant list of stats and details about a game character they loved? Looking at ways we can use the power of games to interest students is an invaluable step in providing top notch engaging curriculum. Board games seem like an especially great avenue because they encourage social interaction and require the players to keep track of the game state information that is often hidden behind the scenes in video games, which can help provide a more solid understanding of the overall framework and enhance the learning capabilities.


An Example: Using Through the Ages



 Here are a few general ideas of how existing games could be used in this way with a complex game called Through the Ages. Through the Ages is an in-depth civilization building game by Eagle Games with a long play time that may make it challenging to use in a classroom, but it offers amazing potential to explore world history and provides a broad knowledge base upon which a teacher could build a vast array of lessons that connect back to the experience of playing the game.

As an introduction to world history, this game has mechanics that represent the how development of new technologies influenced the capabilities for food and resource production. It provides a wide range of historical leaders which each have game play mechanics that help reinforce the philosophies and tactics they are best known for. It uses wonders to present historical monuments, and again reinforces the theme through mechanics. This game provides a broad reference and jumping off point for many historical explorations, and it’s amazing strategic depth and game system really reinforce the theme well and provide an opportunity to practice many of the skills discussed above as well as cover a broad base of world history.



Playing through a game of Through the Ages can help provide an experienced base context for a wide array of lessons, and can inspire curiosity that will motivate students. “Who is Hammurabi?” “What is the Kremlin?” “Why does Genghis Khan give me a bonus to my horseman units?” On the flipside of that, playing a game that includes historical figures and places will provide something for a student to “latch” on to when they are learning about a topic. “Oh, Frederick Barbarossa? I remember him! He was my leader in that game we played and I got to turn my workers into military with him… that totally makes sense because he led his people into all those wars”. Educators can capitalize on this curiosity or reinforce these connections and make the experience richer and more educational.

 In addition to specific people and places, key concepts can be represented in a game in a way that allows students to experiment with these ideas and really get a grasp of how they work. For example, in Through the Ages technology advances such as the development of irrigation (then later selective breeding and mechanized agriculture) really affects the food production of a civilization, which influences the population level that can be sustained, the happiness of the people, and the ability to generate armies. These broad concepts can be emphasized by a teacher and used as a basis for lessons on how the availability of food has significantly impacted civilization growth, achievement, and conflict throughout history. With the experience of interacting within the environment of a concrete game mechanic, this concept can become much more tangible for students, and also far more interesting.

I could go a lot deeper into the specifics of this game, or the multiple "teachable" moments this might present so over the next few months I am planning to develop some of these concepts into curriculum ideas and discuss some specific games that seem especially suited for this purpose here on the blog. Feel free to comment or send any ideas or comments my way. I’d love to hear what other people think, how games have worked (or not worked!) for you in educational settings, and recommendations for games that can be used to teach “right out of the box”.

Thursday, June 2, 2011

Games Research: Closing the Gap

by Angie
First off, I wanted to say than to everyone for the encouragement, cautionary tales, excitement, networking opportunities, and general interest in my previous post about my education/career/life goals and how it relates to gaming. It’s very exciting to hear from so many enthusiastic folks, and I’ve had the pleasure of sharing some of the literature I’ve been reviewing with others who are looking for academically credible “evidence” that games provide positive benefits.
I read a lot of articles about games research; I’m absolutely fascinated. I want to know what studies have been done, what the findings were, and what possible implications are considered. I am personally and professionally interested in the connections made and applications found for this type of research. I have been scouring databases and amassing a collection of articles on everything game related, and there is some really important work I’ve dug out. Lately I keep running across a lot of cross-references to a specific study that had some pretty amazing results, so I thought I’d share it with you all!
Disclaimer:  This is a blog post providing a quick and simple overview of the article with lots of personal commentary added in and in no way constitutes a scholarly analysis of the content, the study methodology, or the results. For any academic or professional purposes you should read the original article! There’s a handy reference below.
Tell us already!
Ok ok, enough rambling. Let’s get to the good part. A couple years back (2008) an article was published entitled “Playing linear numerical board games promotes low-income children’s numerical development”.  In this journal article, the authors explain that they conducted a two-part experiment involving kids and games then discuss the results.

Chutes and Ladders is a well-known example of a "linear
numerical game", although NOT the one used in this experiement.

The first experiment showed that preschoolers from low-income households were not as proficient at placing numbers in a number line as kids who came from higher income families. This is not particularly surprising, this type of research has been around for a while, and is one of the reasons early intervention programs like Head Start exist. It’s an important issue facing teachers, how do we provide a quality education for all students when some are entering school with far less-developed skills?
 The second experiment is where things get interesting. The researchers hypothesized that playing linear numerical  board games (a game with a board that has numbered spaces in a line) might help the low-income kids “catch up” to their middle-income peers. The way they tested this was to take two groups of low-income kids and have each group play a game for 4 different 15-minute sessions within a period of 2 weeks. It appears as though a specific game (not commercially available) was designed for this experiement which consisted of a track 10 spaces long, and the kids played by moving a token 1 or 2 spaces based upon the result of a spinner. The control group played a color-based version of the game and the test group played a game where they moved pieces along numbered spaces. Not the most creative or engaging game I could think of... but that's what they used.

 Drumroll please...
Here’s where it gets exciting, it worked! The kids playing the number game greatly improved their numerical skills from pre- to post- test, while the kids playing the color-based game did not. After ONLY 1 HOUR of total time playing the game the low-income kids in the test group demonstrated the same level of proficiency as the middle-income kids in the first experiment! They were completely "caught up" to their peers just by playing a game 4 times! The possible implications here are vast; we’re looking at an inexpensive, simple, and highly efficient way to reduce the gap in early numerical understanding in preschoolers. This is a potentially invaluable and very basic intervention that could be widely adopted.
To be fair, this study is somewhat limited in scope. The control was a color-based board game and not some other number learning activity, which makes me wonder if the same results would be seen had the students spent the four 15-minute sessions doing another number related activity? Flash cards? Numbered manipulatives? Is the board game the most effective way to achieve these results?

I can't help but wonder, would simple calendar activities or other
number-based interventions provide the same results?

I personally believe that there is a level of engagement present in gaming that is hard to replicate in other learning activities, and I choose to be excited about this study despite my as-of-yet unanswered questions. I am motivated by this type of research, and can’t wait to see what follows: how these results will be built upon or implemented and what other possibilities games possess for helping people learn while having fun. I’m eager to find out what other ways games can be used to solve some of the problems in our educational system, and how they can be implemented in a way that promotes engagement, enjoyment, and achievement.
So, to sum up... it looks like maybe all we need to do to close the achievement gap is get kids playing more games!

Reference:
Siegler, R. S., & Ramani, G. B. (2008). Playing linear numerical board games promotes low-income children's numerical development. Developmental Science, 11(5), 655-661. doi:10.1111/j.1467-7687.2008.00714.x

Friday, April 22, 2011

The Healing Blade

by Randy

Hey, everyone! The kids are all tucked in and I wanted to hop on and share some feedback on a game I was able to try out. Are you interested in hearing about it? Good! The game in question is The Healing Blade from Nerdcore Learning, who were kind enough to provide a review copy when requested. I think you'll find the game fascinating; I do. Want to know why? Read on!




The Healing Blade is a game about battling infectious diseases. Yes, you read that right. It is a two player game where one side plays the Lord of Pestilence (the diseases) and another plays the Apothecary Healers (the medicinal agents for countering the diseases). It was developed by two medical doctors who also happen to be gamers, Francis Kong and Arun Mathews. From what I've read, it is growing in popularity with medical students.

When I first heard about this, the first thing I thought of was an academic paper my wife had ran across and told me about by Richard Steinman and Mary Blastos called "A trading-card game teaching about host defence" from 2002. The paper concluded concluded that the game was super-effective for teaching the concepts. The two are unrelated, to my knowledge, but share the same conceptual space. Both the game in the paper and The Healing Blade are games... that teach. But on to this game.

It's a beautiful game. It has high-quality components, and great art. There are 20 green glass beads included to track the energy resource used, ATP (adenosine triphosphate). Each player has a full-color playmat. And most of the 90 cards have unique art. The art is definitely worth mentioning here... it would definitely hold its own against Magic: The Gathering art. Gorgeous illustratiuons. Altogether, a very impressive set of components.


And then... the cards. Okay, here is where the diseases come in. Each Lord of Pestilence card has the full scientific name of the disease (Streptococcus pneumoniae or Helicobacter pylori, as examples), its abbreviated common name (S. pneumoniae, H. pylori) and a fantasy-style piece of art that represents it, plus flavortext that puts a magical spin on its real-world effect. Each Apothecary Healer card has the name of a medicine (ie, Doxycyclene) and its own art and flavortext. Aside from a small font, they are very well put together.



As for gameplay... let's say that this was the funnest study session I've ever had on infectious diseases. Which is to say that as a game, the mechanics do leave a little to be desired. The rules are pretty concise and simple, but in playing we found a couple situations not covered in the rules. For instance, as the Lord of Pestilence, I found my hand of cards clogged with high-cost diseases that I was unable to play. The result was that my Apothecary Healer opponent was able to build up and have a healer combatant that could counter most diseases I could play. It could have just been a bad run, and I noticed on their site a rules revision is in progress. So... the current gameplay isn't tight, mechanics-wise... but as I see it, that's not an issue. Because mechanics are not the point.

What this game represents is a great step in the right direction for games that teach. If I were a medical student, I would absolutely love this game. This beats the heck out of a dry textbook. Granted, it doesn't replace the textbook, but it is a great supplement that presents the material in a way that activates different parts of the brain. This would be a great supplement to a class on pathogens. It slaps a fun theme on the subject of infectious diseases and how to fight them, and runs with it. I hands-down recommend this for any med student out there. For gamers? Not so much. But keep your eye out: the next rules revision may very well put this mechanically closer to the games we play just for fun. I suspect we may start seeing more hobby-quality games whose primary purpose is to help us learn. And I like that!

Friday, February 25, 2011

Tanks for the Memories: Memoir '44

My wife and I find, by and large, that most of Days of Wonder's games are pretty fantastic. They make quality games with quality components. Their art and design are impeccable. Seriously. Just take a look at Pirate's Cove, Small World, Mystery of the Abbey, Ticket to Ride... these are all beautiful games. Whether or not you like a given one will, of course, depend upon your taste, but I believe any gamer would be hard-pressed to say there wasn't at least one of their games that they just love. Case in point: Memoir '44.


Days of Wonder Memoir, 44'Memoir '44 is solid. Opening the box, a lot of you my age will probably be hit with a little nostalgia to see lots of little green army men (or blue, for the Germans). The basic set includes Infantry, Tanks and Artillery for each side, plus battlefield accessories like sandbags, hedgehogs and bridges. And terrain tiles. Loads of terrain tiles. Hills, forests, hedgerows, rivers... stacks and stacks of hexes to recreate whatever terrain you want. The sheer number of components are impressive, in and of themselves.

Memoir '44 was made by Richard Borg and uses his Command & Colors system. Each player has a hand of command cards, most of which designate a a third of the board (left flank, center, right flank) and a type or number of units. When units attack, special dice are rolled to determine the outcome. If you roll the unit type or a wild, you destroy a model in the unit. Other Command & Color games' dice will be a little different, but in Memoir their six sides are Soldier (x2), Tank, Grenade (wild), Retreat and Star (special). Destroying the last model in a unit garners a victory point, and most basic scenarios end when a victory point total is reached. It is a simple system that is easily accessible, resolves quickly and keeps the game moving.

The game comes with some premade scenarios that are designed to emulate battles of World War II. And this is where it breaks with a lot of board games... the sides are not necessarily evenly matched. I like this, actually... it provides perspective on warfare. None of them are so unbalanced that they are not fun, though. I personally love the historical background on them, and it engages you to try to succeed where your side actually failed, or to try to get history to repeat. There's a lot to learn from this game, and it is no small wonder that this is used in some classrooms to teach the history of WWII.

The game itself is very expandable, as well. My wife and I picked up several of these. There's the Eastern Front, the Mediterranean Theater, the Pacific Theater, the Air Pack, terrain boards, scenarios... I don't think that there are many WWII battles that you absolutely could not approximate with this games. Additionally, there's the Campaign Book, a great supplement that has a couple players play a series of battles, with prior battles influencing future ones. Mostly, that involves troop setup. But sometimes, one side winning or losing a battle will trigger a different next battle. Angie and I played through two different campaigns and had a great time; this is one of our favorite games.

When Angie told me about this game, I was originally a little "meh" about it; more than a little Axis & Allies baggage, likely. I wasn't sure that I would like what would for sure be a extremely long game. But from the first game, we absolutely loved this. I cannot count how many hours we have spent playing this since picking it up shortly after its 2004 release. Oddly enough, my wife likely could. This stands out as the only game she has logged every play of (on the Days of Wonder website). And the play time (usually about an hour) allowed us to quickly switch sides and play out the same scenarios again. Yes, we like it that much. I can remember now how we were so excited that the Air Pack was coming out that we called quite a few stores around the state before locating one an hour away to pick this up at. It's just that excellent.

My verdict on this game is that it is a perfect fusion of a wargame and a boardgame. Borg's Command & Colors system is simple and elegant, allowing turns to progress without bogging down. I love it, my wife loves it. This is a game I am looking forward to introducing my daughter to, as well... the only barrier right now is reading. The cards require a little more reading than Katie is capable of, but I think maybe sometime next year (possibly later this year!) will be the right time to try it out. I've already seen a blog post from someone else whose five year old played another Command & Colors-based game. Exciting!