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Commercial	
  Video	
  Games
                            as	
  Prepara1on	
  for	
  Future	
  Learning




                                                                  Dylan	
  Arena
                                                               Stanford	
  University
                                                                   June	
  2012




Tuesday, June 26, 12

Hi!	
  	
  OK,	
  I’m	
  gonna	
  get	
  started.	
  	
  I’ll	
  be	
  talking	
  today	
  about	
  the	
  poten1al	
  of	
  using	
  commercial	
  
video	
  games	
  as	
  prepara1on	
  for	
  future	
  learning.
Background




Tuesday, June 26, 12
First I’ll set the stage a little bit…
Tuesday, June 26, 12

We	
  in	
  the	
  GLS	
  community	
  claim	
  that	
  gameplay	
  can	
  be	
  great	
  for	
  learning,	
  and	
  by	
  that	
  we	
  tend	
  to	
  
mean	
  two	
  things:
Tuesday, June 26, 12

First,	
  that	
  we	
  can	
  design	
  learning-­‐based	
  games	
  (like	
  Quest	
  Atlan1s)	
  to	
  support	
  “schoolish”	
  
learning…
Tuesday, June 26, 12

…and	
  second,	
  that	
  we	
  can	
  observe	
  other	
  interes1ng	
  kinds	
  of	
  learning	
  even	
  in	
  commercial,	
  off-­‐
the-­‐shelf	
  games	
  (like	
  World	
  of	
  WarcraY).
Tuesday, June 26, 12

A	
  third	
  claim—that	
  simply	
  playing	
  commercial	
  games	
  recrea1onally…
Tuesday, June 26, 12

…could	
  help	
  with…
Tuesday, June 26, 12

…schoolish	
  stuff—
Tuesday, June 26, 12

—seems	
  a	
  bit	
  silly	
  at	
  first,	
  if	
  only	
  because	
  most	
  schoolish	
  tests	
  focus	
  on	
  retrieval	
  of	
  facts	
  that	
  
most	
  commercial	
  games	
  aren’t	
  designed	
  to	
  teach.
Tuesday, June 26, 12

But	
  if	
  we	
  broaden	
  our	
  view,	
  it’s	
  a	
  bit	
  less	
  silly.
Theory




Tuesday, June 26, 12
Here’s a thought experiment to help make clear why.
Tuesday, June 26, 12

Imagine	
  spli]ng	
  a	
  class	
  in	
  half:	
  half	
  get	
  to	
  explore	
  a	
  forest	
  (turning	
  over	
  rocks,	
  looking	
  inside	
  
ro_en	
  logs,	
  poking	
  ant	
  hills)	
  and	
  half	
  don’t	
  (they	
  just	
  stand	
  quietly	
  facing	
  the	
  wall).	
  
Forest	
  ecosystem	
  test




Tuesday, June 26, 12

Then	
  bring	
  both	
  groups	
  back	
  into	
  class	
  and	
  give	
  ‘em	
  a	
  tradi1onal	
  mul1ple-­‐choice	
  test	
  about	
  
forest	
  ecosystems.	
  	
  You’d	
  expect	
  no	
  difference,	
  right?	
  	
  It’s	
  unlikely	
  that	
  just	
  exploring	
  the	
  forest	
  
would	
  give	
  kids	
  the	
  kind	
  of	
  knowledge	
  they’d	
  need	
  to	
  pick	
  correct	
  answers	
  on	
  a	
  mul1ple-­‐choice	
  
test.
Forest	
  ecosystem	
  test



                                                 Forest Ecosystem
                                                      Lecture



Tuesday, June 26, 12

But	
  imagine	
  then	
  giving	
  a	
  LECTURE	
  about	
  forest	
  ecosystems—ground	
  cover,	
  canopy,	
  decay	
  and	
  
new	
  growth,	
  etc.	
  	
  It’s	
  possible	
  that	
  the	
  kids	
  who	
  had	
  just	
  been	
  out	
  exploring	
  a	
  forest	
  might	
  
engage	
  more	
  with	
  that	
  lecture	
  and	
  hence	
  learn	
  more.
Forest	
  ecosystem	
  test



                                                    Forest Ecosystem
                                                         Lecture

                                                            Forest	
  ecosystem	
  test


Tuesday, June 26, 12

If	
  you	
  then	
  test	
  everyone	
  again	
  aYer	
  the	
  lecture,	
  you	
  might	
  observe	
  some	
  previously	
  hidden	
  
benefits	
  of	
  the	
  forest	
  field	
  trip.

The	
  point	
  is	
  that	
  what	
  we	
  bring	
  into	
  a	
  learning	
  situa1on	
  (like	
  a	
  lecture)	
  is	
  obviously	
  very	
  
important.	
  	
  But	
  it	
  can	
  be	
  hard	
  to	
  measure	
  what	
  we	
  bring	
  in,	
  especially	
  when	
  it	
  isn’t	
  stable,	
  well-­‐
structured	
  factual	
  knowledge.
Prepara1on	
  for	
  Future	
  Learning	
  
                  (PFL)	
  [Bransford	
  &	
  Schwartz,	
  1999]
                                                                                           Bad (or no)
               Good Experience
                                                                                           Experience


                                               Sequestered-­‐Problem-­‐Solving	
  test



                                                    Future Learning

                                             Prepara1on-­‐for-­‐Future-­‐Learning	
  test


Tuesday, June 26, 12

That’s	
  where	
  the	
  “Prepara1on	
  for	
  Future	
  Learning”	
  part	
  of	
  my	
  1tle	
  comes	
  in.	
  PFL	
  is	
  an	
  
     assessment	
  framework	
  designed	
  to	
  measure	
  inchoate	
  forms	
  of	
  prior	
  knowledge	
  that	
  
     tradi1onal	
  (or	
  “sequestered-­‐problem-­‐solving”)	
  tests	
  miss.
This	
  slide	
  shows	
  a	
  generalized	
  diagram	
  of	
  the	
  forest-­‐test-­‐lecture-­‐test	
  scenario	
  I	
  just	
  described:	
  
some	
  learners	
  have	
  a	
  good	
  (which	
  is	
  to	
  say,	
  learning-­‐relevant)	
  experience,	
  and	
  others	
  don’t.	
  	
  On	
  
a	
  Sequestered-­‐Problem-­‐Solving	
  test,	
  they	
  look	
  about	
  the	
  same.	
  	
  But	
  if	
  you	
  then	
  provide	
  a	
  
learning	
  opportunity	
  that	
  is	
  designed	
  to	
  mold	
  that	
  prior	
  experience	
  into	
  a	
  formal	
  knowledge	
  
structure	
  and	
  test	
  ‘em	
  again,	
  you	
  can	
  detect	
  the	
  benefits	
  (or	
  lack	
  thereof)	
  of	
  the	
  experience.
Study Design




Tuesday, June 26, 12
In a moment I’ll talk about how I used the PFL framework, but first, a point about my
study-design goals.
Reports on the state of the field, like the 2011 National Research Council report,
describe the evidence for games supporting schoolish learning as “emerging”,
“inconclusive”, and “very limited”, with “gaps and weaknesses” that “make it difficult
to...demonstrate their effectiveness...”
These statements reflect the fact that many stakeholders want from the GLS community
something like an FDA study: a randomized field trial with an intention-to-treat analysis
and very traditional, schoolish operationalizations of learning. So I decided to try to run
one.
Study Design




Tuesday, June 26, 12
Here’s a first pass at the study design, stripped down so you can see the parallels with
   the forest-field trip example (more details will follow).
I randomly assigned community-college students to three conditions: play Civilization 4,
   play Call of Duty 2, or play no game. (I just gave gameplay participants the games
   they’d been assigned and told ‘em to play at home however they normally play, for at
   least 15 hours over the course of about 5 weeks.)
Study Design




Tuesday, June 26, 12
Then I had all participants come in and take a 16-item multiple-choice test about World
 War II history.
Study Design




Tuesday, June 26, 12
Then I had them watch a 20-minute narrated-slideshow lecture about World War II
 history.
Study Design




Tuesday, June 26, 12
Then I gave ‘em another multiple-choice test about World War II history (this time 36
 items).
Study Design




Tuesday, June 26, 12
So that’s the basic study design. Here I’ll fill in a few more details.
Study Design




Tuesday, June 26, 12
First, the participants were 102 local community-college students (Control: n = 33;
  CoD2: n = 34; Civ4: n = 35; 16-42 yrs, median 20 yrs; 64% female) whom I
  compensated with course credit and (if they played for the full 15 hours) pay; all had
  completed a huge demographic questionnaire (roughly 280 questions) as part of their
  research-participation program; and the way I explained the study was that everyone
  would get a free game and (possibly) a gift card, with the only differences being
  *which* game and *when* the gameplay would occur (before or after the in-person
  session); this way Control participants wouldn’t feel shortchanged.
Study Design




Tuesday, June 26, 12
The way I verified gameplay was by collecting and analyzing participants’ save-game
 files (auto-generated by games so players can pick up where they left off).
Study Design




Tuesday, June 26, 12
All players whose save-game files showed evidence of at least 15 hours of gameplay
  were compensated with $75 gift cards (45 people earned ‘em: 11 Control, 15 CoD2,
  19 Civ).
(And you can see here that the “control” participants did receive a game to play for 15+
  hours and got compensated if they did so.)
Materials




Tuesday, June 26, 12
Now I’ll describe the games, lecture, and measures.
The Games




Tuesday, June 26, 12
I chose these games because they were (a) both really popular with players and critics
   when they were released in 2005; (b) from successful franchises of games; (c) and
   old enough to be playable on any modern computer but still new enough to seem
   “cool”.
The Games: Civilization IV




Tuesday, June 26, 12
Civ4 is a turn-based-strategy game.
The Games: Civilization IV




Tuesday, June 26, 12
You play as the immortal, autocratic ruler of a civilization, and your task is to guide your
 people through roughly 6000 years of history by making lots of choices.
The Games: Civilization IV




Tuesday, June 26, 12
You’re plopped down on some arbitrary Earth-like world, and you settle cities, build
 infrastructure, engage with other civilizations through diplomacy and/or warfare, and
 create wonders based on those in Earth’s history (like the Parthenon, or Rock ‘n’ Roll,
 or the Manhattan Project).
The Games: Civilization IV




Tuesday, June 26, 12
By the end of the game, you’ll have built a bunch of cities, fought some wars, and made
 a ton of choices.
The Games: Call of Duty 2




Tuesday, June 26, 12
CoD2 is a first-person-shooter game.
The Games: Call of Duty 2




Tuesday, June 26, 12
You play as a lowly soldier: a Soviet peasant repelling the German invasion; then later a
 Brit in the North African campaign; and finally an American in the invasion of France,
 ending the game by crossing the Rhine into Germany.
The Games: Call of Duty 2




Tuesday, June 26, 12
In contrast to Civ4, CoD2 is a real-time game in which you are required to navigate a
  3D environment and shoot things (like teddy bears).
The Games: Call of Duty 2




Tuesday, June 26, 12
You play as part of a small squad of soldiers overcoming various obstacles to reach the
 next objective, which is marked as a gold star on your map (lower left). CoD2
 gameplay is fast, twitchy, and visceral, not much time for thoughtful reflection—you
 just shoot whatever threatens you and move toward the next gold star. But it’s all
 happening in the historical context of WWII theaters of war.
The Lecture




Tuesday, June 26, 12
The lecture covered WWII from the initial troubles in Asia in the 1930s to the dropping of
 the atomic bombs. My primary resource for the lecture was a SparkNotes guide (like
 Cliff’s Notes: high-schoolers might use it to study for their history tests). I wrote the
 lecture to cover all of WWII but also to focus on two sets of themes, corresponding to
 the gameplay experiences that I predicted the two games would produce.
The Lecture




Tuesday, June 26, 12
I had hoped that (because of their gameplay experiences) Civ4 players would engage
  more with the Nations themes and CoD2 players would engage more with the Battles
  themes.
The Tests
   [SparkNotes] Pre2.1 From the perspective of Western leaders, Stalin’s actions as leader of
   the Union of Soviet Socialist Republics reflected an emphasis on which of the following
   concepts?
   individualism
   freedom
   human dignity
   aggression


   [NAEP] Post2.31 When the United States entered the Second World War, one of its allies was
   Germany
   Japan
   the Soviet Union
   Italy


   [CST] Post2.36 The purpose of the Manhattan Project was to
   provide economic aid to Latin American countries
   develop atomic weapons for the U.S. military
   bring about an end to poverty in U.S. urban areas
   offer assistance to relocated European refugees



Tuesday, June 26, 12
I built the pre- and post-lecture tests using traditional multiple-choice items that I pulled
  from three sets of standardized tests: a quiz from the back of the SparkNotes guide I
  mentioned; the National Assessment of Educational Progress; and the California
  Standards Tests. Here are three items.
Open-Ended Questions
   After post-lecture test, two scenarios not mentioned in the
   lecture




Tuesday, June 26, 12
So these traditional tests were my nod to the conservative folks out there who think that
 learning is factual retrieval. But we at GLS know better! So in addition to these
 traditional tests, I also included two sets of open-ended questions that described
 scenarios not mentioned in the lecture.
Open-Ended Questions
   After post-lecture test, two scenarios not mentioned in the
   lecture


   One for Nations, one for Battles




Tuesday, June 26, 12
One of these two scenarios was designed to pick up on a focus on the Nations themes I
 had tried to build into the lecture (and hence to favor Civ4 players), while the other
 was designed to pick up on a Battles focus (and hence favor the CoD2 players).
Open-Ended Questions
   After post-lecture test, two scenarios not mentioned in the
   lecture


   One for Nations, one for Battles


   Two questions per scenario:

               What’s going on?

               What would you want to ask to learn more?



Tuesday, June 26, 12
Participants were asked what they thought was going on in each scenario and, more
 importantly, what questions they’d want to ask to learn more.
Open-Ended Questions
                          (Nations focus)
   In 1940, in Mers-el-Kebir, Algeria, commanders of some British ships spoke with
   commanders of some French ships, and then the British ships fired on the French
   ships, sinking the ships and killing over 1,200 French sailors.



   Why do you think this might have happened? (Feel free to guess.)




   What questions would you ask to figure out why this happened? (Don't just say, "I would ask
   why this happened." That's too easy. Think about what kinds of facts about the situation you
   would want to know.)




Tuesday, June 26, 12
Here’s the first scenario (the Nations-focus one) and its two questions…
Open-Ended Questions
                          (Battles focus)
   On June 6, 1944, an American Ranger battalion landed on the beach at the foot of the
   cliffs of Pointe du Hoc, in France. They then climbed those cliffs under fire from the
   Germans to destroy a set of large artillery guns.



   Why do you think the Americans wanted to destroy the guns? (Don't just say, "To stop the
   Germans from using them." Be specific. Think about where the Germans might have wanted
   to use the guns.)



   What questions would you ask to figure out why this happened? (Don't just say, "I would ask
   why this happened." That's too easy. Think about what kinds of facts about the situation you
   would want to know.)




Tuesday, June 26, 12
…and here’s the Battles-focus scenario and questions.
Results




Tuesday, June 26, 12
My analysis protocol for the multiple-choice tests was to fit ANCOVA models using test
 scores as the outcome variables. To choose predictors, I created a candidate list of
 nine that I had reason to believe might be useful...
Candidate predictors for ANCOVA models

   • Gameplay condition




Tuesday, June 26, 12
Gameplay condition (operationalized differently by analysis)
Candidate predictors for ANCOVA models

   • Gameplay condition

   • Quarter of data collection




Tuesday, June 26, 12
quarter of data collection (to account for cohort effects)
Candidate predictors for ANCOVA models

   • Gameplay condition

   • Quarter of data collection

   • Gender




Tuesday, June 26, 12
gender
Candidate predictors for ANCOVA models

   • Gameplay condition

   • Quarter of data collection

   • Gender

   • Age




Tuesday, June 26, 12
age
Candidate predictors for ANCOVA models

   • Gameplay condition

   • Quarter of data collection

   • Gender

   • Age

   • Prior gameplay history




Tuesday, June 26, 12
prior-gameplay history (4-level ordinal from “never” to “> 6 times”)
Candidate predictors for ANCOVA models

   • Gameplay condition

   • Quarter of data collection

   • Gender

   • Age

   • Prior gameplay history

   • English proficiency level




Tuesday, June 26, 12
English proficiency (lots of non-native speakers in my sample)
Candidate predictors for ANCOVA models

   • Gameplay condition

   • Quarter of data collection

   • Gender

   • Age

   • Prior gameplay history

   • English proficiency level

   • Prior social-studies interest




Tuesday, June 26, 12
prior social-studies interest (5-level Likert)
Candidate predictors for ANCOVA models

   • Gameplay condition

   • Quarter of data collection

   • Gender

   • Age

   • Prior gameplay history

   • English proficiency level

   • Prior social-studies interest

   • Enjoyment of the assigned game




Tuesday, June 26, 12
enjoyment of the assigned game (obviously only relevant for gameplay participants)
Candidate predictors for ANCOVA models

   • Gameplay condition

   • Quarter of data collection

   • Gender

   • Age

   • Prior gameplay history

   • English proficiency level

   • Prior social-studies interest

   • Enjoyment of the assigned game

   • Pre-lecture-test scores (for post-lecture-test ANCOVA)


Tuesday, June 26, 12
and pre-lecture-test scores (obviously only for the post-lecture-test ANCOVA).

I then fed this candidate set of predictors into an all-possible-subsets selection
   procedure, which examines all combinations of the predictor set to find the model with
   the highest adj-R^2. To avoid capitalizing on spurious patterns in the data set, I also
   constrained it to include only models all of whose predictors were at least marginally
   significant. I call the resulting model the “parsimonious” model.
Parsimonious model for pre-lecture-test scores




                   Source                    df         SSTypeIII          F        η2       p
                English proficiency          1            70.86       13.32        .12   .00042**

                Residuals                 100            532.16
                                      R2adj = .11, F(1, 100) = 13.32, p = .00042




Tuesday, June 26, 12
The only predictor of pre-lecture-test scores was English proficiency. This is the SPS
 test from our PFL model. NOTE: If this were all we did to test the learning benefits of
 recreational commercial gameplay, we’d find no benefit. But on the post-lecture-test...
Parsimonious model for post-lecture-test scores



                   Source                  df          SSTypeIII          F          η2      p
                Received a game             1           88.97          4.05        .026   .047*
                Quarter                     2          125.40          2.85        .036   .063.
                Age                         1          123.55         5.63        .036     .020*
                English proficiency         1          104.52         4.76       .030     .032*
                Prior SS interest           4          334.12         3.80       .096     .0068**
                Game enjoyment              4          239.07         2.72       .069     .035*
                Pre-lecture test            1          145.08         6.60       .042     .012*

                Residuals                  87         1910.95
                                      R2adj = .36, F(14, 87) = 5.06, p < .0001




Tuesday, June 26, 12
...all of a sudden a lot is going on. The key points for this talk are (a) many things are
   involved in how players will learn from gaming experiences, and (b) gameplay
   participants significantly outscored control participants—i.e., they learned more from
   the lecture.
In fact, gameplay participants scored about 6% higher on the post-lecture test than did
   control participants (without considering covariates, just a straight means
   comparison). In the language of school, that translates to over four percentage points
   on an exam (74.3% for control participants and 78.6% for gameplay participants), or
   nearly half of a letter grade. Cohen’s d = .27, which is substantial for a randomized
   field trial.
Responses to open-ended questions




         Nations focus      Control CoD2 Civ4         Battles focus    Control CoD2 Civ4
              No                 22      21      15       No                 22      16      26
              Yes                11      13      20       Yes                11      18       9
                 Fisher’s exact test: p = .058               Fisher’s exact test: p = .030




Tuesday, June 26, 12
The other outcome measure, remember, was participants’ responses to open-ended
  questions about novel WWII scenarios. It turned out that participants’ gameplay
  experiences affected the focus of their responses, with Civ4 participants adopting a
  more global “Nations” focus and CoD2 participants adopting a more local “Battles”
  focus.
(The specific operationalization of my coding scheme for this scenario was to code
  participants as having a “Nations” focus if and only if (a) the participant’s questions
  mentioned Resources (including territory), Empires (including colonies), Defenses
  (including enemies), or Alliances (including treaties), or (b) the participant wrote of the
  actors as being the nations themselves (e.g., Britain, France) rather than agents of
  those nationalities (e.g., British commanders, French ships).
The operationalization of my coding scheme for this scenario was to code participants
  as having a “Battles” focus if and only if the participant’s questions mention (a)
  Weaponry (including capabilities of particular weapons), Terrain (including avenues of
  ingress for the engagement), Communication (but not including prior intelligence
  about the engagement), or Objectives (but not including consequences of the
  engagement) or (b) such tactical elements as the time course of the engagement,
  casualties, or troop size. (CoD2 participants’ responses tended to reflect the in-the-
  moment viewpoint of a soldier anticipating climbing those cliffs to engage an enemy.))
Discussion




Tuesday, June 26, 12
I’ve got three basic takeaways from these results, and then three suggestions for
   various stakeholders.
Summary of Findings

   • Playing enjoyable video games at home can help students learn in school(ish

       settings)




Tuesday, June 26, 12
First, the results of this study support the claim that playing enjoyable video games at
  home can help both male and female students learn in school, if the formal instruction
  leverages the students’ gameplay experiences. (The strong predictive effect of prior
  social-studies interest shows the importance of also leveraging students’ interests.)
Summary of Findings

   • Playing enjoyable video games at home can help students learn in school(ish

       settings)



   • Different game experiences lend themselves to different types of instruction




Tuesday, June 26, 12
Second, the results from the open-ended questions underscore the notion that different
 games will offer different types of experiences that prepare players preferentially for
 different topics of formal instruction.
Summary of Findings

   • Playing enjoyable video games at home can help students learn in school(ish

       settings)



   • Different game experiences lend themselves to different types of instruction




   • Gameplay can influence both retention of facts and choices about what to learn




Tuesday, June 26, 12
And third, the open-ended-question results further suggest that these gameplay
 experiences can improve not only retention of facts presented by direct instruction but
 also students’ choices about what to learn.
Considerations for Practice

   • Curriculum Designers: From task analysis of games to curriculum




Tuesday, June 26, 12
Now, my three recommendations for folks who want to cash these results out in some
  way.
First, for folks who want to build curricula to leverage gameplay experiences, I’d
  suggest a careful task analysis of gameplay to determine the relevant properties of its
  experiences (e.g., for Civ4 it was thinking as a nation; for CoD2 it was probably as
  simple as just being exposed to the historical context of WWII).
Considerations for Practice

   • Curriculum Designers: From task analysis of games to curriculum




   • Educators: Gameplay doesn’t have to be wasted time




Tuesday, June 26, 12
For educators who have to deal with their students playing games for hours each week,
 I’d suggest that they recognize that gameplay is pervasive and powerful and that they
 embrace it (by tying the compelling experiences found in games with the powerful
 explanatory structures found in the standard curriculum).
Considerations for Practice

   • Curriculum Designers: From task analysis of games to curriculum




   • Educators: Gameplay doesn’t have to be wasted time




   • Game Designers: You can be chickens, not pigs




Tuesday, June 26, 12
And for commercial game designers—who know how hard it is to make a good game,
 let alone a good learning game, and have therefore steered clear of the educational
 game space—I’d say that this study suggests that they needn’t try to cram all of the
 curricular content into the game itself. Instead, they can continue to let the game do
 what it does best (provide great experiences) with perhaps some small tweaks here
 and there to better serve as foundations upon which educators might build.

(from a joke about eggs/bacon for breakfast: the chicken is interested, but the pig is
   committed)
Acknowledgement

                       Financial support for this dissertation was provided by a

                       SUSE Dissertation Support Grant and a Gerald J.

                       Lieberman Fellowship




Tuesday, June 26, 12
Tuesday, June 26, 12
And that’s it—thanks very much for your time!

Questions?

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Commercial Video Games as Preparation for Future Learning

  • 1. Commercial  Video  Games as  Prepara1on  for  Future  Learning Dylan  Arena Stanford  University June  2012 Tuesday, June 26, 12 Hi!    OK,  I’m  gonna  get  started.    I’ll  be  talking  today  about  the  poten1al  of  using  commercial   video  games  as  prepara1on  for  future  learning.
  • 2. Background Tuesday, June 26, 12 First I’ll set the stage a little bit…
  • 3. Tuesday, June 26, 12 We  in  the  GLS  community  claim  that  gameplay  can  be  great  for  learning,  and  by  that  we  tend  to   mean  two  things:
  • 4. Tuesday, June 26, 12 First,  that  we  can  design  learning-­‐based  games  (like  Quest  Atlan1s)  to  support  “schoolish”   learning…
  • 5. Tuesday, June 26, 12 …and  second,  that  we  can  observe  other  interes1ng  kinds  of  learning  even  in  commercial,  off-­‐ the-­‐shelf  games  (like  World  of  WarcraY).
  • 6. Tuesday, June 26, 12 A  third  claim—that  simply  playing  commercial  games  recrea1onally…
  • 7. Tuesday, June 26, 12 …could  help  with…
  • 8. Tuesday, June 26, 12 …schoolish  stuff—
  • 9. Tuesday, June 26, 12 —seems  a  bit  silly  at  first,  if  only  because  most  schoolish  tests  focus  on  retrieval  of  facts  that   most  commercial  games  aren’t  designed  to  teach.
  • 10. Tuesday, June 26, 12 But  if  we  broaden  our  view,  it’s  a  bit  less  silly.
  • 11. Theory Tuesday, June 26, 12 Here’s a thought experiment to help make clear why.
  • 12. Tuesday, June 26, 12 Imagine  spli]ng  a  class  in  half:  half  get  to  explore  a  forest  (turning  over  rocks,  looking  inside   ro_en  logs,  poking  ant  hills)  and  half  don’t  (they  just  stand  quietly  facing  the  wall).  
  • 13. Forest  ecosystem  test Tuesday, June 26, 12 Then  bring  both  groups  back  into  class  and  give  ‘em  a  tradi1onal  mul1ple-­‐choice  test  about   forest  ecosystems.    You’d  expect  no  difference,  right?    It’s  unlikely  that  just  exploring  the  forest   would  give  kids  the  kind  of  knowledge  they’d  need  to  pick  correct  answers  on  a  mul1ple-­‐choice   test.
  • 14. Forest  ecosystem  test Forest Ecosystem Lecture Tuesday, June 26, 12 But  imagine  then  giving  a  LECTURE  about  forest  ecosystems—ground  cover,  canopy,  decay  and   new  growth,  etc.    It’s  possible  that  the  kids  who  had  just  been  out  exploring  a  forest  might   engage  more  with  that  lecture  and  hence  learn  more.
  • 15. Forest  ecosystem  test Forest Ecosystem Lecture Forest  ecosystem  test Tuesday, June 26, 12 If  you  then  test  everyone  again  aYer  the  lecture,  you  might  observe  some  previously  hidden   benefits  of  the  forest  field  trip. The  point  is  that  what  we  bring  into  a  learning  situa1on  (like  a  lecture)  is  obviously  very   important.    But  it  can  be  hard  to  measure  what  we  bring  in,  especially  when  it  isn’t  stable,  well-­‐ structured  factual  knowledge.
  • 16. Prepara1on  for  Future  Learning   (PFL)  [Bransford  &  Schwartz,  1999] Bad (or no) Good Experience Experience Sequestered-­‐Problem-­‐Solving  test Future Learning Prepara1on-­‐for-­‐Future-­‐Learning  test Tuesday, June 26, 12 That’s  where  the  “Prepara1on  for  Future  Learning”  part  of  my  1tle  comes  in.  PFL  is  an   assessment  framework  designed  to  measure  inchoate  forms  of  prior  knowledge  that   tradi1onal  (or  “sequestered-­‐problem-­‐solving”)  tests  miss. This  slide  shows  a  generalized  diagram  of  the  forest-­‐test-­‐lecture-­‐test  scenario  I  just  described:   some  learners  have  a  good  (which  is  to  say,  learning-­‐relevant)  experience,  and  others  don’t.    On   a  Sequestered-­‐Problem-­‐Solving  test,  they  look  about  the  same.    But  if  you  then  provide  a   learning  opportunity  that  is  designed  to  mold  that  prior  experience  into  a  formal  knowledge   structure  and  test  ‘em  again,  you  can  detect  the  benefits  (or  lack  thereof)  of  the  experience.
  • 17. Study Design Tuesday, June 26, 12 In a moment I’ll talk about how I used the PFL framework, but first, a point about my study-design goals. Reports on the state of the field, like the 2011 National Research Council report, describe the evidence for games supporting schoolish learning as “emerging”, “inconclusive”, and “very limited”, with “gaps and weaknesses” that “make it difficult to...demonstrate their effectiveness...” These statements reflect the fact that many stakeholders want from the GLS community something like an FDA study: a randomized field trial with an intention-to-treat analysis and very traditional, schoolish operationalizations of learning. So I decided to try to run one.
  • 18. Study Design Tuesday, June 26, 12 Here’s a first pass at the study design, stripped down so you can see the parallels with the forest-field trip example (more details will follow). I randomly assigned community-college students to three conditions: play Civilization 4, play Call of Duty 2, or play no game. (I just gave gameplay participants the games they’d been assigned and told ‘em to play at home however they normally play, for at least 15 hours over the course of about 5 weeks.)
  • 19. Study Design Tuesday, June 26, 12 Then I had all participants come in and take a 16-item multiple-choice test about World War II history.
  • 20. Study Design Tuesday, June 26, 12 Then I had them watch a 20-minute narrated-slideshow lecture about World War II history.
  • 21. Study Design Tuesday, June 26, 12 Then I gave ‘em another multiple-choice test about World War II history (this time 36 items).
  • 22. Study Design Tuesday, June 26, 12 So that’s the basic study design. Here I’ll fill in a few more details.
  • 23. Study Design Tuesday, June 26, 12 First, the participants were 102 local community-college students (Control: n = 33; CoD2: n = 34; Civ4: n = 35; 16-42 yrs, median 20 yrs; 64% female) whom I compensated with course credit and (if they played for the full 15 hours) pay; all had completed a huge demographic questionnaire (roughly 280 questions) as part of their research-participation program; and the way I explained the study was that everyone would get a free game and (possibly) a gift card, with the only differences being *which* game and *when* the gameplay would occur (before or after the in-person session); this way Control participants wouldn’t feel shortchanged.
  • 24. Study Design Tuesday, June 26, 12 The way I verified gameplay was by collecting and analyzing participants’ save-game files (auto-generated by games so players can pick up where they left off).
  • 25. Study Design Tuesday, June 26, 12 All players whose save-game files showed evidence of at least 15 hours of gameplay were compensated with $75 gift cards (45 people earned ‘em: 11 Control, 15 CoD2, 19 Civ). (And you can see here that the “control” participants did receive a game to play for 15+ hours and got compensated if they did so.)
  • 26. Materials Tuesday, June 26, 12 Now I’ll describe the games, lecture, and measures.
  • 27. The Games Tuesday, June 26, 12 I chose these games because they were (a) both really popular with players and critics when they were released in 2005; (b) from successful franchises of games; (c) and old enough to be playable on any modern computer but still new enough to seem “cool”.
  • 28. The Games: Civilization IV Tuesday, June 26, 12 Civ4 is a turn-based-strategy game.
  • 29. The Games: Civilization IV Tuesday, June 26, 12 You play as the immortal, autocratic ruler of a civilization, and your task is to guide your people through roughly 6000 years of history by making lots of choices.
  • 30. The Games: Civilization IV Tuesday, June 26, 12 You’re plopped down on some arbitrary Earth-like world, and you settle cities, build infrastructure, engage with other civilizations through diplomacy and/or warfare, and create wonders based on those in Earth’s history (like the Parthenon, or Rock ‘n’ Roll, or the Manhattan Project).
  • 31. The Games: Civilization IV Tuesday, June 26, 12 By the end of the game, you’ll have built a bunch of cities, fought some wars, and made a ton of choices.
  • 32. The Games: Call of Duty 2 Tuesday, June 26, 12 CoD2 is a first-person-shooter game.
  • 33. The Games: Call of Duty 2 Tuesday, June 26, 12 You play as a lowly soldier: a Soviet peasant repelling the German invasion; then later a Brit in the North African campaign; and finally an American in the invasion of France, ending the game by crossing the Rhine into Germany.
  • 34. The Games: Call of Duty 2 Tuesday, June 26, 12 In contrast to Civ4, CoD2 is a real-time game in which you are required to navigate a 3D environment and shoot things (like teddy bears).
  • 35. The Games: Call of Duty 2 Tuesday, June 26, 12 You play as part of a small squad of soldiers overcoming various obstacles to reach the next objective, which is marked as a gold star on your map (lower left). CoD2 gameplay is fast, twitchy, and visceral, not much time for thoughtful reflection—you just shoot whatever threatens you and move toward the next gold star. But it’s all happening in the historical context of WWII theaters of war.
  • 36. The Lecture Tuesday, June 26, 12 The lecture covered WWII from the initial troubles in Asia in the 1930s to the dropping of the atomic bombs. My primary resource for the lecture was a SparkNotes guide (like Cliff’s Notes: high-schoolers might use it to study for their history tests). I wrote the lecture to cover all of WWII but also to focus on two sets of themes, corresponding to the gameplay experiences that I predicted the two games would produce.
  • 37. The Lecture Tuesday, June 26, 12 I had hoped that (because of their gameplay experiences) Civ4 players would engage more with the Nations themes and CoD2 players would engage more with the Battles themes.
  • 38. The Tests [SparkNotes] Pre2.1 From the perspective of Western leaders, Stalin’s actions as leader of the Union of Soviet Socialist Republics reflected an emphasis on which of the following concepts? individualism freedom human dignity aggression [NAEP] Post2.31 When the United States entered the Second World War, one of its allies was Germany Japan the Soviet Union Italy [CST] Post2.36 The purpose of the Manhattan Project was to provide economic aid to Latin American countries develop atomic weapons for the U.S. military bring about an end to poverty in U.S. urban areas offer assistance to relocated European refugees Tuesday, June 26, 12 I built the pre- and post-lecture tests using traditional multiple-choice items that I pulled from three sets of standardized tests: a quiz from the back of the SparkNotes guide I mentioned; the National Assessment of Educational Progress; and the California Standards Tests. Here are three items.
  • 39. Open-Ended Questions After post-lecture test, two scenarios not mentioned in the lecture Tuesday, June 26, 12 So these traditional tests were my nod to the conservative folks out there who think that learning is factual retrieval. But we at GLS know better! So in addition to these traditional tests, I also included two sets of open-ended questions that described scenarios not mentioned in the lecture.
  • 40. Open-Ended Questions After post-lecture test, two scenarios not mentioned in the lecture One for Nations, one for Battles Tuesday, June 26, 12 One of these two scenarios was designed to pick up on a focus on the Nations themes I had tried to build into the lecture (and hence to favor Civ4 players), while the other was designed to pick up on a Battles focus (and hence favor the CoD2 players).
  • 41. Open-Ended Questions After post-lecture test, two scenarios not mentioned in the lecture One for Nations, one for Battles Two questions per scenario: What’s going on? What would you want to ask to learn more? Tuesday, June 26, 12 Participants were asked what they thought was going on in each scenario and, more importantly, what questions they’d want to ask to learn more.
  • 42. Open-Ended Questions (Nations focus) In 1940, in Mers-el-Kebir, Algeria, commanders of some British ships spoke with commanders of some French ships, and then the British ships fired on the French ships, sinking the ships and killing over 1,200 French sailors. Why do you think this might have happened? (Feel free to guess.) What questions would you ask to figure out why this happened? (Don't just say, "I would ask why this happened." That's too easy. Think about what kinds of facts about the situation you would want to know.) Tuesday, June 26, 12 Here’s the first scenario (the Nations-focus one) and its two questions…
  • 43. Open-Ended Questions (Battles focus) On June 6, 1944, an American Ranger battalion landed on the beach at the foot of the cliffs of Pointe du Hoc, in France. They then climbed those cliffs under fire from the Germans to destroy a set of large artillery guns. Why do you think the Americans wanted to destroy the guns? (Don't just say, "To stop the Germans from using them." Be specific. Think about where the Germans might have wanted to use the guns.) What questions would you ask to figure out why this happened? (Don't just say, "I would ask why this happened." That's too easy. Think about what kinds of facts about the situation you would want to know.) Tuesday, June 26, 12 …and here’s the Battles-focus scenario and questions.
  • 44. Results Tuesday, June 26, 12 My analysis protocol for the multiple-choice tests was to fit ANCOVA models using test scores as the outcome variables. To choose predictors, I created a candidate list of nine that I had reason to believe might be useful...
  • 45. Candidate predictors for ANCOVA models • Gameplay condition Tuesday, June 26, 12 Gameplay condition (operationalized differently by analysis)
  • 46. Candidate predictors for ANCOVA models • Gameplay condition • Quarter of data collection Tuesday, June 26, 12 quarter of data collection (to account for cohort effects)
  • 47. Candidate predictors for ANCOVA models • Gameplay condition • Quarter of data collection • Gender Tuesday, June 26, 12 gender
  • 48. Candidate predictors for ANCOVA models • Gameplay condition • Quarter of data collection • Gender • Age Tuesday, June 26, 12 age
  • 49. Candidate predictors for ANCOVA models • Gameplay condition • Quarter of data collection • Gender • Age • Prior gameplay history Tuesday, June 26, 12 prior-gameplay history (4-level ordinal from “never” to “> 6 times”)
  • 50. Candidate predictors for ANCOVA models • Gameplay condition • Quarter of data collection • Gender • Age • Prior gameplay history • English proficiency level Tuesday, June 26, 12 English proficiency (lots of non-native speakers in my sample)
  • 51. Candidate predictors for ANCOVA models • Gameplay condition • Quarter of data collection • Gender • Age • Prior gameplay history • English proficiency level • Prior social-studies interest Tuesday, June 26, 12 prior social-studies interest (5-level Likert)
  • 52. Candidate predictors for ANCOVA models • Gameplay condition • Quarter of data collection • Gender • Age • Prior gameplay history • English proficiency level • Prior social-studies interest • Enjoyment of the assigned game Tuesday, June 26, 12 enjoyment of the assigned game (obviously only relevant for gameplay participants)
  • 53. Candidate predictors for ANCOVA models • Gameplay condition • Quarter of data collection • Gender • Age • Prior gameplay history • English proficiency level • Prior social-studies interest • Enjoyment of the assigned game • Pre-lecture-test scores (for post-lecture-test ANCOVA) Tuesday, June 26, 12 and pre-lecture-test scores (obviously only for the post-lecture-test ANCOVA). I then fed this candidate set of predictors into an all-possible-subsets selection procedure, which examines all combinations of the predictor set to find the model with the highest adj-R^2. To avoid capitalizing on spurious patterns in the data set, I also constrained it to include only models all of whose predictors were at least marginally significant. I call the resulting model the “parsimonious” model.
  • 54. Parsimonious model for pre-lecture-test scores Source df SSTypeIII F η2 p English proficiency 1 70.86 13.32 .12 .00042** Residuals 100 532.16 R2adj = .11, F(1, 100) = 13.32, p = .00042 Tuesday, June 26, 12 The only predictor of pre-lecture-test scores was English proficiency. This is the SPS test from our PFL model. NOTE: If this were all we did to test the learning benefits of recreational commercial gameplay, we’d find no benefit. But on the post-lecture-test...
  • 55. Parsimonious model for post-lecture-test scores Source df SSTypeIII F η2 p Received a game 1 88.97 4.05 .026 .047* Quarter 2 125.40 2.85 .036 .063. Age 1 123.55 5.63 .036 .020* English proficiency 1 104.52 4.76 .030 .032* Prior SS interest 4 334.12 3.80 .096 .0068** Game enjoyment 4 239.07 2.72 .069 .035* Pre-lecture test 1 145.08 6.60 .042 .012* Residuals 87 1910.95 R2adj = .36, F(14, 87) = 5.06, p < .0001 Tuesday, June 26, 12 ...all of a sudden a lot is going on. The key points for this talk are (a) many things are involved in how players will learn from gaming experiences, and (b) gameplay participants significantly outscored control participants—i.e., they learned more from the lecture. In fact, gameplay participants scored about 6% higher on the post-lecture test than did control participants (without considering covariates, just a straight means comparison). In the language of school, that translates to over four percentage points on an exam (74.3% for control participants and 78.6% for gameplay participants), or nearly half of a letter grade. Cohen’s d = .27, which is substantial for a randomized field trial.
  • 56. Responses to open-ended questions Nations focus Control CoD2 Civ4 Battles focus Control CoD2 Civ4 No 22 21 15 No 22 16 26 Yes 11 13 20 Yes 11 18 9 Fisher’s exact test: p = .058 Fisher’s exact test: p = .030 Tuesday, June 26, 12 The other outcome measure, remember, was participants’ responses to open-ended questions about novel WWII scenarios. It turned out that participants’ gameplay experiences affected the focus of their responses, with Civ4 participants adopting a more global “Nations” focus and CoD2 participants adopting a more local “Battles” focus. (The specific operationalization of my coding scheme for this scenario was to code participants as having a “Nations” focus if and only if (a) the participant’s questions mentioned Resources (including territory), Empires (including colonies), Defenses (including enemies), or Alliances (including treaties), or (b) the participant wrote of the actors as being the nations themselves (e.g., Britain, France) rather than agents of those nationalities (e.g., British commanders, French ships). The operationalization of my coding scheme for this scenario was to code participants as having a “Battles” focus if and only if the participant’s questions mention (a) Weaponry (including capabilities of particular weapons), Terrain (including avenues of ingress for the engagement), Communication (but not including prior intelligence about the engagement), or Objectives (but not including consequences of the engagement) or (b) such tactical elements as the time course of the engagement, casualties, or troop size. (CoD2 participants’ responses tended to reflect the in-the- moment viewpoint of a soldier anticipating climbing those cliffs to engage an enemy.))
  • 57. Discussion Tuesday, June 26, 12 I’ve got three basic takeaways from these results, and then three suggestions for various stakeholders.
  • 58. Summary of Findings • Playing enjoyable video games at home can help students learn in school(ish settings) Tuesday, June 26, 12 First, the results of this study support the claim that playing enjoyable video games at home can help both male and female students learn in school, if the formal instruction leverages the students’ gameplay experiences. (The strong predictive effect of prior social-studies interest shows the importance of also leveraging students’ interests.)
  • 59. Summary of Findings • Playing enjoyable video games at home can help students learn in school(ish settings) • Different game experiences lend themselves to different types of instruction Tuesday, June 26, 12 Second, the results from the open-ended questions underscore the notion that different games will offer different types of experiences that prepare players preferentially for different topics of formal instruction.
  • 60. Summary of Findings • Playing enjoyable video games at home can help students learn in school(ish settings) • Different game experiences lend themselves to different types of instruction • Gameplay can influence both retention of facts and choices about what to learn Tuesday, June 26, 12 And third, the open-ended-question results further suggest that these gameplay experiences can improve not only retention of facts presented by direct instruction but also students’ choices about what to learn.
  • 61. Considerations for Practice • Curriculum Designers: From task analysis of games to curriculum Tuesday, June 26, 12 Now, my three recommendations for folks who want to cash these results out in some way. First, for folks who want to build curricula to leverage gameplay experiences, I’d suggest a careful task analysis of gameplay to determine the relevant properties of its experiences (e.g., for Civ4 it was thinking as a nation; for CoD2 it was probably as simple as just being exposed to the historical context of WWII).
  • 62. Considerations for Practice • Curriculum Designers: From task analysis of games to curriculum • Educators: Gameplay doesn’t have to be wasted time Tuesday, June 26, 12 For educators who have to deal with their students playing games for hours each week, I’d suggest that they recognize that gameplay is pervasive and powerful and that they embrace it (by tying the compelling experiences found in games with the powerful explanatory structures found in the standard curriculum).
  • 63. Considerations for Practice • Curriculum Designers: From task analysis of games to curriculum • Educators: Gameplay doesn’t have to be wasted time • Game Designers: You can be chickens, not pigs Tuesday, June 26, 12 And for commercial game designers—who know how hard it is to make a good game, let alone a good learning game, and have therefore steered clear of the educational game space—I’d say that this study suggests that they needn’t try to cram all of the curricular content into the game itself. Instead, they can continue to let the game do what it does best (provide great experiences) with perhaps some small tweaks here and there to better serve as foundations upon which educators might build. (from a joke about eggs/bacon for breakfast: the chicken is interested, but the pig is committed)
  • 64. Acknowledgement Financial support for this dissertation was provided by a SUSE Dissertation Support Grant and a Gerald J. Lieberman Fellowship Tuesday, June 26, 12
  • 65. Tuesday, June 26, 12 And that’s it—thanks very much for your time! Questions?