game based learning the adult learner chana hershberger...
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Game Based Learning & The Adult Learner
Game Based Learning
&
The Adult Learner
Chana Hershberger
Purdue EDCI 1513
June 19, 2012
“Anyone who makes a distinction between games and learning doesn’t know the
first thing about either.” - Marshall McLuhan
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Introduction
The word education often brings to mind the picture of a student sitting at a desk with
other students lined in neat rows with their eyes gazing at the instructor/blackboard with
pencils in hand and notebooks open to readily accept the pearls of wisdom the teacher will
bestow upon them. Times have changed; we are now living in the twenty-first century with
hybrid cars, apps on our phones to deposit a check without visiting the bank, and
computers that are capable of trouncing jeopardy champions. There is a seemingly
endless supply of computer applications for our daily lives, so it stands to reason that
computer aided instruction and particularly Game Based Learning (GBL) or serious games
would avail itself as a valuable tool for educators of learners of all ages. A few of the
various types of GBL are: Open ended simulations, Reality testing, Role playing,
Mnemonics, Strategy, Timed/Reflex, Concentration, and Adventure. I would like to direct
our attention to GBL and the Adult learner. More specifically, what is the impact of GBL
and learning analytics on the adult learner for maximizing learning for the future?
Literature Review
James Paul Gee, a professor well known for his work regarding Game Based Learning,
first became acquainted with video games while ‘playing’ with his young son’s game. He
recognized the learning attributes utilized while interacting with the game: “Good video
games incorporate good learning principles, principles supported by current research in
Cognitive Science” (Gee 2003, 2004). He found himself pondering the concept of adults
melding learning with video games. He purchased an adult game that he felt would be
interesting and he quickly found that the ‘game’ was much more than ‘play’. He mentions:
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“All my baby-boomer ways of learning and thinking didn’t work. I felt myself using learning
muscles that hadn’t had this much of a workout since my graduate school days in
theoretical linguistics”. (Gee, 2005)
As students of Instructional Design and Technology, we are cognizant of the importance
of motivation for the student to learn. As adults, we often feel like ‘we’ve been there and
done that’ so if you want to teach us something, you (teacher) had better engage us
(adults) in a manner that challenges us and lets us know exactly why the material is
relevant, why we should spend our valuable time with the lessons. Serious games can
teach principles/concepts, facts, cause & effect, which are all applied to real-world complex
problem solving. Game based learning can accomplish exactly that. Certain GBL formats
grab the learner’s attention and motivate them through problem based learning. “Problem-
based learning is a constructivist teaching method in which students learn content
knowledge and problem-solving skills through investigating and solving ill-structured
problems” (Hmelo-Silver, 2004)(Park & Ertmer, 2008). As the learner works their way
through the experiences manipulating the variables to create the desired outcome, they
cognitively interact with new information and old knowledge to formulate unique authentic
learning. The learners draw from their point of reference which includes their failures,
successes, hopes, dreams, passions, skills, fears, and interests, in order to step outside of
themselves to allow new experiences and adventures that might never occur outside of the
GBL format. “As a result, technology-enhanced PBL (Problem Based Learning) can
provide meaningful learning experiences”. (Ertmer, Lehman, Park, Cramer & Grove, 2003).
2012 finds our adult population faced with very different problems than the adults thirty
years ago. In 1982 it was not unheard of for a person to retire at fifty-five; they probably
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had a rotary phone, maybe an answering machine, a radio, a record player and a
television. If they wanted to travel, they would call a travel agent. If they were handy, they
could even do some of their car repairs. Today, you can find traditional classrooms and
virtual classrooms filled to capacity with people that are not retiring but embarking on new
careers. Retirement is often pushed further into the future for financial reasons or the
desire to continue to be a productive part of society. If the adult has not been exposed to
the myriad of technology and educational media that is available and widely used in today’s
work environment and the environments of the future, the older learner will be lost (or
working as a Wal-Mart greeter…not that there is anything wrong with that). Prensky points
out that: “ Today’s average college grads have spent less than 5,000 hours of their lives
reading, but over 10,000 hours playing video games (not to mention 20,000 hours watching
TV). Computer games, email, the Internet, cell phones and instant messaging are integral
parts of their lives” (Prensky, 2001). If our adult learner is to assimilate into the modern
environment it is imperative that educators expose the older learner to the future and game
based learning is capable of just that.
“Different kinds of experiences lead to different brain structures, “says Dr. Bruce D. Perry
of Baylor College of Medicine. Prensky likes to characterize people that grew up with
technology as ‘digital natives’ and those of us that are adapting to the new technology as
‘digital immigrants’ (Prensky, 2001). Digital simulation or game based learning has been
used successfully in all aspects of life from work, to school, to leisure time & travel. It is
time to realize that if you ‘can’t beat them then join them’. Prensky goes on to add that:
“the single biggest problem facing education today is that our Digital Immigrant instructors,
who speak an outdated language (that of the pre-digital age), are struggling to teach a
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population that speaks an entirely new language” (Prensky, 2001). Older adults may not
speak the digital language but if they want/need to become fluent just as the old saying ‘do
as the Roman’s do’ is appropriate. “The use of digital game-based learning and traditional
game-based learning in adult education could be beneficial for both learners and facilitators
(Merriam & Maugle, 1978; Caffarella, 2002).
In order to speak confidently of our subject matter, it is important to define ‘who’ the
adults are and ‘what’ GBL is:
“By game-based learning, we mean games that have an explicit purpose for
educational content and applications. These games can be adopted for
various learning situations and should foster different learning processes for
individual learners in both formal and informal contexts (Dondi & Moretti,
2007). In relation to the field of adult education, the definition from Merriam
and Brockett (2007) of adult education is stated as “activities intentionally
designed for the purpose of bringing about learning among those whose age,
social roles, or self-perception define them as adults” (p.8). In a similar
context, Knowles (1973) posited that the heart of education is learning, not
teaching.”
It is plausible that instructors are hesitant to embrace GBL due to semantics because we
are not supposed to ‘play’ in class and especially not when teaching adults. Digital game
based learning affords the adult learner an opportunity for collaboration with their peers,
group synthesis of knowledge, and camaraderie and exposure to differing viewpoints and
concepts. “Research has shown that games can be more effective than traditional
methods of instruction for promoting positive attitudes towards learning and memory skills.”
(Kolb & Lewis, 1986)
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Elliott Masie, a front-runner in the field of learning trends states: “You can have a game
that’s not a simulation and a simulation that’s not a game, but when you get one that does
both, it’s a real kick-ass situation.” (Prensky, 2001) Simulations are not necessarily games.
I am old enough that I can remember simulations, they usually were aircraft/flight related.
A common representation of a simulation would be the flight simulator for the military or a
flight training school. The ‘old school’ simulations that I am thinking about were mimicking
‘real life’ only. They were not games; they were a digital representation of real life. I think
another way to explain it is that simulations were the predecessors to the digital games we
have today. Once you add the element of ‘play’, ‘points’, ‘winning’, or ‘losing’, you have
now entered the ‘gaming’ realm. Another example of a simulation would be virtual
dissections. They simulate dissecting a frog without the mess & gore. The element of
‘play’ is completely left out. Side note, I participated in an honors summer program in junior
high where we had to observe live frogs and when we were done we had to put a pin at the
base of their brain and then dissect them. The frogs screamed. I never got over that. I am
a strong proponent of simulation.
Mike Van Lent (2004), a researcher of video games and artificial intelligence at USC,
commandeered a forty-five million dollar project that partners the defense and the
entertainment business; “that advances the state-of-the-art in virtual reality and immersive
environments”. In his quest for collaboration he brought together five other trail blazers in
the field: James Paul Gee, Randy Henrichs, Mark Prensky, J. C. Herz, and Mark Sawyer.
This brain trust was to interface and cogitate over the impact that serious games can and
will have in the educational environment in the future. J.C. Herz (2004), a professor at
NYU says: “What games allow you to do that lectures don’t is to explore the solution space
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and ask “what if I do this? Or…ultimately what you want are models that you can push and
test and explore to be truly interactive.” GBL creates “World’s in a Box” as Gee (2004)
says which allows for the learner to be whomever they want to be, try new things, go new
places and because of these experiences they can gain learning that will ultimately take
them ‘outside’ of their personal box. As new worlds are opened up to people in the game
environment they are allowed to go places, make decisions, and participate in activities
they normally would not be able to partake in. These experiences will motivate and engage
them to learn and strive to learn more. GBL affords the students to create and orchestrate
real world or other worldly scenarios or structures that allow them to build a sense of
community and social learning. The community can be small, such as students and
teachers in one location, or expansive, such as countrywide or worldwide. Role play based
serious games appear to improve learners’ empathy and attitudes and they involve
themselves in situations that are new or uncomfortable to them. (Barak, Engle, Katzie, &
Fisher, 1987).
I myself have had multiple conversations with colleagues that feel that game based
learning is just about ‘play’. They are close minded to the opportunity that GBL avails for
young and old. The shortsightedness is difficult to understand because people have been
learning by simulation for decades. The only difference is the simulation used to not be on
a computer. We learn by doing. We are motivated to continue when we can see out
progress. We are motivated to continue when we solve a problem and we are motivated to
continue when we are rewarded; basic human needs. Game based learning leaves the
‘play’ behind when learners are able to take the facts they have learned and apply them to
an actual problem in their lives. Learning is not about regurgitating answers on a test,
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learning is being able to teach another person, synthesize your knowledge into new
knowledge, and problem solve. I do think that my colleagues would be more accepting of a
‘simulation’ over a ‘game’; however, the elements that change the simulation over to a
game are the aspects that create the motivation, collaboration, the competition, and most
importantly, the psychological changes and imprints that will have a lasting impact for future
real life applications and problem solving. Patrick Felicia, an eminent researcher and
designer of multimedia based educational technology points out that: “More educators need
to be aware of the educational potential of video games. They need to understand how the
medium can be used successfully to consistently motivate and instruct learners.”
The Horizon report for 2011, estimates that in the next five years GBL and Augmented
Reality will be commonplace in learning environments. Research has shown efficacy of
GBL for all ages. The aspects of GBL that make it effective are based on learning
principles that students need to collaborate & have a sense of community, and they need to
be able to synthesize old knowledge with new knowledge to successfully solve problems;
dare to combine play and cognitive processes to create new learning systems. The
repetition allowed in serious games has shown promise for increasing retention. Dorn
(1989) recognized that as the serious games play out experiential learning is at ‘play’ (pun
intended). Kolb’s model of experiential learning promotes a spiral of learning from
experience which leads to perceptions, observations of the experience which leads to
hypothesis that is then tested with new experiences.
In 2005, the US Navy completed a technical report summarizing research regarding GBL
to justify its use in training. The report was comprehensive and noted there was very little
empirical data; however, the report is seven years old and I cannot help but believe the
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advent of improved virtual and augmented reality paired with good design would increase
learning and retention in the adult learner. More recently, Dr. Rick Blunt (2007) of the
Department Of Defense wanted to retrieve more data regarding the efficacy of GBL. His
work was prompted by an expenditure of $125,000,000 on GBL without clear-cut evidence
of its credence. Blunt ran three very well calculated and planned trials using GBL in
business, economics, and management at the East Coast University in Virginia. The
students were divided between male/female, ethnicity and age. The age groups were 18-
20, 21-30, 31-40, and 41-50. Statistics were compared utilizing all possible combinations
of the variables. The most marked difference between game/no game was seen in the 18-
20 year old group. Prensky’s (2001) most native of the digital natives has been exposed to
and embraced technology since they were born. The group that showed the least effect of
‘no game’ was the digital immigrants 41-50. The study compared test scores so no
immediate criterion to compare retention is available; however, the test scores did go up
with the GBL. There was an average of sixteen percent increase for grades B-D with game
usage. The difference for A grades escalated almost sixty percent with game use. Age
group differences were less than ten percent for 41-50, twenty percent for 31-40, twenty-
five percent for 21-30, and almost thirty percent for 18-20. The study quantifies learning
advances in adults ages 18-40 (highest 18-20) using serious games and the least benefit
with 41-50. The statistics should not deter the usage of GBL with older adults; their brains
just need to get acclimated to the games. Advances in neurobiology have shown the brain
can adapt. Once the paradigm shift from games only being good for play over to games
can be useful for relevant, authentic, meaningful learning, the digital immigrants will likely
welcome the challenge.
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Maria Klawe (Hays, 2005), a senior game stated in a public lecture on “The Effective
Design and Use of Educational Computer Games” that the “most common problem with
educational software is that students don’t pay attention to or learn the way designers
intended” (quoted in Jenson & de Castell, 2002, p.6 of 15). The learner does not follow the
designated steps outlined in the game, thus not receiving the full effect from the
experience. Reiber & Noah (1997) found similar results with college students enrolled in
advanced physics, engineering and electronics principles. They often spent more time
trying to beat the game, rather than follow all the prompts that promoted learning subject
matter; therefore added instructor guidance increased efficacy. I observed similar behavior
with students using the Oregon Trail, California History educational game. Instead of
taking the time to learn about the history, the animals, and to problem solve, the students
raced through and used the gun aspect of the game more like an arcade game. (Caftori,
1994). This data exemplifies the importance of instructor guidance to maximize
effectiveness. Herbert Simon (2000) describes an improved methodology for blended
serious games and instruction. “A first step toward improved instruction is to examine the
understanding we hope students will acquire, the things they should be able to do with their
knowledge…next, we must design a series of experiences that will enable students to learn
the relevant cues in the situations they encounter and to evoke from memory the actions
that are effective and appropriate in specific situations.” (pp. 177-178). While the jury is still
out on the measure of effectiveness of GBL in general and specifically with adult learners,
we can agree that a form of blended face-to-face instruction with appropriate GBL can and
will achieve the desired results of improved engagement, motivation, learning, and
retention.
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Applications
From the Instructional Designer’s (ID) perspective, GBL is another tool in their arsenal to
accomplish their goal of designing instruction that either fills a gap of performance or
instruction. “Research has shown that games can be more effective than traditional
methods of instruction for promoting positive attitudes towards learning and memory skills”.
(Kolb & Lewis, 1986). The ID must understand their learner, their motivation, identify the
goals, context, environment, along with why, how, and what; plus a heavy dose of
evaluation and feedback. The aspect of ‘play’, which includes earning points, winning,
and losing can motivate the learner to engage in learning that may be ‘boring’ or unsafe for
initial hands on training.
An example of GBL application with the adult learner is immersing ESL students in
American History for their citizenship test. Enlighten, through the use of technology,
immigrants to the structure and ideals of the political process, the history of our country,
and what our country stands for; from our quest for freedom, our fight for equality, to our
desire for everyone to have the opportunity for life, liberty, and the pursuit of happiness.
Another excellent application for GBL is in the medical field. It is unrealistic and very
dangerous to allow medical professionals to initially ‘practice’ delicate, life threatening
procedures on live patients. The virtual world created in the serious game allows the
professional the repetition that is crucial while pushing the boundaries to take their skills to
the next level without fear of recrimination or lawsuit. The National Institute of Health
worked alongside Click Health to test the results of training patients with diabetes using
GBL to educate about the disease; what to watch for and how to deal with issues. They
found a seventy-seven percent decrease in urgent care visits (Prensky, 2001). Children
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were used for the test study; however, there is no reason why adults would not benefit from
the same methodology. Another medical application could be dentistry. A large
percentage of the population has some fear of going to the dentist. All it takes is one visit,
one dentist that ‘hurts’ you and you are scarred for life. Most precision techniques are
learned and perfected through repetition. Dentistry is no different. BreakAway ltd, designs
GBL for the medical field. The serious games utilize realism and avatars to expertly train
health professionals. The GBL does not just train them on techniques; it also trains them
on how to react and what to do in adverse situations. The same company could possibly
create a serious game for the waiting room that would allow the patient to be educated
about procedures to remove the ‘fear factor’ from going to the dentist or the doctor. We all
know that our imaginations are capable of taking a seed and turning it into a ‘bean stalk’.
Every day we are impacted in one way or another by multiple energy forms. There is
electricity (nuclear, hydro, wind, solar), heating oil, and natural gas. Chevron and the
Economist Group developed a game to educate learners of all ages on power sources and
energy decisions. Energyville is an example of a large corporate entity collaborating with
the public to institute a positive change for everyone. I would be very excited to develop a
serious game that would facilitate a greater awareness and understanding of all of the
factors involved with a person’s ‘carbon footprint’; learning about sustainability. You would
be amazed how many people believe sustainability is only about fruits and vegetables. The
serious game would allow the players to see what their current foot print is and then they
could make changes and choices to test the difference. They would receive rapid feedback
and evaluation regarding their choices that promotes motivation and learning. Children
could see the affects of leaving a light on or running water in the sink for too long. For all I
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know, there is already a GBL out there but if there is not, I think it would be fabulous for
schools to implement and it would be equally useful for adults.
Earlier, I mentioned the changing job market where our country has a section of the
population that used to go into retirement; however, economic times have changed those
plans. Many adults find themselves back in school, retraining in their fifties and sixties (and
beyond), for that matter, I am fifty-three. My husband lost his job at fifty-seven this year.
We never expected it and we did not see it coming. I have observed everything he has
gone through, all the doors he has ‘knocked’ on. One of the numerous web sites he visited
mentioned that for older adults to stay in the game or get back into the current job market
they need to become tech savvy. You can teach an old dog a new trick you just need to
give them the right treats. “Based on the latest research in neurobiology, there is no longer
any question that stimulation of various kinds actually changes brain structures and affects
the way people think, and that these transformations go on throughout life” (Prensky,
2001). We have the capacity to adapt; our brains generate new cells and respond to new
challenges. A serious game could be developed that would guide the older adult through
the quagmire of decisions and options available to them, as well as familiarize them with
the latest technology available. This example would be the perfect testing/proving ground
for the effectiveness of GBL and the adult learner. The serious game could create
scenarios where the learner accesses their previous knowledge and determines where
their skill sets can be utilized, as well as what skills would be prudent to learn. The learner
would be engaged and motivated. The program would facilitate learning as the student
scaffolds knowledge and pushes their boundaries to maximize their situation.
Conclusion
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Learning is defined as “a change in performance or performance potential …as a result of
the learner’s experience and interaction with the world” (Driscoll, 2005, p. 9). Event
number nine of Gagne’s ‘Nine Events of Instruction’ is ‘Enhancing Retention & Transfer’
(Driscoll, 2005, p. 377). The elements and opportunities that predict, prepare, influence,
enhance, and ultimately succeed in eliciting retention and transfer are available in the
serious game solution and need to be embedded from beginning to end. In order for
retention to occur, learners need to develop an interest, understand the backstory, organize
their thoughts and cues, concentrate and experience, and care about the subject matter.
Serious games allow for attitudes, experiences, scenarios, and constant feedback for
reflection. “A bridge between learning theory and serious games is formative feedback “.
(Shute, 2008)(Reiser & Dempsey, 2012, p. 321). Formative feedback allows the game to
be personalized to the players’ strengths and weaknesses to motivate and reward. As the
learner interacts with the software they have varied experiences and reflections on those
experiences, they begin to construct and synthesize new knowledge and new ideas. The
constructivist learning environment of GBL is rife for retaining subject matter and
scaffolding creative ideas for the future.
When it comes down to it, a disproportionate amount of resistance to serious games
comes from people who make ignorant comments about topics that they have limited to no
knowledge, understanding or experience with. In academia, especially, there can be NO
room for close mindedness. Everyone needs to get with the program, get ‘on board’ or get
‘off the bus”. This means for GBL to have the viable impact in the learning environment
(and elsewhere) that it is capable of, everyone from the top down needs to embrace it and
recognize its potential. It might be ‘play’ but think back to everything you learned as a child
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as a result of ‘play’. It is time to ‘step outside of the box’ by ‘stepping into the box’ and
allowing learners to experience the rewards of ‘playing’ with the possibilities.
More empirical data needs to be gathered to give evidence (beyond a preponderance of
doubt) to the validity of GBL for adult learning and specifically learning retention. Much of
the data is 20th century, twenty to thirty years old. The data substantiates that education,
and life for that matter, must have balance. In education a balance, perhaps a blending of
‘face to face’, brief lectures, and serious games to drive the lesson home. Successful GBL
provides the perfect marriage of play and applicable learning outcomes. Once completed,
learners should have synthesized an educational ‘cocktail’ by blending drink base
(facilitated learning) with pre-existing knowledge and new knowledge that creates the elixir
of enlightenment. Ok, that was a little dramatic; however, is it not our goal as educators to
guide and aid the learner to their goal using any ethical teaching means necessary to
enable learning? Reiser & Dempsey (2012) verify that: “Learning is at its best when it is
active, goal oriented, contextualized, and interesting (eg. Bransford, Brown & Cocking,
2000; Bruner, 1961; Quinn 2005, Vygotsky, 1978).
(FYI: I fear I have cut open the proverbial ‘onion’ and as each layer reveals a new layer,
there are too many layers for me to count.)
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