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Alignment of Games and Learning Goals

The use of games to teach is hardly new. The game of Go has been used for more than 4,000 years to train military strategists, intellectuals, chief executives, and high-ranking officials. Today this ancient lineage is extended by the integration of many games, old and new, with computer technology, which has amplified their use for education and training.

Computer games, sometimes called video games, are multimedia environments that respond rapidly to users’ actions, introduce content as competition or challenges, include a story line with specific objectives to be attained, and are conducted with specific rules for participation. Such games are played by Americans of school age for an average of 13.2 hours per week, with males spending 16.4 and females 9.2 hours playing them. Given this intense, voluntary level of use outside of formal education and training, game-based instruction could become a successful, competitive, cost-effective approach for providing instruction. It is not surprising that educators and trainers concerned with preparing instruction for individuals of all ages are including games along with other instructional strategies. This entry first discusses research on transfer from games to cognitive processes and to other tasks and functions. It then looks at the terms used to describe games and the need for a game taxonomy. Finally, it discusses the effects of games on school learning, features that may increase learning from games, the effects of violence and competition in games, and the development of games used for learning.

Transfer From Games

People do learn from games. A number of studies have found near and far transfer to external (nongame) tasks from gameplaying. What is missing is a technology, or simply a set of techniques, for designing environments that are genuinely games and that also reliably produce specified learning outcomes. Presently, the most general conclusion regarding the use of games in instruction is that if transfer from games to external tasks is intended, cognitive task analyses of both the game and the external tasks are needed to determine the overlap in the cognitive processes engaged by both. The greater the overlap, the more likely transfer might occur. Transfer cannot be assumed merely from apparent similarities between games and tasks, since superficial appearances do not necessarily engage similar cognitive processes. It is the overlap in cognitive processes that enables games to be aligned with learning goals.

Transfer to noncognitive constructs has also been demonstrated. In studies comparing them to nonplaying controls, gameplayers showed more global empathy and interest in learning about other countries, motivation for learning foreign languages, and a desensitization of physiological and neural responses to real-life violence.

Improvement in Cognitive Processes

A growing body of research finds that extended playing of action games, often called first-person shooter (FPS) games, transfers to improvements in basic cognitive processes dealing with perception, attention, mental rotation, task switching, and executive control. Causal links between frequent action gameplaying and improvements in cognitive processes have been established. Individuals who have little or no experience with such games and are randomly assigned either to FPS games or to control conditions have found improvements in the cognitive processes investigated for FPS players. These improvements may be attributable to increases in speed of processing, sensitivity to inputs from the environment, resistance to distraction, and flexibility in allocating cognitive as well as perceptual resources.

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