Showing posts with label gee. Show all posts
Showing posts with label gee. Show all posts

Tuesday, July 30, 2013

Games and learning- evidence

I am attaching empirical results about the impact of games on learning. This is where empirical evidence trumps "common sense" it is not motivation. Instead it is combining traditional and game based instruction, group work and multiple sessions. A good preview to Jim Gee's visit to UNL on Aug 20th and his talk on Gaming in Education.

A meta-analysis of the cognitive and motivational effects of serious games.
By Wouters, Pieter; van Nimwegen, Christof; van Oostendorp, Herre; van der Spek, Erik D.
Journal of Educational Psychology, Vol 105(2), May 2013, 249-265.
Abstract
It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional instruction methods (learning: k = 77, N 5,547; motivation: k = 31, N 2,216). Consistent with our hypotheses, serious games were found to be more effective in terms of learning (d= 0.29, p < .01) and retention (d = 0.36, p < .01), but they were not more motivating (d = 0.26, p > .05) than conventional instruction methods. Additional moderator analyses on the learning effects revealed that learners in serious games learned more, relative to those taught with conventional instruction methods, when the game was supplemented with other instruction methods, when multiple training sessions were involved, and when players worked in groups. (PsycINFO Database Record (c) 2013 APA, all rights reserved)


Tuesday, September 11, 2012

Dragons and the Curse of the 99₵ App


As I sift through hundreds of apps for our iPad in the classroom podcast I am occasionally surprised by quality apps. In our TechEDGE conference yesterday Rob McEntarffer from Lincoln Public Schools showed me DragonBox. In this brilliant app (see geek Dad review) students learn algebra in a way that "sneaks up" on them. It teaches them algebra principles through a true game environment (bringing Gee's vision to life) . Such brilliant apps are rare because they are brilliant. But in effect most of the educational apps have limited learning value. Most have limited content and focus on drill in ways that leave the educator in me cringing and hoping for more.

The problem though may be that the app store set the income margin too low. Right now an app for 5.99 is expensive and gives purchasers pause. The dominant modes are free and 99 cent apps. I just wonder if developers can create and maintain quality educational apps at these prices. I have gone through more than a thousand educational apps in the last year and I can answer with a "not yet". There are some great apps but most fail even my basic criteria to be useful.

I believe that mobile devices with an emphasis on tablets are going to be dominant in education in the next decade maybe even longer. Apps are an important part of this ecosystem but to be useful we need a bigger pool of great apps that serve students need to learn.

The lesson from the print news industry is that new pricing models connected with technology seem to create changes that are irreversible. Some companies are trying to buck this trend by creating educational subscriptions e.g. Footsteps 2 Brilliance and BrainPop.
This is an interesting direction that I hope can be successful but here I want to identify here other possible solutions.

As we discuss flipping classroom I would like to suggest flipping the curriculum and professional development equation. That is, providing the materials for free (or for a nominal sum say 99¢) and charging for backend services such as professional development and data services. This is a concept I have written about before and I think can potentially be viable. The Dynamic Indicators of Basics Early Literacy Skills (DIBELS) seem to have successfully followed this model providing the assessment for free but charging for training, data services and optional assessment materials. While it is a not-for-profit organization it still proves the concept.

An effort like this may benefit from a partnership with a university combining the entrepreneurship of start-ups and the educational know-how of university faculty. This combination can make excellent products for the educational market that mesh gaming concepts and excellent content that lead kids to learn.

Finally, states and districts can choose to partner with universities and invest in creating digital materials to replace the commercial curricula altogether. Such efforts would require upfront costs but may actually reduce the dependence on commercial products and save districts significant amounts of money that can then be invested in professional development and emerging learning technologies.