Assignment 1: Tiny Tap & Understanding Video Games

In LRNT523 I am researching the use of video/computer games in education (for assignment 2), specifically for learning language,  with the goal of discovering what elements motivate students to continue playing, thereby reinforcing the learning.  In my research I have come across two resources that may be relevant for others in this course.

    1. Tiny Tap: Games by Teachers 
      Make your world smarter
      Play & Create Interactive Lessons, Quizzes and Games

      Tiny Tap is an application that enables teachers to create their own educational games, set-up classes , track students progress  and create reports.

      The Tiny Tap website offers thousands of educational games created by teachers and publishers. Because there are no ads or in-app purchases, learners may focus on the content and game-play without distractions. The games may be played on iOS, Android, or desktops.

      The Tiny Tap Youtube Channel contains video samples of interactive games and quizzes for all ages, and videos that provide insights into how and why games motivate learners and assist with memory retention.

      The Tiny Tap interface is geared towards the K-12 age group, but may be adapted for learning complex subjects as seen in this tutorial for how to create an interactive algebra lesson (3:47 minutes).

Understanding Video Games is a crucial guide for newcomers to video game studies and experienced game scholars alike. This revised and updated third edition of the pioneering text provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development¿including mobile, casual, educational, and indie gaming. In the third edition of this textbook, students will: Learn the major theories and schools of thought used to study games, including ludology and narratology; Understand the commercial and organizational aspects of the game industry; Trace the history of games, from the board games of ancient Egypt to the rise of mobile gaming; Explore the aesthetics of game design, including rules, graphics, audio, and time; Analyze the narrative strategies and genre approaches used in video games; Consider the debate surrounding the effects of violent video games and the impact of "serious games." Featuring discussion questions, recommended games, a glossary of key terms, and an interactive online video game history timeline, Understanding Video Games provides a valuable resource for anyone interested in examining the ways video games are reshaping entertainment and society.

  1. Understanding Video Games: The Essential Introduction by Simon Egenfeldt-Nielsen, Jonas Heide Smith, Susana Pajares Tosca. This book “provides a comprehensive introduction to the field of game studies, and highlights changes in the gaming industry, advances in video game scholarship, and recent trends in game design and development—including mobile, casual, educational, and indie gaming” (p. 2).

    Topics by chapter:
    1. Studying Video Games
    2. The Game Industry
    3. What is a Game?
    4. History
    5. Video Game Aesthetics
    6. Video Games in Culture
    7. Narrative
    8. Serious Games: When Entertainment Is Not Enough
    9. Video Games and Risks.

    Chapter 8 is of particular interest as the authors examine video games from the perspective of learning theories: behaviourism, cognitivism, and constructivism. Currently, most electronic “edutainment” games, where entertainment is used to serve education, are designed around behaviourist principles of “drill-and-practice” with rewards for choosing the correct answers. The authors see the need for games that are comparable to the cognitivist and constructivist experiences provided by commercial entertainment titles that require problem-solving, and in multi-player games, collaboration and social skills (p. 382).

References:

Egenfeldt-Nielsen, S., Smith, J. H., & Tosca, S. P. (2016). Understanding Video Games: The Essential Introduction (3rd ed.) New York, NY: Routledge

 

 

 

 

2 Replies to “Assignment 1: Tiny Tap & Understanding Video Games”

  1. Hi Fiona,
    Just curious, but how did you come across this particular book?
    Do you have any thoughts on whether we should be concerned about gamification focusing learners on extrinsic motivation? What sort of affect does gamification have on long term motivation, especially when gamification is no longer present?

    1. Great questions, Jason.

      The Book: When I started my research into what elements make an effective educational video for adults, I realized that I needed a good overview of the history of video games and their evolution, so I searched for “Understanding Video Games” and that book was first in the search terms. I liked that it was a 3rd edition published at the end of 2015. The content seemed to be at the level I needed–scholarly but introductory.

      Gamification is different than video games; it involves adding game elements to real world tasks. For example, if we got badges for commenting on each other’s posts, that would be classified as gamification; the badges might motivate some people to post more, but for people who are not motivated by badges it would have no effect and could be demotivating (Orji, 2014).

      I am more concerned about the one-size-fits-all approach to gamifying things than gamification focusing learners on extrinsic motivation. Game elements may increase motivation and perceived enjoyment of learning but are not necessary for learning. Intrinsic motivation comes from being interested in what is being taught and/or understanding the reasons why one needs to learn a specific skillset or follow certain procedures. Adding gaming elements to the learning process may make learning more engaging, but will not necessarily increase learning. Increased learning will occur through sound instructional design based guided by instructional theories such as Gagne’s Nive Events and Merrill’s First Principles.

      Reference:
      Orji, R., Vassileva, J., & Mandryk, R. (2014). Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Modeling and User-Adapted Interaction : The Journal of Personalization Research,24(5), 453-498. doi:10.1007/s11257-014-9149-8

Leave a Reply

Your email address will not be published. Required fields are marked *