Want to Truly Scale a Learning Program? Try Gaming.

Merrilea Mayo, Ph.D.
Director, Future of Learning Initiatives, Ewing Marion Kauffman Foundation

Think big, really big.

Every year, the higher education system in the United States produces about 350,000 bachelor of science students. Every year, ten million people, or twenty-eight times as many, are playing World of Warcraft. Even small games you've never heard of, like Dofus, attract 450,000 players (see mmogchart.com).

But, when we speak of education interventions in this country, we think of one or ten classrooms at a time: a summer camp for students, teacher training experiences that serve fifteen teachers a year, innovative curricular materials that make it into five or ten or maybe forty classrooms. Nothing we do has the scale to make a difference on the national scorecard.

Video games might.

But—Don't Video Games Rot Your Brain?

Maybe not. There is a burgeoning field that goes by various names—immersive learning, 3D Internet-based learning, Serious Games, to name a few—that has embraced the vision of games and virtual worlds as authentic and powerful learning experiences. Certainly, from a theoretical point of view, games have many features that cry out for application to learning. To wit:

  • Goals: Research has shown that students persist longer in a task if working toward a goal. Games, almost by definition, have goals.
  • Self-Efficacy: Another key to learner persistence is the learner's own perception of how well he or she is doing. Games foster self-efficacy by rewarding the player immediately for even the tiniest successes, through progressive accumulation of points and level.
  • Feedback: In a typical classroom, a student gets to ask 0.11 questions an hour (J.D. Fletcher, 2001). He is given feedback on performance at a rate as slow as two exams a semester. Game feedback is continuous, immediate, and on the scale of seconds.
  • Collaboration: Collaborative learning yields, on average, a 50 percent improvement over solo learning (D. Johnson, 1981). Many of the massive multiplayer online games have collaborative problem solving hardwired into their architecture.
  • Inquiry: Games, particularly those set in virtual worlds, are designed explicitly for user-directed exploration.
  • Brain Chemistry: the encoding of memory is enabled by dopamine production in the brain; the work of M. Koepp et al (1998) showed video games generate almost double the levels of dopamine experienced by humans at rest. Performance doubled as well.

Can We Prove It?

What proof do we have that any or all of this is true, that games can produce superior learning outcomes? Well, the proof is precious little because the field is so new, but at least it is positive. Witness these games:

  • Supercharged! [electrostatics]—a 28 percent increase in learning outcomes over lecture (K. Squire et al, 2004).
  • Geography Explorer [geology]—a 15 to 40 percent increase in learning outcomes over lecture (P. McClean et al, 2001).
  • Virtual Cell [cell biology]—a 30 to 63 percent improvement in learning outcomes over lecture (ibid).
  • Dimenxian [algebra]—an average increase of one test grade (e.g., from B to A) for most kids, up to three grades for underachieving kids (N. Etuk, 2006).
  • River City [ecology, scientific inquiry]—a 370 percent increase in test scores over lecture for D students; a 14 percent increase in test scores over lecture for B students (D. Ketelhut, 2007).
  • NIU Torcs [numerical methods]—twice as much time spent by game-playing kids on their homework, much more highly detailed concept maps (B. Coller, 2006).

A key distinction between the games above and the so-called edu-tainment games of yore is the player's direct engagement in the content, rather than a game-like "test" of content learned elsewhere.

Why Aren't We There Yet?

Every parent's dream would be to have their kid as addictively engaged in their own education as they are in their video games. If the technology is here, and the content is here, and the audience is here, why aren't these products available?

Lack of a for-profit model. Large game companies (Sony, Nintendo, Microsoft) swore off education-related games with the edu-tainment bust. And, let's face it, even in the pencil-and-paper world, education is not a big moneymaker.

Lack of sustainability in the not-for-profit model. Government agencies (NSF, NIH, DOD, NASA, NOAA) and several foundations, including ours, MacArthur, and Hewlett, are stepping up to the plate. But, in the grant-based model, there is no financial allowance for product marketing, distribution, or product existence after the life of the grant. "Dissemination" usually amounts to putting the game on the developer's obscure Web site, trafficked only by graduate students and/or professional colleagues. Meanwhile, all the kids who could benefit from it are over at Disney.com. That's OK. (I should note that we collaborate with Disney.com on the Hot Shot Business online youth entrepreneurship game at hotshotbusiness.com) Yet, in most grant-based models, the software will be rendered obsolete by the new Windows release, anyway. There's no provision for compatibility upgrades after the grant is over.

Technical barriers that dramatically limit usability. Imagine an Internet without search (no Google), without copy and paste, that only ran on some computers and not others. How would you do anything? Not easily. The technical prowess to solve these deficiencies in 3D worlds exists; the leadership to coordinate the effort does not.

Uncertainty about quality and relevance. How can I tell if this game really teaches? That it will be fun? Are the games designed to adhere to state standards? Can they be taken apart into modules of less than forty minutes? Is there a teacher guide? Consumer acceptance issues have not been worked through, for the most part.

We have a ways to go. However, the combined scale and effectiveness of game-based learning far exceeds many other educational innovations. For this reason, the Kauffman Foundation is committed to solving the above-identified infrastructure issues of dissemination, sustainability, usability, and adoption through targeted projects. Within the next five to ten years, games should be available that allow you to learn what "you" want to learn.

TB cover 2009This essay is an excerpt from the Kauffman Thoughtbook 2009. To see a listing of other excerpts, or to order a printed copy of the publication, please visit our 2009 Thoughtbook table of contents page  

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