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A handbook for teachers - Games in Schools - European Schoolnet

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Digital games<strong>in</strong> schoolsA <strong>handbook</strong> <strong>for</strong> <strong>teachers</strong>F<strong>in</strong>anced by


Digital games <strong>in</strong> schools: A <strong>handbook</strong> <strong>for</strong> <strong>teachers</strong> complements thestudy How are digital games used <strong>in</strong> schools?, published <strong>in</strong> May 2009.Both publications have been written <strong>in</strong> the framework of <strong>European</strong><strong>Schoolnet</strong>'s <strong>Games</strong> <strong>in</strong> <strong>Schools</strong> project which began <strong>in</strong> January 2008and ended <strong>in</strong> June 2009.Publisher <strong>European</strong> <strong>Schoolnet</strong>EUN Partnership AISBLRue de Trèves 611040 BrusselsBelgiumAuthor Dr. Patrick Felicia, Lecturer, Researcher,Department of Computer Science, Water<strong>for</strong>d Institute of Technology, Ireland(pfelicia@wit.ie)Editor Carol<strong>in</strong>e KearneyDesign coord<strong>in</strong>ation Paul Gerhard, Alexa Joyce, Carol<strong>in</strong>e Kearney, Marie Le BoniecDesign PDP Brand<strong>in</strong>g and Market<strong>in</strong>g (HK), Hofi Studio (CZ)Language coord<strong>in</strong>ation and translation Nathalie Scheeck (coord<strong>in</strong>ation), Richard Nice (English proofread<strong>in</strong>g),Xavière Boitelle (French translation), Christ<strong>in</strong>e Kirschf<strong>in</strong>k (German translation),José Luis Diez Lerma (Spanish translation), Sara Crimi (Italian translation)Pr<strong>in</strong>t<strong>in</strong>g Hofi Studio (CZ)Pr<strong>in</strong>t Run 500Picture credits Derek Robertson, Ella Myhr<strong>in</strong>g, Alawar <strong>Games</strong> (Farm Frenzy), IPRASE,Waag SocietyCopyright Published <strong>in</strong> June 2009. The views expressed <strong>in</strong> this publication are those ofthe author and not necessarily those of EUN Partnership AISBL or theInteractive Software Federation of Europe (ISFE). This book is publishedunder the terms and conditions of the Attribution-Noncommercial 3.0Unported (http://creativecommons.org/licenses/by-nc/3.0/). This publicationwas pr<strong>in</strong>ted with the f<strong>in</strong>ancial support of ISFE.


Table of Contents1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31.1 The purpose of this <strong>handbook</strong> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41.2 Learn<strong>in</strong>g objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42. Why use digital games <strong>for</strong> learn<strong>in</strong>g? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52.1 Change <strong>in</strong> the perception of digital games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62.2 The benefits of digital games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72.3 From CBT (Computer-Based Tra<strong>in</strong><strong>in</strong>g) to digital games <strong>for</strong> learn<strong>in</strong>g . . . . . . . . . . . . . 92.4 Digital games and the cognitive process . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92.5 Digital games and motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122.6 Successful applications of digital games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133. Choos<strong>in</strong>g the appropriate game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153.1 Taxonomy of digital games and associated benefits . . . . . . . . . . . . . . . . . . . . . . . . 163.2 Understand<strong>in</strong>g digital games’ technical requirements . . . . . . . . . . . . . . . . . . . . . . . 213.3 Understand<strong>in</strong>g digital game rat<strong>in</strong>g and standards . . . . . . . . . . . . . . . . . . . . . . . . . . 223.4 What to look <strong>for</strong> <strong>in</strong> a digital game: Test<strong>in</strong>g the game . . . . . . . . . . . . . . . . . . . . . . . . 233.5 Tak<strong>in</strong>g account of children with disabilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25


4. Conduct<strong>in</strong>g a play session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274.1 Organiz<strong>in</strong>g a play session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284.2 Evaluat<strong>in</strong>g and strengthen<strong>in</strong>g pupils’ knowledge through a debrief<strong>in</strong>g session . . . . 295. Frequently Asked Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336. Resources <strong>for</strong> <strong>teachers</strong> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376.1 Further read<strong>in</strong>g on the use of digital games <strong>for</strong> learn<strong>in</strong>g . . . . . . . . . . . . . . . . . . . . . 386.2 Web portals <strong>for</strong> digital games <strong>for</strong> learn<strong>in</strong>g . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39Glossary of terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41


1. Introduction


Introduction11.1 The purpose of this <strong>handbook</strong>This <strong>handbook</strong> has been written <strong>in</strong> the framework of<strong>European</strong> <strong>Schoolnet</strong>'s <strong>Games</strong> <strong>in</strong> <strong>Schools</strong> projectwhich began <strong>in</strong> January 2008 and ended <strong>in</strong> June2009. The project's aim was to analyse the currentsituation <strong>in</strong> eight countries (Austria, Denmark, France,Italy, Lithuania, the Netherlands, Spa<strong>in</strong> and UK) withregard to games based learn<strong>in</strong>g. It is composed ofvarious elements, <strong>in</strong>clud<strong>in</strong>g a synthesis and f<strong>in</strong>al reportbased on the results of a Europe-wide <strong>teachers</strong>'survey, case studies and <strong>in</strong>terviews with relevant nationalpolicy makers, researchers and experts, as wellas an onl<strong>in</strong>e community of practice and f<strong>in</strong>ally thepresent <strong>teachers</strong>' <strong>handbook</strong>. The <strong>Games</strong> <strong>in</strong> <strong>Schools</strong>blog provides more <strong>in</strong><strong>for</strong>mation regard<strong>in</strong>g <strong>European</strong><strong>Schoolnet</strong>'s project, and also provides l<strong>in</strong>ks to thestudy's reports (http://games.eun.org).This <strong>handbook</strong> is <strong>in</strong>tended <strong>for</strong> <strong>teachers</strong> <strong>in</strong>terested <strong>in</strong>us<strong>in</strong>g digital games <strong>in</strong> their lessons. It provides thenecessary <strong>in</strong><strong>for</strong>mation to understand the educationalbenefits of digital games and to learn how to usethem as educational and motivational resources.After read<strong>in</strong>g this <strong>handbook</strong>, you should be able tomake <strong>in</strong><strong>for</strong>med decisions on the choice and use ofdigital games <strong>in</strong> the classroom, and obta<strong>in</strong> all thebenefits digital games can offer. This <strong>handbook</strong> isa practical guide aimed at provid<strong>in</strong>g you withtheoretical and practical <strong>in</strong><strong>for</strong>mation. It is an<strong>in</strong>troduction to the educational use of digital gamesand it provides references to useful resources suchas articles, websites and books where you can f<strong>in</strong>dadditional <strong>in</strong><strong>for</strong>mation.1.2 Learn<strong>in</strong>g objectivesAfter read<strong>in</strong>g this <strong>handbook</strong>, you should beable to:• Understand the benefits of game-basedlearn<strong>in</strong>g.• Be aware of successful use of digital games asa learn<strong>in</strong>g resource.• Know digital games that you can use asa learn<strong>in</strong>g resource <strong>in</strong> the classroom and theirexpected learn<strong>in</strong>g benefits.• Understand the differences between digitalgame genres and their learn<strong>in</strong>g benefits.• Understand the requirements <strong>for</strong> the successfuluse of digital games <strong>for</strong> learn<strong>in</strong>g.• Understand how to assess if a digital game issuitable <strong>for</strong> the classroom.• Understand digital game rat<strong>in</strong>gs and standards.• Know how to organize the classroom <strong>for</strong> a playsession.• Understand how to promote and apply healthyand safe gam<strong>in</strong>g habits.• Understand how to run a debrief<strong>in</strong>g sessionafter play<strong>in</strong>g the game.• Understand how to maximize the knowledgetransfer so that <strong>in</strong><strong>for</strong>mation acquired <strong>in</strong> thegame can be re-used at a later stage by pupils.• Understand how to use digital games asa start<strong>in</strong>g po<strong>in</strong>t to discuss sensitive issues.4


2. Why usedigital games<strong>for</strong> learn<strong>in</strong>g?Why use games?


Why use digital games <strong>for</strong> learn<strong>in</strong>g?22.1 Change <strong>in</strong> the perceptionof digital gamesUntil recently, digital games were associated withmany stereotypes and alleged to have negativeeffects on gamers’ physical and mental health.However, later studies have shown that whiledigital games, played beyond a reasonable lengthof time, may have negative effects like any otherexcess, if good gam<strong>in</strong>g habits are followed (eg.appropriate time, environment, moderation ofonl<strong>in</strong>e games, etc.) they can be considered a safeand fulfill<strong>in</strong>g activity. The recent success of theN<strong>in</strong>tendo Wii Fit and N<strong>in</strong>tendo DS (e.g. Bra<strong>in</strong>Tra<strong>in</strong><strong>in</strong>g) illustrates some of the numerous ways <strong>in</strong>which digital games can impact positively onchildren’s health and general well-be<strong>in</strong>g.Lately, a new movement identified as Serious<strong>Games</strong> has emerged. This movement aims to usenew gam<strong>in</strong>g technologies <strong>for</strong> educational ortra<strong>in</strong><strong>in</strong>g purposes. It <strong>in</strong>vestigates the educational,therapeutic and social impact of digital games builtwith or without learn<strong>in</strong>g outcomes <strong>in</strong> m<strong>in</strong>d. Thismovement has emerged to meet the needs ofa new generation of learners, often referred to asthe digital natives, whose dist<strong>in</strong>ctive characteristicsshould be acknowledged <strong>in</strong> order to ensuresuccessful learn<strong>in</strong>g outcomes and motivation ontheir part. This generation of learners was bornafter the 1970s and has been familiarized withdigital technology from a very young age. They usedigital devices frequently and ICT (In<strong>for</strong>mation andCommunications Technology) has almost becometheir native language, a language through whichthey communicate, express themselves andunderstand the world around them. Digital nativesalso play digital games extensively and arepassionately engaged <strong>in</strong> social networks,sometimes <strong>in</strong> the <strong>for</strong>m of virtual worlds (SecondLife, There, etc.). They usually engage <strong>in</strong> activitiesthat reward them <strong>for</strong> their perseverance, and asa result they expect the same level of reward fromlearn<strong>in</strong>g activities. On the other hand, some<strong>in</strong>structors and <strong>teachers</strong> have found it difficult toengage and motivate this generation to take part<strong>in</strong> traditional learn<strong>in</strong>g activities, perhaps becausethe <strong>for</strong>mat used <strong>for</strong> <strong>for</strong>mal teach<strong>in</strong>g has failed tomatch pupils’ needs, preferences andexpectations.Digital natives’ characteristics have beenacknowledged by some educators who haveunderstood that digital games could play animportant part <strong>in</strong> education or tra<strong>in</strong><strong>in</strong>g.These <strong>in</strong>structors have been us<strong>in</strong>g immersiveenvironments and gam<strong>in</strong>g technology <strong>in</strong> order toreach their students. This shift <strong>in</strong> teach<strong>in</strong>gpractices has been supported by the recentprogress <strong>in</strong> gam<strong>in</strong>g technology. It is now easierand less expensive to develop digital games,thanks to game eng<strong>in</strong>es, games middleware andMods (modified versions of exist<strong>in</strong>g games), whichmake it possible <strong>for</strong> people with little or noprogramm<strong>in</strong>g background to develop digitalgames. As a result, <strong>in</strong>structors wish<strong>in</strong>g to createan educational digital game can focus on itseducational features rather than its underly<strong>in</strong>g6


technology. For example, Game Maker, I a free,user-friendly game eng<strong>in</strong>e, is now used by<strong>teachers</strong> <strong>in</strong> several schools to create digital gamesthat suit their class plan or to improve pupils’programm<strong>in</strong>g skills. Digital game technology isalso widely used to provide tra<strong>in</strong><strong>in</strong>g <strong>in</strong> a motivat<strong>in</strong>gyet realistic environment <strong>for</strong> a wide range oftra<strong>in</strong>ees <strong>in</strong>clud<strong>in</strong>g surgeons, soldiers and firefighters. For example, virtual environments such asSecond Life II have been used to teach biology tostudents or to tra<strong>in</strong> firefighters. More recently, theimmersive features of Second Life have beencoupled to Moodle, a Learn<strong>in</strong>g ManagementSystem (LMS), to produce Sloodle. Sloodle isa virtual environment where participants cannavigate, explore and attend virtual classrooms.It facilitates communication and collaborationbetween learners and <strong>teachers</strong>, regardless ofgeographical constra<strong>in</strong>ts.2.2 The benefits of digital gamesDigital games <strong>in</strong>clude several implicit educationalbenefits. They can develop cognitive, spatial andmotor skills and help improve ICT skills. They canbe used to teach facts (e.g. knowledge, recall, rotelearn<strong>in</strong>g or memorization), pr<strong>in</strong>ciples (e.g. causeand effect relationship) and complex problem solv<strong>in</strong>g,to <strong>in</strong>crease creativity or to provide practical examplesof concepts and rules that would bedifficult to illustrate <strong>in</strong> the real world. They can beparticularly useful to per<strong>for</strong>m experiments thatcould be dangerous <strong>in</strong> real life such as the use ofhazardous chemicals.Despite their <strong>in</strong>structive features, not all digitalgames are built with learn<strong>in</strong>g objectives <strong>in</strong> m<strong>in</strong>d;however, they all possess <strong>in</strong>tr<strong>in</strong>sic learn<strong>in</strong>gqualities that challenge and foster learners’Why use digital games <strong>for</strong> learn<strong>in</strong>g?2IIIGame Maker is available at: http://www.yoyogames.com/make/Second Life is available at: http:///www.secondlife.com7


Why use digital games <strong>for</strong> learn<strong>in</strong>g?2cognitive abilities. Digital games are based on thepremise that players need to learn, to memorize,to collaborate, to explore or to obta<strong>in</strong> additional<strong>in</strong><strong>for</strong>mation to progress further <strong>in</strong> the game.Play<strong>in</strong>g is learn<strong>in</strong>g and one of the ma<strong>in</strong> advantagesof digital games is their ability to let players learn <strong>in</strong>a challeng<strong>in</strong>g environment, where they can makemistakes and learn by do<strong>in</strong>g. These types ofenvironments might be particularly suited to pupilswho are pragmatically m<strong>in</strong>ded. These pupils mightprefer to go through the process of experiment<strong>in</strong>g,<strong>in</strong>stead of regurgitat<strong>in</strong>g <strong>in</strong><strong>for</strong>mation. Such anexperience could help them to better understandsome concepts that they might otherwise perceiveas complicated or bor<strong>in</strong>g.Digital games promote genu<strong>in</strong>e collaborationbetween users, and are, to some extent, similar tocollaborative learn<strong>in</strong>g environments orcollaborative work<strong>in</strong>g environments, whereparticipants share <strong>in</strong><strong>for</strong>mation and learn from eachother (e.g. Computer Supported CollaborativeWork<strong>in</strong>g environments). Multiplayer digital gamesdevelop both competition and collaboration, bymotivat<strong>in</strong>g players to jo<strong>in</strong> teams (or guilds) and tocompete aga<strong>in</strong>st other teams. For example <strong>in</strong>MMORPGs (Massive Multiplayer Onl<strong>in</strong>e Role-Play<strong>in</strong>g <strong>Games</strong>), players can create teams, share<strong>in</strong><strong>for</strong>mation through text and voice and learn byobserv<strong>in</strong>g other players. Beg<strong>in</strong>ners can learn fromtheir peers and improve their skills.Digital games can have an emotional impact onplayers, <strong>in</strong>creas<strong>in</strong>g their self-esteem (provided thatproper monitor<strong>in</strong>g is applied) and enabl<strong>in</strong>g them toengage <strong>in</strong> social activities. Play<strong>in</strong>g can havea calm<strong>in</strong>g effect on participants who, as <strong>in</strong> otherenterta<strong>in</strong><strong>in</strong>g activities (e.g. watch<strong>in</strong>g films), feela wide range of emotions, but <strong>in</strong> a safe andcontrolled environment. Emotions experienceddur<strong>in</strong>g play can vary through joy, empathy, anger,8


frustration or triumph. This succession of emotionstends to keep the players immersed. Furthermore,studies have shown that emotions can help thememorization process, especially if the emotionalcontent or tone of the material to be learnedmatches the emotions of the learner. Because they<strong>in</strong>duce different emotions <strong>in</strong> the players, digitalgames might help them to remember facts morevividly and so assist the cognitive process. Digitalgames can <strong>in</strong>crease players’ self-confidence. Thisis achieved by keep<strong>in</strong>g success with<strong>in</strong> their reach(i.e. w<strong>in</strong>nability), mak<strong>in</strong>g sure that the learn<strong>in</strong>gcurve is suitable to their skills and provid<strong>in</strong>gfeedback on their progress.2.3 From CBT (Computer-BasedTra<strong>in</strong><strong>in</strong>g) to digital games <strong>for</strong>learn<strong>in</strong>gS<strong>in</strong>ce the emergence of the first CBT system,computer technologies have evolved significantly,and so have learn<strong>in</strong>g theories. The design ofeducational systems has been greatly <strong>in</strong>fluencedby trends <strong>in</strong> educational psychology and<strong>in</strong>structional design. For <strong>in</strong>stance, when the firstCBT systems were released, they were based ona number of questions and predef<strong>in</strong>ed answersallow<strong>in</strong>g <strong>for</strong> little <strong>in</strong>teraction with the user.Subsequent systems have <strong>in</strong>cluded more flexibilityby <strong>in</strong>corporat<strong>in</strong>g tutor<strong>in</strong>g systems. Tutor<strong>in</strong>gsystems added the ability to monitor learners’progress and to adapt pedagogical strategiesdynamically. Although these systems wereeffective, their development costs were sometimesperceived as prohibitive, partly because they werebased on advanced Artificial Intelligence (AI). Lateron, the use of simulation matched the need <strong>for</strong>learners to experiment with their mistakes, througha constructivist approach to learn<strong>in</strong>g, an approachthat prioritizes learn<strong>in</strong>g by do<strong>in</strong>g. Recent learn<strong>in</strong>genvironments are based on virtual reality and builtwith collaboration <strong>in</strong> m<strong>in</strong>d. They allow participantsto learn from their experience but also to learnfrom their peers. Recent popular digital gamessuch as MMORPGs or virtual communities (e.g.There III , Second Life) <strong>in</strong>herently <strong>in</strong>clude theseaspects. Because collaborative learn<strong>in</strong>g occursnaturally <strong>in</strong> these environments, they have beenconsidered to support traditional teach<strong>in</strong>gmethodologies.2.4 Digital games and the cognitiveprocessEducational theories and Instructional Design canhelp to create learn<strong>in</strong>g material and to ensure thatthe learn<strong>in</strong>g objectives are achieved by thelearners. Such theories have been used to designschool curricula and tra<strong>in</strong><strong>in</strong>g programmes.Amongst exist<strong>in</strong>g learn<strong>in</strong>g theories, differentapproaches can be applied to ensure successfullearn<strong>in</strong>g outcomes. Most educational theories fall<strong>in</strong>to one of the follow<strong>in</strong>g categories: cognitivist,behaviourist and constructivist. In behaviouristWhy use digital games <strong>for</strong> learn<strong>in</strong>g?2IIIThere is an onl<strong>in</strong>e virtual environment where the user can take part <strong>in</strong> social activities. It is available at: http://www.there.com9


Why use digital games <strong>for</strong> learn<strong>in</strong>g?22 approaches, subjects are not directly responsible<strong>for</strong> their learn<strong>in</strong>g activities; <strong>in</strong>stead, they areconditioned to react to a stimulus. In cognitivisttheories, subjects possess an <strong>in</strong>ternal map(knowledge), which external events will requirethem to update. In these theories the emphasis ison the underly<strong>in</strong>g cognitive process. Several wellknowntheories have been established under thecognitivist movement, such as transfer effect,whereby learn<strong>in</strong>g can be affected by previousknowledge. F<strong>in</strong>ally, <strong>in</strong> constructivist theories,subjects learn by <strong>in</strong>teract<strong>in</strong>g with their environmentand peers. This <strong>in</strong>volves a process of trial anderror and the learners’ ability to <strong>in</strong>terpret their pastand present experiences to update theirknowledge.Because they were <strong>in</strong>itially designed <strong>for</strong>enterta<strong>in</strong>ment, digital games are not all built basedon Instructional Design theories. However, some ofthem <strong>in</strong>tr<strong>in</strong>sically implement some well-knownpedagogical concepts. For example, digital gamesusually <strong>in</strong>clude high <strong>in</strong>tensity of <strong>in</strong>teraction, specificgoals, a cont<strong>in</strong>uous feel<strong>in</strong>g of challenge, anda sense of engagement; these concepts have beenassociated with successful learn<strong>in</strong>g environmentsby Norman (1993 1 ). To some extent, digital gamesfeature all approaches – behaviourist, cognitivistand constructivist. However, whereas earlyeducational software placed an emphasis on thefirst two theories, recent digital games, due to theircomplexity and their open-ended and collaborativenature, encourage a constructivist approach tolearn<strong>in</strong>g. In digital games, players can elaboratenew theories and hypotheses, test them andreadjust their knowledge and skills accord<strong>in</strong>gly. Newdigital games, which <strong>in</strong>clude a 3D environment,advanced AI and realistic physics eng<strong>in</strong>es, offera simulation-like environment that reacts to players’actions <strong>in</strong> a highly realistic manner.10


Why use digital games <strong>for</strong> learn<strong>in</strong>g?In term of cognition and learn<strong>in</strong>g process, digitalgames can be analysed through well-knownmodels such as Carroll’s m<strong>in</strong>imalist theory (1990 2 ,1998 3 ), Vygotsky’s Zone of Proximal Development(ZPD) (1978 4 ) or Kolb’s basic learn<strong>in</strong>g model(1975 5 ). For example, the basic learn<strong>in</strong>g modelillustrates the process of accretation wherebystudents modify their <strong>in</strong>ternal map (or knowledge)based on the <strong>in</strong><strong>for</strong>mation and feedback obta<strong>in</strong>edfrom their previous actions. They successively gothrough active experiments, concrete experiences,reflective observations, abstract conceptualizations211


Why use digital games <strong>for</strong> learn<strong>in</strong>g?2and back to active experiments. To some extent,the cycle of learn<strong>in</strong>g events experienced <strong>in</strong> digitalgames can be compared to Kolb’s learn<strong>in</strong>g cycle:the players experience someth<strong>in</strong>g discordant ora failure (failure to w<strong>in</strong>); they subsequently need toreflect and identify the cause of the failure. Follow<strong>in</strong>gthis analysis, they <strong>for</strong>mulate hypotheses on thecause(s) of the failure, plan actions that might helpthem to overcome the problem and then test andassess their hypotheses. Likewise, accord<strong>in</strong>g toVygotsky’s Zone of Proximal Development (ZPD),learners should be assisted with scaffold<strong>in</strong>gs andbe progressively made more and more<strong>in</strong>dependent. As they improve their skills, less andless help is provided. Learners’ <strong>in</strong>dependence andmeta-cognitive skills are improved gradually. Thispr<strong>in</strong>ciple can also be found <strong>in</strong> digital games, whichoffer an easy learn<strong>in</strong>g curve and are usually <strong>for</strong>giv<strong>in</strong>g<strong>in</strong> the first levels, so that players can progressivelyfamiliarize themselves with the game’s mechanicsand become proficient. However, players need tolearn new skills to succeed, and, to some extent, totake responsibility <strong>for</strong> learn<strong>in</strong>g. This ability of digitalgames to engage children and motivate them tolearn <strong>in</strong> order to succeed is by far the most<strong>in</strong>terest<strong>in</strong>g feature that could help <strong>in</strong>structors tomake learn<strong>in</strong>g a more engag<strong>in</strong>g and motivat<strong>in</strong>gactivity.2.5 Digital games and motivationOne of the <strong>for</strong>emost qualities of digital games istheir capacity to motivate, to engage and toimmerse players. Digital games <strong>in</strong>clude a richvariety of auditory, tactile, visual and <strong>in</strong>tellectualstimuli that make them both enjoyable and, tosome extent, addictive. Dur<strong>in</strong>g play, users areimmersed <strong>in</strong> a state of flow (Csíkszentmihályi,1990 6 ), a state <strong>in</strong> which they can <strong>for</strong>get about theirsurround<strong>in</strong>gs and become totally engaged andfocused on the task <strong>in</strong> hand. In this state, providedthat they possess sufficient skills, players will striveto achieve their goal, regardless of the challenges12


encountered. Players’ motivation can be triggeredor h<strong>in</strong>dered by many different factors such as thegame play, the graphics, the <strong>in</strong>terface or the gamegenre. Players’ behaviours <strong>in</strong> digital gamesdepend on their personality and aspirations.There<strong>for</strong>e, the relevance of the reward offered <strong>in</strong>the game might differ across players. Whereassome players value exploration, other might preferhighly complex scenarios, where more strategicskills are required; some of them will enjoy verysimple games with a l<strong>in</strong>ear scenario thatnecessitates a short time of play to succeed.Cultural background and gender might also<strong>in</strong>fluence the motivation to play games.2.6 Successful applications ofdigital gamesDigital games have already been used <strong>for</strong> tra<strong>in</strong><strong>in</strong>g,educational or therapeutic purposes. Some of themost common uses of serious games are listedbelow.2.6.1 Military and firefighter tra<strong>in</strong><strong>in</strong>gIn the military sector, MMORPGs are used notonly to recruit soldiers but also to teach themstrategic skills. For example, America’s Army IV hasbeen used to recruit soldiers and as a tra<strong>in</strong><strong>in</strong>gresource by the American government. It is nowavailable as a commercial digital game, which hasbeen successful.2.6.2 Fitness, mental and physicalhealthThe technology available <strong>for</strong> 3D-based digitalgames has made it possible to create highlyrealistic environments and simulations. Thisremarkable level of detail has been used to curepost-traumatic stress or phobias (Emmelkamp etal., 2001 7 ). When they are immersed <strong>in</strong> a safe butrealistic environment, patients can learn to copewith their fears while feel<strong>in</strong>g <strong>in</strong> control. Digitalgames have also been used to relax patientsbe<strong>for</strong>e surgery so as to reduce theirapprehension V . N<strong>in</strong>tendo Wii and Wii Fit haverecently been employed and assessed <strong>for</strong> theirpotential to improve health and fitness and it wasshown that, when used as part of a balancedlifestyle, these consoles can help to improvefitness and general health (ISSA, 2007 8 ). Digitalgames have also been employed successfully <strong>for</strong>adults with chronic illnesses.2.6.3 Learn<strong>in</strong>g by creat<strong>in</strong>g digitalgamesExperiments have been conducted <strong>in</strong> whichstudents were required to create their own digitalgames us<strong>in</strong>g a game eng<strong>in</strong>e. These <strong>in</strong>itiativesmade it possible <strong>for</strong> students to understandprogramm<strong>in</strong>g pr<strong>in</strong>ciples, while collaborat<strong>in</strong>g withtheir peers. For example, the game eng<strong>in</strong>e GameMaker is used <strong>in</strong> several schools. It consists ofWhy use digital games <strong>for</strong> learn<strong>in</strong>g?2IVVhttp://www.americasarmy.comhttp://www.msnbc.msn.com/id/6687019/13


Why use digital games <strong>for</strong> learn<strong>in</strong>g?2<strong>in</strong>tuitive drag and drop tools to create 2D and 3Ddigital games which can then be uploaded ontothe publisher’s website VI and made available <strong>for</strong>download. This type of development tool benefitstechnical and collaborative skills and the creationof onl<strong>in</strong>e communities.2.6.4 Mobile development andaugmented realityUs<strong>in</strong>g augmented reality, it is possible to obta<strong>in</strong>relevant <strong>in</strong><strong>for</strong>mation on one’s surround<strong>in</strong>gs througha digital device (e.g. helmet or mobile phone). Dueto their popularity, handheld devices have beencomb<strong>in</strong>ed with augmented reality <strong>in</strong> projects wheremobility and location were significant factors <strong>for</strong>learn<strong>in</strong>g activities. For example, <strong>in</strong> Savannah VII ,a strategy-based adventure game, children usetheir mobile phones, and have to successfullyadopt strategies followed by lions to survive VIII .Similarly, <strong>in</strong> the Museum Augmented Reality Quest(MARK), players are equipped with a handheldgame console. They visit a museum and are askedto complete tasks and challenges. The handheldconsole is used to provide them with additional<strong>in</strong><strong>for</strong>mation on artifacts found <strong>in</strong> the museum andto <strong>in</strong>teract virtually with them (Schmalstieg andDieter, 2007 9 ).2.6.5 Rais<strong>in</strong>g awarenessDigital games have been adopted to raiseawareness and to help discuss topics that can betaboo, such as pollution, environmental threats,sexual health or bully<strong>in</strong>g. For example, <strong>in</strong> therecently developed digital game Global Conflicts:Lat<strong>in</strong> America IX , the player impersonatesa journalist who conducts an <strong>in</strong>vestigation touncover the causes and consequences of<strong>in</strong>dustrial pollution <strong>in</strong> South America. Likewise, <strong>in</strong>the digital game Darfur is Dy<strong>in</strong>g X , playersimpersonate refugees <strong>in</strong> Darfur camps. Throughtheir journey, players are led to understand thehorror of genocide.2.6.6 Learn<strong>in</strong>g historyDigital games have been used <strong>in</strong> primary andsecondary schools to illustrate concepts <strong>in</strong>science, history or geography. For example, thedigital game Civilization III was used <strong>in</strong> Americanschools to teach history (Squire, 2004 10 ). Similarexperiments were carried out <strong>in</strong> Danish schools(Egenfeldt-Nielsen, 2007 11 ) us<strong>in</strong>g EuropaUniversalis II.VIVIIhttp://www.yoyogames.comhttp://www.experientia.com/playful/creat<strong>in</strong>g-the-user-experience-of-an-educational-and-strategy-based-adventure-game/VIIIIXXhttp://www.futurelab.org.uk/projects/savannahhttp://www.globalconflicts.eu/http://www.darfurisdy<strong>in</strong>g.com/14


3. Choos<strong>in</strong>gthe appropriategameChoice of games


Choos<strong>in</strong>g the appropriate game3Digital games can be delivered <strong>in</strong> various <strong>for</strong>mats<strong>in</strong>clud<strong>in</strong>g CD-ROMS, DVDs, or onl<strong>in</strong>e. Thefollow<strong>in</strong>g sections will help you as a teacher tounderstand the different game genres, their keyfeatures and educational benefits.3.1 Taxonomy of digital gamesand associated benefitsBe<strong>for</strong>e choos<strong>in</strong>g a game, it is important tounderstand the different genres available and howto identify them. The follow<strong>in</strong>g list classifies anddescribes different game genres. Their potentiallearn<strong>in</strong>g applications and benefits are underl<strong>in</strong>ed.• Shooters (and shoot ’em ups): In thesegames, players have to w<strong>in</strong> by shoot<strong>in</strong>g theiropponents. Shooters can be static or scroll<strong>in</strong>g.In static shooters, the battlefield is restricted tothe size of the screen, whereas <strong>in</strong> scroll<strong>in</strong>gshooters, only part of the battlefield isdisplayed, and the screen scrolls horizontally orvertically. Beat ’em ups also belong to thiscategory. In these games the players need tofight opponents. Shooter games placeemphasis on reflexes and coord<strong>in</strong>ation, ratherthan strategy. Recent digital games based onthis genre, such as Re-Mission XI or ImmuneAttack XII , have been used to <strong>in</strong>troduce basicconcepts of immunology or cancer treatment.• Bat and ball games: In these games, playersuse a bat to hit a ball. One of the first digitalgames based on this pr<strong>in</strong>ciple was Pong XIII ;s<strong>in</strong>ce then, many variations have flourished,<strong>in</strong>clud<strong>in</strong>g Breakout, a game <strong>in</strong> which playershave to hit a ball that travels across the screenand strikes and destroys bricks. Someeducational games have been based on thisgenre, <strong>in</strong>clud<strong>in</strong>g 10 F<strong>in</strong>ger BreakOut XIV , a gamethat teaches typ<strong>in</strong>g skills.• Plat<strong>for</strong>mers: In these games, players movethrough an environment where they need toprogress to plat<strong>for</strong>ms (hence the name). Mariowas one of the most popular plat<strong>for</strong>mer games ofits generation. Plat<strong>for</strong>mers are usually based onhand-eye coord<strong>in</strong>ation, and educational versionsof these games have been developed to teachgeography (e.g. Mario is Miss<strong>in</strong>g XV ), read<strong>in</strong>g (e.g.Mario’s Early Years: Fun with Letters) or typ<strong>in</strong>gskills (e.g. Mario Teaches Typ<strong>in</strong>g).• Puzzles: In these games, players have to solvea puzzle to progress further <strong>in</strong> the game. Thegameplay usually occurs with<strong>in</strong> a static screen.Tetris is one of the most popular puzzle games.Puzzle games are essentially based on strategy.Educational versions of puzzle games have beendeveloped to teach mathematics (e.g.PrimeTime Adventure or Rocky’s Boots XVI ).XIXIIXIIIhttp://www.re-mission.net/http://fas.org/immuneattack/http://www.pong-story.com/atpong2.htmXIVXVXVIhttp://www.caiman.us/scripts/fw/f955.htmlhttp://www.n<strong>in</strong>tendo8.com/game/628/mario_is_miss<strong>in</strong>g/http://prime-time-math-adventure.taylor-clark-software.qarchive.org/http://www.warrenrob<strong>in</strong>ett.com/rockysboots/16


• Mazes: In these games, players have to navigatethrough a maze and are chased by enemies thatthey have to avoid. These games usually offera view from above and require strategy, <strong>for</strong>wardplann<strong>in</strong>g skills and reflexes. Pacman is one of themost successful Maze games. An educationalversion of Pacman called PacWriter XVII has beencreated to improve typ<strong>in</strong>g skills.• Sport <strong>Games</strong>: These games simulate popularsports such as football, golf or basketball.They are available <strong>in</strong> 2D or 3D. They requirecoord<strong>in</strong>ation and strategy, especially if theplayer has to manage a team.• Rac<strong>in</strong>g <strong>Games</strong>: In these games, players takepart <strong>in</strong> a race, driv<strong>in</strong>g a car, a motorbike ora spaceship. Rac<strong>in</strong>g Academy XVIII is based onthis genre and is used to <strong>in</strong>crease learners’familiarity with eng<strong>in</strong>eer<strong>in</strong>g concepts. Researchhas shown that this digital game has helpedpupils to understand eng<strong>in</strong>eer<strong>in</strong>g notions(Sand<strong>for</strong>d and Williamson, 2004 12 ).• RTS (Real Time Strategy): These gamesare essentially based on strategy. The playerscontrol both the economic and military aspectsof an army or population and have to take faststrategic decisions. In a study by Jenk<strong>in</strong>s andSquire (2003 13 ), it was shown how Civilization III,a popular RTS game, could be used <strong>in</strong> schoolsto help pupils understand geography andhistory.• RPG (Role Play<strong>in</strong>g <strong>Games</strong>): In thesegames, players impersonate a fictionalcharacter. This character has several featuresthat can evolve through play, such as health,strength or other skills. For example, SimCity XIXis a popular RPG game that makes it possible<strong>for</strong> players to build cities and to understandurban management.• FPS (First Person Shooters): In these digitalgames, players see the world through the eyesof the character they are impersonat<strong>in</strong>g (firstperson view) and need to elim<strong>in</strong>ate enemies <strong>in</strong>order to progress further. These games can beplayed <strong>in</strong>dividually or collectively. They generally<strong>in</strong>clude violent content. However, if the game isplayed with<strong>in</strong> a team, these games can promotecollaboration. Mods of these games have beencreated <strong>for</strong> educational purposes. For example,DimensionM XX is an FPS developed to help andencourage the learn<strong>in</strong>g of mathematics.It has been shown that this game hada significant positive impact on learners’academic per<strong>for</strong>mance and motivation (Kebritchiet al., 2008).Choos<strong>in</strong>g the appropriate game3XVIIXVIIIhttp://www.caiman.us/scripts/fw/f2998.htmlhttp://www.futurelab.org.uk/projects/rac<strong>in</strong>g-academyXIXXXhttp://simcity.ea.com/play/simcity_classic.phphttp://www.dimensionm.com/17


Choos<strong>in</strong>g the appropriate game3• MMORPG (Massive Multiple Onl<strong>in</strong>eRole-Play<strong>in</strong>g <strong>Games</strong>):MMORPGs are a variation of RPGs, <strong>in</strong> whicha large number of players <strong>in</strong>teract <strong>in</strong> an onl<strong>in</strong>evirtual world. These digital games area valuable basis <strong>for</strong> collaborative andexploratory activities.• Educational versions of exist<strong>in</strong>g boardgames or TV game shows have also beenreleased. For example, Stu’s DoubleJeopardy XXI is based on the well-known TVshow Jeopardy and can be used <strong>in</strong> classroomsto teach any topic <strong>in</strong> an <strong>in</strong>teractive manner.• Adventure games: In these digital games,the gameplay is based on story tell<strong>in</strong>g.Players navigate through a complex world,collect<strong>in</strong>g objects and overcom<strong>in</strong>g challengesuntil they reach the f<strong>in</strong>al goal. This game genre,<strong>in</strong>itially based on text, has evolved to <strong>in</strong>clude2D (e.g. K<strong>in</strong>g’s Quest XXII ) and 3D graphics (e.g.EverQuest XXIII ).The follow<strong>in</strong>g table <strong>in</strong>cludes possibleeducational uses of exist<strong>in</strong>g commercial digitalgames.XXIXXIIXXIIIhttp://jeopardygame.wordpress.com/http://www.v<strong>in</strong>tage-sierra.com/k<strong>in</strong>gsquest.phphttp://everquest.station.sony.com/18


Table 1: List of some popular commercial games and their learn<strong>in</strong>g benefitsGameDevelopers / PublishersLearn<strong>in</strong>g BenefitsAge of Empires IIAge of MythologyBioscopiaChemicusCivilization IIIMak<strong>in</strong>g History: The Calmand the StormNancy Drew: Message <strong>in</strong>a Haunted MansionOregon TrailPharaohReader RabbitReturn of the Incredible Mach<strong>in</strong>eContraptionsRoller Coaster Tycoon 3ToontownWhere <strong>in</strong> Time is Carmen SantiagoWorld of WarcraftZoomb<strong>in</strong>is Logical JourneyEnsemble Studios/Microsoft <strong>Games</strong> StudiosEnsemble Studios/Microsoft <strong>Games</strong> StudiosViva MediaViva MediaFiraxis <strong>Games</strong>Muzzy LaneHer InteractiveThe Learn<strong>in</strong>g CompanyVivendi UniversalThe Learn<strong>in</strong>g CompanyVivendi UniversalFrontier Developments/AtariSony Creative SoftwareThe Learn<strong>in</strong>g CompanyBlizzard Enterta<strong>in</strong>mentThe Learn<strong>in</strong>g CompanyHistory, strategy and resourcemanagementMythology, strategy and resourcemanagementZoology, cellular biology, human biology,botany and geneticsChemistryPlann<strong>in</strong>g and problem solv<strong>in</strong>gHistory, World War II, economicmanagement and negotiationInvestigation, deduction and puzzle solv<strong>in</strong>gHistory, geography, mathematics, logicalreason<strong>in</strong>g, strategy, resource managementand read<strong>in</strong>gEgyptian civilization, strategy andmanagementRead<strong>in</strong>g and spell<strong>in</strong>gProblem-solv<strong>in</strong>g skills and physicsManagement, k<strong>in</strong>etic and potential energySocial collaborationDiscovery and logicCollaborative learn<strong>in</strong>gLogic and algebraWhereas the previous games were not <strong>in</strong>itially built with educational objectives, other games, referred to asserious games, XXIV were built to teach, tra<strong>in</strong> or raise awareness. They can be news games (journalistic gamesreport<strong>in</strong>g on current events), simulation games (games us<strong>in</strong>g strategy and simulat<strong>in</strong>g several aspects of reality)or organizational-dynamic games (games used to teach the dynamics of organizations).Choos<strong>in</strong>g the appropriate game3XXIVThe def<strong>in</strong>ition of 'serious games' can vary19


Table 2: List of some popular educational games and their learn<strong>in</strong>g benefitsGameDevelopers / PublishersLearn<strong>in</strong>g BenefitsChoos<strong>in</strong>g the appropriate game3Global Conflict: Palest<strong>in</strong>eGlobal Conflict:Lat<strong>in</strong> AmericaTimez AttackVirtual Leader3D World FarmerDimensionMAmerica’s ArmyDarfur is Dy<strong>in</strong>gFood ForceRe-MissionRevolutionSimPortPower PoliticsImmune AttackMiss<strong>in</strong>gVirtual UDoomeDCyber Budget(French version only)Serious <strong>Games</strong> InteractiveSerious <strong>Games</strong> InteractiveBig Bra<strong>in</strong>zSimulearn3D World Farmer TeamTabula DigitaUBI SoftmtvU/Reebok Human RightsFoundation/International Crisis GroupDeepend/Playerthree <strong>for</strong> UnitedNations World Food ProgrammeHopeLabThe Education ArcadeTygronKellogg Creek Software/C<strong>in</strong>eplayFederation of AmericanScientists/Escape Hatch Enterta<strong>in</strong>mentLiveWires DesignEnlight SoftwareDESQ/University of WolverhamptonParaschool/French M<strong>in</strong>ister <strong>for</strong>Economy, F<strong>in</strong>ance and IndustryUnderstand the Palest<strong>in</strong>ian conflictUnderstand the causes and consequences of<strong>in</strong>dustrial pollution <strong>in</strong> South AmericaImprove algebra skillsUnderstand leadershipUnderstand the difficulties faced by farmers <strong>in</strong> AfricaImprove algebra skillsMilitary tra<strong>in</strong><strong>in</strong>gUnderstand the liv<strong>in</strong>g conditions<strong>in</strong> Darfur refugee campsLearn about disaster relief, food logisticsand deliveryUnderstand how to help and improve the lifeof people liv<strong>in</strong>g with cancerLearn about the American RevolutionUnderstand the challenges <strong>in</strong>volved <strong>in</strong>construct<strong>in</strong>g large <strong>in</strong>frastructuresUnderstand the processes <strong>in</strong>volved <strong>in</strong> the USpresidential campaignUnderstand how the immune system worksUnderstand how to surf the Web safelyUnderstand the managementof American universitiesLearn about scienceUnderstand how to manage public f<strong>in</strong>ances20


3.2 Understand<strong>in</strong>g digital games’technical requirementsIt is difficult <strong>for</strong> <strong>teachers</strong> to f<strong>in</strong>d software that issuited to their computer lab and to pupils’ homecomputers. High computer technicalspecifications, such as processor speed, graphiccard or screen resolution, can sometimes preventthe use of digital games <strong>in</strong> schools wherecomputers are not up-to-date. Whereascommercial off-the-shelf digital games may requirehigh technical specifications, those available onthe Internet <strong>in</strong> the <strong>for</strong>m of Flash XXV or Java XXVIApplets may impose fewer constra<strong>in</strong>ts, other thanthe <strong>in</strong>stallation of plug-<strong>in</strong>s (which are often<strong>in</strong>stalled by default on the computer). Digitalgames available on the Internet can be playedwith<strong>in</strong> the browser w<strong>in</strong>dow. They usually offera very <strong>in</strong>tuitive <strong>in</strong>terface and require lessprocess<strong>in</strong>g power. They are generally available <strong>in</strong>the <strong>for</strong>m of m<strong>in</strong>i-games, with challenges that canbe solved quickly. They also use relatively simple<strong>in</strong>teraction techniques, and are there<strong>for</strong>e suitable<strong>for</strong> people with little or no experience of digitalgames.Be<strong>for</strong>e choos<strong>in</strong>g a game <strong>for</strong> the classroom, youshould check the specifications of thecomputer room and try to answer the follow<strong>in</strong>gquestions:XXVXXVIhttp://ww.adobe.com/flash/http://www.java.sun.com/• Which operat<strong>in</strong>g software is required <strong>for</strong> thegame?• How much RAM (Random Access Memory) isrecommended <strong>for</strong> the game to functionproperly?• How much hard drive space is needed to <strong>in</strong>stallthe game?• Does the game need to be played overa network or an Internet connection?• What type of <strong>in</strong>put device is needed to <strong>in</strong>teractwith the game (joystick, keyboard or mouse)?Answer<strong>in</strong>g all these questions will help you toassess if the digital game you wish to use issuitable <strong>for</strong> the school’s computers. Not tak<strong>in</strong>gthese features <strong>in</strong>to consideration at an early stagecould result <strong>in</strong> a frustrat<strong>in</strong>g experience <strong>for</strong> thepupils (e.g. lack of responsiveness or <strong>in</strong>ability to gofurther <strong>in</strong> the game). The type of <strong>in</strong>put used <strong>in</strong> thegame should be assessed based on pupils’ ageand skills. For <strong>in</strong>stance, answer<strong>in</strong>g questions byselect<strong>in</strong>g the correct option with the mouse mightbe more suitable than typ<strong>in</strong>g the solution. Thelatter option requires a higher level of proficiency <strong>in</strong>spell<strong>in</strong>g. Pupils’ home mach<strong>in</strong>e specificationsshould also be considered. Enabl<strong>in</strong>g pupils to playthe game at home <strong>in</strong> their spare time will helpthem to become more familiar with the <strong>in</strong>terfaceand improve their skills. In this case, you will needto make sure that the technology required <strong>for</strong> thedigital game is available <strong>in</strong> most computers usedby pupils at home.Choos<strong>in</strong>g the appropriate game321


3.3 Understand<strong>in</strong>g digital gamerat<strong>in</strong>g and standardsViolence: game conta<strong>in</strong>s depictionsof violenceChoos<strong>in</strong>g the appropriate gameBeyond practical considerations, you shoulddeterm<strong>in</strong>e if the content of the digital game issuitable <strong>for</strong> the pupils <strong>in</strong> terms of age and content.This choice can be guided by exist<strong>in</strong>g rat<strong>in</strong>gstandards. For example, PEGI XXVII (Pan <strong>European</strong>Game In<strong>for</strong>mation) is a <strong>European</strong> digital gamerat<strong>in</strong>g system. It is supported by most gamepublishers and developers <strong>in</strong> Europe. This rat<strong>in</strong>gsystem helps to ensure that the content of a gameis suitable <strong>for</strong> the target audience. It is a voluntarysystem used <strong>in</strong> 32 <strong>European</strong> countries, but is onlyen<strong>for</strong>ced <strong>in</strong> two (F<strong>in</strong>land and Norway).PEGI consists of two levels of <strong>in</strong><strong>for</strong>mation to guidethe consumer. First, a logo that represents them<strong>in</strong>imum recommended age (the age categoriesare: 3, 7, 12, 16 and 18).Bad Language: game conta<strong>in</strong>s badlanguageFear: game might be frighten<strong>in</strong>g orscary <strong>for</strong> young childrenSex: game depicts nudity and/orsexual behaviour or sexual referencesDrugs: game refers to or depicts theuse of drugs (<strong>in</strong>clud<strong>in</strong>g alcohol andtabaco)Discrim<strong>in</strong>ation: game conta<strong>in</strong>sdepiction of or material which mayencourage discrim<strong>in</strong>ation.Gambl<strong>in</strong>g: game encourages orteaches gambl<strong>in</strong>g.Onl<strong>in</strong>e: game can be played onl<strong>in</strong>e3A series of game content descriptors, designed asicons, are displayed on the back of the game boxand <strong>in</strong>dicate, where required, the nature of thecontent.There are 8 icons, depend<strong>in</strong>g on the type ofcontent.More <strong>in</strong><strong>for</strong>mation on PEGI is available on the officialwebsite XXVIII . This website makes it possible to f<strong>in</strong>d agame XXIX accord<strong>in</strong>g to the country <strong>in</strong> which it ispublished, the age rat<strong>in</strong>g, the game genre or thepublisher.XXVIIhttp://www.pegi.<strong>in</strong>foXXVIIIXXIXhttp://www.pegi.<strong>in</strong>fo/en/<strong>in</strong>dex/id/33/http://www.pegi.<strong>in</strong>fo/en/<strong>in</strong>dex/global_id/505/22


Choos<strong>in</strong>g the appropriate game3.4 What to look <strong>for</strong> <strong>in</strong> a digitalgame: Test<strong>in</strong>g the gameOnce you have found a suitable game to supportyour lessons, you should play-test the game tocheck if the content is appropriate <strong>for</strong> the pupilsand suitable <strong>for</strong> the topic taught. Also, be sure tocomplete all tra<strong>in</strong><strong>in</strong>g tutorials and read relevantmaterial be<strong>for</strong>ehand. The follow<strong>in</strong>g po<strong>in</strong>ts shouldbe observed:Technical considerations:User <strong>in</strong>terface: The <strong>in</strong>terface should be clear,<strong>in</strong>tuitive and easy to use. Some children mightstop enjoy<strong>in</strong>g the digital game because they f<strong>in</strong>d it323


Choos<strong>in</strong>g the appropriate game3difficult to per<strong>for</strong>m common tasks such asnavigat<strong>in</strong>g through the menus or mov<strong>in</strong>g the ma<strong>in</strong>character.Sav<strong>in</strong>g and load<strong>in</strong>g the game: The gameshould enable players to save the current level andto resume the game at a later stage. This will beparticularly useful if the computer rooms are onlyavailable <strong>for</strong> short periods of time.Audio: If the game features sounds, a mutebutton should be available.Customization: You should check if it is possibleto customize the game (e.g. character, colour,scenario or level of difficulty). Customization makesthe gam<strong>in</strong>g experience more personal and keepsplayers challenged (e.g. by level of difficulty).Contextual considerations:Age group: The activities and type of skillsrequired <strong>for</strong> the game should be suitable <strong>for</strong> thetargeted age group.Language: The level of the language used shouldbe adequate <strong>for</strong> the age group.Time: You need to estimate the time required tocomplete challenges to ensure that pupils will haveenough time to f<strong>in</strong>ish the game levels and benefitfrom their educational features. Completion timewill vary across games. Whereas m<strong>in</strong>i-gamesavailable on the Internet are usually designed to becompleted relatively quickly, adventure games orRPGs might require several hours or days to becompleted. For the latter, it is good practice toplan the play<strong>in</strong>g session over a week or more, sothat pupils can learn at their own pace andbecome familiar with the mechanics of the game.In addition, games can also be used after schoolas homework.Tak<strong>in</strong>g account of people with disabilities:You should check if the digital gameaccommodates people with disabilities (see nextchapter <strong>for</strong> more <strong>in</strong><strong>for</strong>mation on digital gamesdesigned <strong>for</strong> this audience).Network games: If the game is played over theInternet and <strong>in</strong>volves <strong>in</strong>teraction betweenparticipants (e.g. text or chat), care should betaken to prevent bully<strong>in</strong>g and to use mechanismsto detect and condemn such behaviours. It is veryimportant <strong>for</strong> children to feel safe while play<strong>in</strong>gdigital games, and to know that they can reportunacceptable behaviour if it is encountered.Pedagogical considerations:Learn<strong>in</strong>g curve: The game should use an easylearn<strong>in</strong>g curve, allow<strong>in</strong>g players to make mistakesat the start.Educational content: The game content shouldillustrate the topics taught. Even if the content isnot closely related to the curriculum, it shouldprovide a clear and simplified representation ofsome of the concepts taught.Clear objectives: Teacher should ensure that theobjectives of the game are stated clearly, so thatchildren know exactly what they are required todo. Frustrat<strong>in</strong>g situations can arise from vague<strong>in</strong>structions. In this case, children might feel stuck,because they don’t know how to progress further<strong>in</strong> the game.24


Clear progression: The teacher should checkwhether the progression of the player is displayedat all times <strong>in</strong> the <strong>for</strong>m of a score or progressionbar. This will help children to have a positiveattitude to their per<strong>for</strong>mance, and show them thattheir actions have an <strong>in</strong>fluence on theirprogression. This should motivate players to takeresponsibility <strong>for</strong> their learn<strong>in</strong>g activities.Feedback: Feedback provided to players shouldbe gentle. Verbal guidance or h<strong>in</strong>ts can help toma<strong>in</strong>ta<strong>in</strong> their focus.Opportunities <strong>for</strong> collaboration and groupwork: It is good to use digital games that enableplayers to take part <strong>in</strong> collaborative activities.Assessment and follow-up: Software thattracks pupils’ progress enables you to analyseareas that are misunderstood and where morework is required. Not all software <strong>in</strong>cludes thisfeature, but some of it is SCORM-compliant(Sharable Content Object Reference Model) andcan be <strong>in</strong>tegrated <strong>in</strong>to a Learn<strong>in</strong>g ManagementSystem (LMS). A Learn<strong>in</strong>g Management Systemwill make it possible <strong>for</strong> you to follow the progressof your pupils and to identify areas where moreattention and work is required.Opportunities <strong>for</strong> creativity: You should checkwhether the material <strong>in</strong>cluded <strong>in</strong> the digital gamecan encourage pupils’ creativity by enabl<strong>in</strong>g themto make and share objects.Help: A Help section should be available andcomprehensive. If possible, you should pr<strong>in</strong>t it andhave it ready <strong>for</strong> pupils be<strong>for</strong>e they start play<strong>in</strong>gthe digital game.3.5 Tak<strong>in</strong>g account of childrenwith disabilities3.5.1 <strong>Games</strong> <strong>for</strong> visually impairedpeopleSome recent games accommodate visualimpairment, and can be ma<strong>in</strong>stream digital gamesand audio games. XXX Audio<strong>Games</strong>.net XXXI andBl<strong>in</strong>dstick.com XXXII provide <strong>in</strong><strong>for</strong>mation on audiogames and bl<strong>in</strong>d-accessible games. XXXIIIEducational digital games suitable <strong>for</strong> people withimpaired vision <strong>in</strong>clude Terra<strong>for</strong>mers, XXXIV Talk<strong>in</strong>gTyp<strong>in</strong>g Teacher XXXV (typ<strong>in</strong>g skills), Braille Twister XXXVI(learn Braille) and Quality Quizz XXXVII (trivia game).When us<strong>in</strong>g ma<strong>in</strong>stream digital games, you needXXX Audio games are digital games that can be played basedonly on audio cues.XXXI http://www.audiogames.net/XXXII http://www.whitestick.co.uk/XXXIII http://www.audiogames.net/listgames.phpXXXIV http://www.terra<strong>for</strong>mers.nu/XXXV http://www.braillebookstore.com/view.php?C=Talk<strong>in</strong>g+Typ<strong>in</strong>g+Teacher+<strong>for</strong>+W<strong>in</strong>dowsXXXVI http://www.mynebulous.com/comp145/XXXVII http://www.braillebookstore.com/view.php?C=Quality+Quiz+<strong>for</strong>+W<strong>in</strong>dowsChoos<strong>in</strong>g the appropriate game325


Choos<strong>in</strong>g the appropriate game3to check whether buttons can be read aloud and ifother <strong>in</strong><strong>for</strong>mation can be delivered through audiocues. To help read<strong>in</strong>g onscreen <strong>in</strong><strong>for</strong>mation <strong>in</strong> thedigital game, screen readers and screenmagnifiers can be used.3.5.2 <strong>Games</strong> <strong>for</strong> people with anauditory disabilityTo make auditory <strong>in</strong><strong>for</strong>mation available to peoplewith an auditory disability, closed caption<strong>in</strong>g issometimes available <strong>in</strong> digital games, enabl<strong>in</strong>gpeople to see the mean<strong>in</strong>g of auditory <strong>in</strong><strong>for</strong>mationsuch as text or sound effects. Popular commercialdigital games that feature closed captions <strong>in</strong>cludeZork: Grand Inquisitor, Half-life 2 and SiN Episode1: Emergence. Some other commercial digitalgames make extensive use of text <strong>for</strong> dialogues,feedback or tutorials and are there<strong>for</strong>e alsosuitable <strong>for</strong> people with an auditory disability.These games XXXVIII <strong>in</strong>clude: Zoo Tycoon, The Sims,Chariot of War, Age of Mythology, Civilization,Nancy Drew, Pharaoh, and World of Warcraft.3.5.3 <strong>Games</strong> <strong>for</strong> people witha learn<strong>in</strong>g disabilityAlthough players with a mild disability will be able toplay most ma<strong>in</strong>stream digital games, some of thesegames might not be suited to specific disabilities.For example, people with dyscalculia XXXIX might f<strong>in</strong>dit problematic to play games that <strong>in</strong>volve basicmathematics (e.g. count<strong>in</strong>g). Likewise, people withdyslexia have difficulties play<strong>in</strong>g digital games wherethe <strong>in</strong><strong>for</strong>mation is delivered essentially through text.People with ADD/ADHD XL might f<strong>in</strong>d it difficult toplay games with no immediate feedback or gamesthat require prolonged periods of play. You shouldthere<strong>for</strong>e test the game and identify issues thatmight arise depend<strong>in</strong>g on pupils’ learn<strong>in</strong>gdisabilities. Some digital games have beenspecifically designed to help particular learn<strong>in</strong>gdisabilities, and might be used <strong>in</strong> the classroom. Forexample, Brigadoon XLI is a digital game based onSecond Life. It is designed <strong>for</strong> people with autismand Asperger syndrome to help them to socializeand to <strong>in</strong>teract with other people.3.5.4 <strong>Games</strong> <strong>for</strong> people witha physical disabilityFor people with physical disabilities, digital gamescan be made accessible by choos<strong>in</strong>g a dedicatedcontroller and also thanks to mechanisms provided <strong>in</strong>the game itself or by the operat<strong>in</strong>g system. Forexample, slow-motion gameplay enables players witha physical disability to go through part of the gamewhere the action is <strong>in</strong>tense. It is important <strong>for</strong> playersto be able to customize the controls and to useexternal controllers. One-switch digital games aresuitable <strong>for</strong> players with severe physical disabilitybecause they only require one or two buttons XLII .XXXVIII These games also have an educational benefit.XXXIX People who have difficulties <strong>in</strong> handl<strong>in</strong>g everyday maths functions.XL Attention Deficit [Hyperactivity] Disorder.XLIXLIIhttp://bra<strong>in</strong>talk.blogs.com/brigadoon/2005/01/about_brigadoon.htmlSeveral one-switch digital games can be found onhttp://www.oneswitch.org.uk26


4. Conduct<strong>in</strong>ga play sessionPlay session


4.1 Organiz<strong>in</strong>g a play sessionConduct<strong>in</strong>g a play session44.1.1 How to organize the class andthe classroomOnce you have tested the game and decided touse it as an educational resource, you will need toidentify the scenario that you th<strong>in</strong>k will be mostbeneficial to support your students. Several keypo<strong>in</strong>ts should be considered:Technical and contextual po<strong>in</strong>ts:• If the digital game uses sound and if theactivities are not of a collaborative nature, youshould ensure that pupils use headphones.• Depend<strong>in</strong>g on the type of game and on thelearn<strong>in</strong>g objectives, you may need to creategroups. This will be very effective to engagechildren <strong>in</strong> discussions or collaborativeactivities.• Take breaks: it is good practice to encouragechildren to take regular five-m<strong>in</strong>ute breaksevery 45 m<strong>in</strong>utes.• Make sure that the light <strong>in</strong> the room issufficient and adequate. This can avoidoccurrences of epilepsy seizures.Pedagogical po<strong>in</strong>ts:Be<strong>for</strong>e the lesson:• Identify learn<strong>in</strong>g objectives.• Identify what part of the game or levels mightbest support the learn<strong>in</strong>g objectives.• Pr<strong>in</strong>t the list of objectives and help section (orbooklet) of the game to give to the students.Dur<strong>in</strong>g the lesson:• Beg<strong>in</strong> by expla<strong>in</strong><strong>in</strong>g the objectives of thesession.• Demonstrate the game and expla<strong>in</strong> howcommon tasks are per<strong>for</strong>med (e.g. access<strong>in</strong>gHelp, navigat<strong>in</strong>g through menus or mov<strong>in</strong>g thecharacter).28


4.1.2 Promot<strong>in</strong>g good, safe andhealthy gam<strong>in</strong>g habitsLike any other <strong>for</strong>m of activity, digital gamesshould be used wisely and appropriately.There<strong>for</strong>e, you as <strong>teachers</strong>, and also parents andpupils, should be <strong>in</strong><strong>for</strong>med of good gam<strong>in</strong>g habits.Follow<strong>in</strong>g these guidel<strong>in</strong>es should help to ensurethat digital games do not negatively affectchildren’s physical and mental health.Teachers and parents need to regulate theamount of time dur<strong>in</strong>g which children play.Children might be asked to set the length of theplay session themselves. Some children may f<strong>in</strong>d ithard to stop play<strong>in</strong>g but this could be due to thefact that they are try<strong>in</strong>g to avoid boredom. It isgood practice to encourage children to playdifferent types of game genres to challenge them<strong>in</strong> different ways. For example, children mightalternate between action games, strategy gamesand puzzles.Children should be encouraged to exerciseregularly <strong>in</strong> addition to play<strong>in</strong>g digital games,except of course if these digital games <strong>in</strong>cludeexercis<strong>in</strong>g. In addition, it is important tocommunicate with them and take the time to listento their success <strong>in</strong> the adventure they haveundertaken. They should also be made aware ofpotential issues and risks such as bully<strong>in</strong>g and be<strong>in</strong><strong>for</strong>med of the resources they can contact tocompla<strong>in</strong>.F<strong>in</strong>ally, <strong>in</strong><strong>for</strong>mation should be provided to yourteacher colleagues, parents and course-boardmembers on the pedagogical process, thepreparation and the learn<strong>in</strong>g objectives of gamebased-learn<strong>in</strong>g.This <strong>in</strong><strong>for</strong>mation should be givenbe<strong>for</strong>e and while us<strong>in</strong>g the game.4.2 Evaluat<strong>in</strong>g and strengthen<strong>in</strong>gpupils’ knowledge througha debrief<strong>in</strong>g session4.2.1 General considerations toconduct a debrief<strong>in</strong>g sessionDigital games can promote many different cognitiveskills; however, some of the aptitudes needed tomake a connection between the game and thecurriculum, such as reflection, observation,prediction or theory-build<strong>in</strong>g, are not always built<strong>in</strong>to the digital game. It is there<strong>for</strong>e necessary to<strong>in</strong>clude a debrief<strong>in</strong>g session through which pupilswill have an opportunity to reflect on the content ofthe game, and to share the knowledge that theyhave acquired. The debrief<strong>in</strong>g session can also beused to ask children to expla<strong>in</strong> how they feel aboutthe digital game and describe their achievements orfrustrations. Debrief<strong>in</strong>g sessions are a way to makea l<strong>in</strong>k between the game and the learn<strong>in</strong>goutcomes. Dur<strong>in</strong>g a debrief<strong>in</strong>g session, you shouldencourage pupils to relate to their experience andto discuss what they have learned while play<strong>in</strong>g.You might ask students to compare the differentmethods or techniques presented <strong>in</strong> the digitalConduct<strong>in</strong>g a play session429


Conduct<strong>in</strong>g a play session4game, or to describe the different solutions theyhave tried, and identify the ones that have worked<strong>for</strong> them. If the game is used to discuss sensitiveissues, the characters of the story can be used asthe start<strong>in</strong>g po<strong>in</strong>t <strong>for</strong> discussion. Pupils might beasked to comment on the behaviour of somecharacters, the consequences of their acts andpossible actions to solve the issues. After runn<strong>in</strong>gthe debrief<strong>in</strong>g session, you should summarize thedifferent po<strong>in</strong>ts brought <strong>for</strong>ward <strong>in</strong> the discussion30


and the learn<strong>in</strong>g objectives of the session. Youshould also ask pupils to summarize what theyhave learned from the digital game. This will help to<strong>for</strong>malize and memorize the concepts and ideas<strong>in</strong>troduced. The issues raised dur<strong>in</strong>g the debrief<strong>in</strong>gsession can then be referred to dur<strong>in</strong>g <strong>for</strong>malclasses.The strategy <strong>for</strong> the debrief<strong>in</strong>g session issummarized below:• Review learn<strong>in</strong>g objectives.• Ask pupils to answer questions stated at thestart of the session.• Ask pupils to relate to their experience.• Initiate discussions.• Make the l<strong>in</strong>k between the game experienceand the learn<strong>in</strong>g objectives.• Summarize f<strong>in</strong>d<strong>in</strong>gs.• Dur<strong>in</strong>g <strong>for</strong>mal classes, refer to f<strong>in</strong>d<strong>in</strong>gs madewhile play<strong>in</strong>g the game.4.2.2 General understand<strong>in</strong>gof the gameAfter play<strong>in</strong>g a digital game, pupils should havea good understand<strong>in</strong>g of its goal and objectives.They need to understand the purpose andchallenges raised by the game. Ask<strong>in</strong>g pupils thefollow<strong>in</strong>g questions will help you to assess theirgeneral understand<strong>in</strong>g of the game:• Where and when does the scene take place?• What is the goal of the game?• Who is the ma<strong>in</strong> character?• What are the ma<strong>in</strong> challenges faced by thema<strong>in</strong> character?• What do you need to do to be successful <strong>in</strong>this game?• What items do you use to help you pursueyour quest?• What prevents you from achiev<strong>in</strong>g your goal?(e.g. characters, events, etc.)• What are the ma<strong>in</strong> issues raised by the game?• Who are the ma<strong>in</strong> protagonists?4.2.3 General understand<strong>in</strong>g of theissues raised by the gameWhen you have ensured that pupils haveunderstood the general goals of the game, it istime to check that they understand the underly<strong>in</strong>gideas or topics <strong>in</strong>troduced by the game so thata l<strong>in</strong>k can be established between the game andthe topic taught. For this purpose, you can ask thefollow<strong>in</strong>g questions:• What is the ma<strong>in</strong> topic of the game?• Do the events that take place <strong>in</strong> the gamerem<strong>in</strong>d you of someth<strong>in</strong>g you know, orsometh<strong>in</strong>g you have heard of from yourfriends, family or on TV?• Why do you th<strong>in</strong>k this topic is important?• What did you learn from this game?Conduct<strong>in</strong>g a play session431


4.2.4 L<strong>in</strong>k<strong>in</strong>g game concepts to reallifeConduct<strong>in</strong>g a play sessionWhile pupils might understand the game's goals, itis particularly important that they understand keypr<strong>in</strong>ciples <strong>in</strong> the digital game that mirror real lifeconcepts. You might especially ask them toexpla<strong>in</strong> key actions <strong>in</strong> the game and theirconsequences. For example, if you have chosento use the game Global Conflicts: Lat<strong>in</strong> America toexpla<strong>in</strong> <strong>in</strong>dustrial pollution <strong>in</strong> South America, youcould ask the follow<strong>in</strong>g questions:• What are the causes of pollution <strong>in</strong> SouthAmerica?• What are the effects of <strong>in</strong>dustrial pollution onpeople liv<strong>in</strong>g near maquiladoras?• What would happen if all maquiladoras wereclosed-down?4.2.5 Factual <strong>in</strong><strong>for</strong>mation4Be<strong>for</strong>e start<strong>in</strong>g the game, you should give a list offactual <strong>in</strong><strong>for</strong>mation that pupils need to gather whileplay<strong>in</strong>g. After the game, they will need to showthat they have remembered important locations,names or dates from the game.32


5. FrequentlyAskedQuestionsQuestions


Frequently Asked QuestionsAre digital games bad <strong>for</strong> pupils’ health?If children are taught healthy and safe habitsand if a balance is ma<strong>in</strong>ta<strong>in</strong>ed between playand other activities, digital games can bea fulfill<strong>in</strong>g activity with little or no risk.How can I make sure that the digitalgame I have chosen is appropriate <strong>for</strong>my pupils?You need to check the game rat<strong>in</strong>g and to playthe game yourself to assess whether it isappropriate <strong>in</strong> terms of language, violence andeducational content.How can I make sure children will learnfrom the game?Our mach<strong>in</strong>es are very old and can’t rungames supplied on CD-ROMS. What areour options?If your mach<strong>in</strong>es’ specifications are <strong>in</strong>adequate<strong>for</strong> games supplied on a CD-ROM, you mighttry Java or Flash-based games. These games(especially those us<strong>in</strong>g Flash) are lightweightand not so processor-<strong>in</strong>tensive.We have a very low budget <strong>for</strong> digitalgames. How can we obta<strong>in</strong> good-valuegames <strong>for</strong> learn<strong>in</strong>g?Whereas COTS (Commercial-Off-The-Shelf)games can be expensive, many other digitalgames with educational benefits can be used<strong>for</strong> free. Alternatively, digital games can berented.5Not all digital games are built with educationalobjectives <strong>in</strong> m<strong>in</strong>d. However, some can provesuccessful <strong>in</strong> teach<strong>in</strong>g or <strong>in</strong> <strong>in</strong>troduc<strong>in</strong>g basicpr<strong>in</strong>ciples. The most important part is thedebrief<strong>in</strong>g session, because it enables you tomake a l<strong>in</strong>k between the game content andthe learn<strong>in</strong>g objectives.How can I know whether children willenjoy the game?It is very difficult to know exactly what gamechildren will or won’t like. However, a goodstart<strong>in</strong>g po<strong>in</strong>t is to read the reviews provided <strong>in</strong>onl<strong>in</strong>e <strong>for</strong>ums and magaz<strong>in</strong>es.34


Can digital games replace traditionalclasses?No. Digital games cannot replace traditionalclasses. However, they can considerably helpto <strong>in</strong>volve and to motivate children. Somechildren might f<strong>in</strong>d some topics very difficult tounderstand until they experience them throughplay, and digital games can provide them withthis opportunity. In this regard, digital games donot replace traditional classes but <strong>in</strong>steadprovide an additional way to reach children andenable them to understand topics that theymight otherwise f<strong>in</strong>d too complicated.Is there any evidence that digitalgames can help learn<strong>in</strong>g?Yes. Several reports have shown that digitalgames can be used effectively <strong>in</strong> schools toimprove both learn<strong>in</strong>g and motivation. Theresource section lists some of these reports.Frequently Asked Questions535


6. Resources <strong>for</strong><strong>teachers</strong>Resources


6.1 Further read<strong>in</strong>g on the use ofdigital games <strong>for</strong> learn<strong>in</strong>g6.1.2 Reports on the use of digitalgames <strong>for</strong> learn<strong>in</strong>gResources <strong>for</strong> <strong>teachers</strong>6.1.1 Books on the learn<strong>in</strong>g benefitsof digital gamesGee, J. P. (2008).What Digital <strong>Games</strong> Have to Teach UsAbout Learn<strong>in</strong>g and Literacy. New York &Bas<strong>in</strong>gstoke: Palgrave Macmillan.Prensky, M. (2006).Don't Bother Me Mom – I'm Learn<strong>in</strong>g!St. Paul, MN.: Paragon House Publishers.Shaffer, D. W. (2008).How Computer <strong>Games</strong> Help Children Learn.New York & Bas<strong>in</strong>gstoke: Palgrave Macmillan.<strong>European</strong> <strong>Schoolnet</strong> (2009). <strong>Games</strong> <strong>in</strong><strong>Schools</strong> XLIII . F<strong>in</strong>al report available at:http://games.eun.org/upload/gisfull_report_en.pdf.Synthesis report available at:http://games.eun.org/upload/gissynthesis_report_en.pdfFuturelab (2007). Teach<strong>in</strong>g with <strong>Games</strong>. F<strong>in</strong>alreport available at:http://www.futurelab.org.uk/resources/documents/project_reports/teach<strong>in</strong>g_with_games/TWG_report.pdfISSA Press Release (2007). Digital games MayOffer Health Benefits, Experts Suggest.Available at: http://www.issaonl<strong>in</strong>e.com/pressroom/downloads/exerta<strong>in</strong>ment.pdfBECTA (2006). Computer <strong>Games</strong> <strong>in</strong> Education:Report. Available at:http://partners.becta.org.uk/<strong>in</strong>dex.php?section=rh&rid=135956XLIIIOf particular <strong>in</strong>terest are the case studies provid<strong>in</strong>g concrete examplesof the use of games <strong>in</strong> <strong>European</strong> classrooms, described <strong>in</strong> brief <strong>in</strong> thesynthesis report and <strong>in</strong> detail <strong>in</strong> the complete f<strong>in</strong>al report.BECTA (2006). The Becta Review: Evidence onthe Progress of ICT <strong>in</strong> Education. Available at:http://publications.becta.org.uk/download.cfm?resID=25948Teem (2002). Report on the Educational Use ofDigital games. Available at:http://www.teem.org.uk/publications/teem_games<strong>in</strong>ed_full.pdf38


6.2 Web portals <strong>for</strong> digitalgames <strong>for</strong> learn<strong>in</strong>ghttp://www.ramogames.com/http://CoolMath4kids.comhttp://www.arcademicskillbuilders.com/http://www.learn<strong>in</strong>ggames<strong>for</strong>kids.com/http://www.vocabulary.co.il/http://www.vocabulary.co.il/http://www.Spell<strong>in</strong>gCity.com/http://hotpot.uvic.ca/http://www.Bra<strong>in</strong>POP.comhttp://www.<strong>in</strong>teractivestuff.org/sums4fun/colquiz.htmlhttp://kids.nationalgeographic.com/<strong>Games</strong>/http://funschool.kaboose.com/http://www.prongo.com/games/http://www.thekidzpage.com/learn<strong>in</strong>ggames/<strong>in</strong>dex.htmhttp://www.sheppardsoftware.com/web_games_menu.htmhttp://www.gamequarium.com/http://www.kidsgames.org/http://www.theproblemsite.com/http://www.funbra<strong>in</strong>.com/http://www.primarygames.com/Resources <strong>for</strong> <strong>teachers</strong>639


Glossary of termsADDADHDAttention Deficit DisorderAttention Deficit and HyperactivityGlossary of termsAICBTGBLFPSLMSMODDisorderArtificial IntelligenceComputer Based Tra<strong>in</strong><strong>in</strong>gGame Based Learn<strong>in</strong>gFirst Person ShooterLearn<strong>in</strong>g Management SystemModified version of a Digital gameMMORPGRAMRPGRTSSCORMMassive Multiplayer Onl<strong>in</strong>e RolePlay<strong>in</strong>g <strong>Games</strong>Random Access MemoryRole Play<strong>in</strong>g GameReal Time Strategy GameSharable Content Object ReferenceModel40


1 Norman, D. A. (1993). Th<strong>in</strong>gs that MakeUs Smart: Defend<strong>in</strong>g Human Attributes <strong>in</strong>the Age of the Mach<strong>in</strong>e. New York:Addison-Wesley.2 Carroll, J. M. (1990). The NurnbergFunnel. Cambridge, MA: MIT Press.3 Carroll, J. M. (1998). M<strong>in</strong>imalism beyondthe Nurnberg Funnel. Cambridge, MA:MIT Press.4 Vygotsky, L. S. (1978). M<strong>in</strong>d <strong>in</strong> Society:The Development of Higher PsychologicalProcesses. Cambridge, MA: HarvardUniversity Press.5 Kolb, D. A. and Fry, R. (1975). Toward anapplied theory of experiential learn<strong>in</strong>g.In C. Cooper (ed.) Theories of GroupProcess, London: John Wiley.6 Csíkszentmihályi, M. (1990). Flow:The Psychology of Optimal Experience.New York: Harper and Row.7 Emmelkamp, P. M. G., Bruynzeel, M.,Drost, L., van der Mast, C. A. P. G. (2001).Virtual Reality treatment <strong>in</strong> acrophobia:a comparison with exposure <strong>in</strong> vivo.Cyberpsychology & Behavior. June 2001,4(3): 335-339.8 ISSA (International Sports SciencesAssociation) Press Release (2007).Digital games May Offer Health Benefits,Experts Suggest. Available at:http://www.issaonl<strong>in</strong>e.com/pressroom/downloads/exerta<strong>in</strong>ment.pdf9 Schmalstieg, D. and Wagner, D. (2007).Experiences with Handheld AugmentedReality. Proceed<strong>in</strong>gs of the 6 th IEE andACM International Symposium on Mixedand Augmented Reality (ISMAR 2007),3-15.10 Squire, K. (2004). Replay<strong>in</strong>g History:Learn<strong>in</strong>g World History through Play<strong>in</strong>gCivilization III. Available at:http://website.education.wisc.edu/kdsquire/dissertation.htmlReferences41


References11 Egenfeldt-Nielsen (2007). EducationalPotential of Computer <strong>Games</strong>. London:Cont<strong>in</strong>uum.12 Sand<strong>for</strong>d, R., and Williamson, B. (2004).Rac<strong>in</strong>g Academy: A Futurelab prototyperesearch report. Available at:http://www.futurelab.org.uk/resources/documents/project_reports/Rac<strong>in</strong>g_Academy_research_report.pdf13 Squire, K. and Jenk<strong>in</strong>s, H. (2004).Harness<strong>in</strong>g the power of games <strong>in</strong>education. Insight, 3 (5), 7-33.14 Kebritchi, M., Hirumi, A. and Bai, H. (2008).The Effects of Modern Math Computer<strong>Games</strong> on Learners’ Math Achievementand Math Course Motivation <strong>in</strong> a PublicHigh School Sett<strong>in</strong>g. Available at:http://www.dimensionm.com/docs/UCFResearch_Brief_June_202008.pdf42


This <strong>handbook</strong> has been written <strong>in</strong> the framework of <strong>European</strong> <strong>Schoolnet</strong>'s <strong>Games</strong> <strong>in</strong><strong>Schools</strong> project which began <strong>in</strong> January 2008 and ended <strong>in</strong> June 2009. The project'saim was to analyse the current situation <strong>in</strong> eight countries (Austria, Denmark, France,Italy, Lithuania, the Netherlands, Spa<strong>in</strong> and UK) with regard to games based learn<strong>in</strong>g.It is composed of various elements, <strong>in</strong>clud<strong>in</strong>g a synthesis and f<strong>in</strong>al report based onthe results of a Europe-wide <strong>teachers</strong>' survey, case studies and <strong>in</strong>terviews withrelevant national policy makers, researchers and experts, as well as an onl<strong>in</strong>ecommunity of practice and f<strong>in</strong>ally the present <strong>teachers</strong>' <strong>handbook</strong>.This <strong>handbook</strong> is <strong>in</strong>tended <strong>for</strong> <strong>teachers</strong> <strong>in</strong>terested <strong>in</strong> us<strong>in</strong>g digital games <strong>in</strong> theirlessons. It provides the necessary <strong>in</strong><strong>for</strong>mation to understand the educational benefitsof digital games and to learn how to use them as educational and motivationalresources. After read<strong>in</strong>g this <strong>handbook</strong>, <strong>teachers</strong> should be able to make <strong>in</strong><strong>for</strong>meddecisions on the choice and use of digital games <strong>in</strong> the classroom, and obta<strong>in</strong> all thebenefits digital games can offer.<strong>European</strong> <strong>Schoolnet</strong> (EUN - www.europeanschoolnet.org) is a network of 31 M<strong>in</strong>istries of Education <strong>in</strong>Europe and beyond. EUN was created more than 10 years ago to br<strong>in</strong>g about <strong>in</strong>novation <strong>in</strong> teach<strong>in</strong>g andlearn<strong>in</strong>g <strong>for</strong> its key stakeholders: M<strong>in</strong>istries of Education, schools, <strong>teachers</strong> and researchers.The Interactive Software Federation of Europe (ISFE – www.isfe-eu.org) was established <strong>in</strong> 1998 torepresent the <strong>in</strong>terests of the <strong>in</strong>teractive software sector vis-à-vis the EU and <strong>in</strong>ternational <strong>in</strong>stitutions.Thirteen major publishers of <strong>in</strong>teractive software and thirteen <strong>in</strong>teractive software trade associationsthroughout Europe have jo<strong>in</strong>ed ISFE.

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