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Better Learning through Gaming?
From the April 2006 Issue of InFocus
A screen shot of the University of North
Carolina at Greensboro's Econ 100, which delivers the undergraduate
Economics 201 course through a video game. Students guide
an alien race through the establishment of a new society,
playing the game through a Web browser.
Photo courtesy
of University of UNCG.
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Economics can be a dauntingif not drysubject matter
to an undergraduate student. From an educator's perspective, lower
level courses also lend themselves to memorization and regurgitation,
with little application or learning retention. The Division of Continual
Learning at the University of North Carolina at Greensboro
is working on an extremely innovative delivery method that promises
to address both problems.
Next fall, UNCG will offer its Economics 201 course for the first
time as Econ100in
the form of an online video game. It will become only the second
course offered entirely through this experimental delivery method,
with no face-to-face interaction, and no textbook. Instead, a student
enrolled in the course will become the virtual leader of a group
of aliens crash-landed on a post-Apocalyptic Earth, forced to create
a society complete with a form of government and a sustainable economic
engine. Students will play the gamewhich consists of all original
artwork, sound effects and musical scores, and a 3-D look and feelthrough
a Web browser.
"We decided to deliver it as a game for engagement and application,"
says Robert Brown, Dean of the Division of Continual Learning. "Seventy-five
percent of college students play gamesthey leave their lectures
and go back to their residence halls and play themso why not
take this opportunity to use a form of delivery that we know students
are already using? One of the problems with economics is students
learn the terminology and principals, but they dont apply
them. Here, they have to use that knowledge, and this increases
not only comprehension, but retention."
Overcoming Gaming's Stigma
Video gaming has grown into a $10 billion-a-year industry domestically,
trailing only the film and music industries and steadily trimming
the gap. Yet according to Scott Hutchinson, Continuing Education
Program Specialist in Fine Arts at UCLA Extension, game playing
has thus far been viewed by institutionsand parentsprimarily
as an entertainment form. With violent and explicit content driving
sales to console game players, some of the most popular video games
generate the most negative press. Generally, health experts shun
game playing in favor of any type of physical activity. But Hutchinson
says gaming does hold educational value.
"The wonderful thing about game technology, and about what
has been happening over the past 10 years, is that a tremendous
amount of money has been poured into the development of these games,
many of which a lot of us do not like," he says. "But
the technology that is driving this is also driving some true innovations
that are being moved into ancillary areas that might now be considered
game design. The road has been paved by these console games."
At UCLA, Hutchinson and his colleagues have been utilizing video
games in conjunction with education in a variety of ways, through
a campus-wide initiative to integrate gaming principles into different
departments. Approaches vary from seeking out existing games with
components that translate to the classroom (of which Hutchinson
says there are, to the surprise of some, quite a few), to building
games from scratch or modifying existing games through IT resources,
to actually developing games in conjunction with professional game
designers.
"The question is whether the learning takes place in a strategic
context," he says. "Slides, or a podcast, are probably
not the right context to teach you how to land a 747. A flight simulator
is much more meaningful."
At Carnegie Mellon University, for example, the Entertainment
Technology Center in conjunction with the Fire Department of New
York last summer developed "Hazmat: Hotzone," a simulation
that uses video game technology to train first responders how to
respond to hazardous materials emergencies. The game, like the ones
utilized at UCLA, augments existing faceto-face teaching and other
methods of instruction. Carnegie Mellon last fall released another
game, "PeaceMaker," that drew praise for how it teaches
students, through assuming the role of the Palestinian president
or Israeli prime minister, to maintain peace in a volatile region.
Delivery Method Carries Risk
Hutchinson cautions that because educators and the public have
initially resisted games as an educational tool, there is a general
lack of research in the area, and educators must be careful before
leaping into a new technology that can be used improperly. "How
is it going to be interesting" he asks, "and not the same
thing as when video was introduced in the 70s and was not used properly,
or when courses used Edugames that didnt match up with what
was going on in the classroom?"
The costs also can be steep upon entry. At UNCG, where the ECON100
online game constitutes the entirety of the eight-week, threecredit
course, some 45 people including nine fulltime employees have been
working on the project since its inception less than a year ago.
Costs have already reached into the six-figure range with approximately
35 percent of the work complete, with the funding coming entirely
out of the Division of Continual Learnings budget.
Still, Dean Brown notes that once the game launches, opportunities
to recoup the initial investment will present themselves. While
the course is expected to draw about 50 students next fall, UNCG
already plans to extend it to other institutions. And publishers
have shown interest in using the game to augment their own texts.
The course already exists as a face-to-face microeconomics class,
so only the delivery method is being changed. Assessment is built
into the game, which grades players as they make their way through
three quests. "The risk is really being taken by the Division
of Continual Learning, which is underwriting the whole thing,"
says Brown.
As for concerns that adult learners may be slower to embrace the
gaming format, a tutorial of sorts is used during the early stages
of the game. "Students, like their first day in any class,
have to become familiar with the environment, so thats built
into the first quest," says Scott Brewster, Director of Online
Development and Support at UNCG. "We know there will be adult
students who may not be game players, so they can use that stage
to become comfortable."
Doug Davala
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