Article 7B

Computer Games in Education

Author and Publication Details

  • Author: Richard E. Mayer

  • Affiliation: Department of Psychological and Brain Sciences, University of California, Santa Barbara, California, USA

  • Publication: Annual Review of Psychology, 2019

  • DOI: 10.1146/annurev-psych-010418-102744

  • Keywords: computer games, video games, educational games, serious games, computer learning, teaching design, training cognitive skills

Abstract


Some experts talk about the potential benefits of computer games for learning, but we need solid research and proven theories to back up these claims.Three main types of research on games are:

  1. Value-added research: Compares learning outcomes from different game versions.

  2. Cognitive consequences research: Looks at which cognitive skills improve from gaming.

  3. Media comparison research: Assesses learning through games versus traditional methods.

Key findings show:

  • Five key game features are important: modality, personalization, pretraining, coaching, and self-explanation.

  • First-person shooters and spatial puzzle games can help improve cognitive skills.

  • The advantages of games are seen especially in science, math, and learning a second language.

  • Future research should examine the underlying cognitive, motivational, emotional, and social processes in educational gaming.

Contents Overview

  • Introduction to why computer games are used for education.

  • Theoretical frameworks for educational games and how they are studied.

  • Detailed look at the three main types of research: value-added, cognitive consequences, and media comparison.

  • Discussion of possible limitations and the future of research in educational games.

Introduction to Computer Games for Education

Objective and Purpose of Research



Exploring how computer games can improve learning and thinking skills.Discussion of claims from notable figures (like Prensky and Gee) that games can create better learning experiences than traditional teaching.Need for real evidence to support these claims.

Theoretical Framework for Game Learning

Highlights that applying what you learn to different situations is a main goal in education.

Multimedia Learning Principles:

  1. Dual channels principle: Separate processing for visual and verbal information.

  2. Limited capacity principle: Each channel has a processing limit.

  3. Active processing principle: Learning is deeper when students engage actively with the material.

Three Types of Scientific Research

Value-Added Research

Looks at how particular game features contribute to learning.

Cognitive Consequences Research

Focuses on which cognitive skills get better through gaming.

Media Comparison Research

Compares the learning outcomes of games against traditional teaching methods.

Value-Added Research Explained

Compares groups using original games with groups using enhanced game versions.

Important Features in Educational Games

  1. Use of multiple formats (like spoken text).

  2. Personalized experiences (conversational style).

  3. Pretraining (providing advance information).

  4. Coaching (giving feedback in the game).

  5. Self-explanation (encouraging reflection).

Unpromising features include excessive realism and team-based play, which showed little to no positive effects on learning.

Findings from Cognitive Consequences Research

Looks at how playing games enhances certain cognitive skills (e.g. perception skills from shooter games like Call of Duty and spatial skills from puzzle games like Tetris).

Results from Media Comparison Research


Studies indicate that games can lead to better performance in subjects like science, math, and language learning than traditional methods.High enjoyment levels from games encourage students to stay engaged longer compared to usual classroom learning.

Limitations and Future Directions


There is a need for stricter research methods, such as having suitable control groups when comparing media.It's important to explore how gaming affects motivation and thinking using solid scientific approaches, like eye tracking and measuring physiological responses.

Research Agenda for Game-Based Learning

  • Conduct studies using various game types.

  • Analyze how effective games are for different types of learners and subjects.

  • Investigate how to best integrate games into both formal and informal educational settings.

  • Understand how cognitive and motivational factors interact in educational gaming.

Conclusion


This review looks closely at how game-based learning fits with established principles of educational psychology.It emphasizes the need for ongoing research to verify the benefits and improve the use of games in education.