Intellectual production #2

Digital Games & Learning: Reviews of Research

Checa, D., & Bustillo, A. (2020). A review of immersive virtual reality serious games to enhance learning and training. Multimedia Tools and Applications, 79(9-10), 5501-5527. https://doi.org/10.1007/s11042-019-08348-9

Summary: Through a review of studies on virtual reality and serious games (VR-SGs) in learning and training, the article seeks to identify the factors and standards of VR-SGs. The authors noted that similar reviews were narrowly focused, and with their broader review they would identify recommendations for further study.

The factors and findings included: target audiences included students of all ages and professionals; a prevalent topic was medicine; the most common displays were Oculus Rift and HTC Vive; the preferred typology was interactive experiences, which balances cost and effectiveness; and the average number of test subjects in studies on learning was greater than those on training.

The authors argued that VR-SGs, compared to traditional methods, were more effective in improving learning and training through “greater engagement, interest, and motivation” (Checa & Bustillo, 2020, p. 5514). Assessing the factors on larger scales would help determine the full potential of VR-SGs.

Research methods: To identify studies for this review, the authors searched databases SCOPUS and Web of Science. They also considered articles cited in these studies and additional VR industry sources. Of the 11,183 studies identified, they filtered out those that did not fit their aim and criteria. This resulted in 135 articles analyzed for this review.

Critical evaluation: While the article summarized factors and standards, more details on the methodology would have provided critical context to support its arguments. For example:

    • The database search term was limiting, and did not include alternate keywords such as “immersive” and “development”. An explanation on the intention would be helpful.
    • The article did not reference the reliability and validity of the studies. It also did not detail the approach to interpreting the studies, such as coding protocols. This information was necessary to support the analyses on design and “performance evaluation” (Checa & Bustillo, 2020, p. 5514).

Powers, F. E., & Moore, R. L. (2021). When failure is an option: A scoping review of failure states in game-based learning. TechTrends, 65(4), 615-625. https://doi.org/10.1007/s11528-021-00606-8

Summary: The article examines the effect of failure on participants in game-based instructional interventions. Specifically, the authors sought to determine the scope of existing studies on the use and severity of failure states to support learning, noting that while there was extensive research on game-based learning (GBL), there had yet to be a focus on the use of failure within GBL.

The findings included the effectiveness, representations, and perceived risks of failure. In terms of effectiveness, findings suggested deliberate failure can improve engagement, learning, and retention. Representations of failure, or “unit[s] of failure” (Powers & Moore, 2020, p. 619), can take forms such as “degradation of character health, … points, [and] time” (p. 619). Risk was reviewed on a spectrum; too little risk lacks meaning and too much risk causes frustration, whereas ideal risk supports learning with meaningful failure that leads to corrective feedback. Another key finding was that learner anonymity can mitigate negative perceptions of failure.

Research methods: The authors reviewed literature to determine the research questions, and identified potential articles by searching specific and related wildcard keywords in databases. Articles that did not meet the criteria of the review were filtered out, resulting in 14 articles for this review. The authors then identified themes through two rounds of coding and summarized the findings.

Critical evaluation: The article answered its research questions and its methods seemed thorough. However, it could have been strengthened with a summary of any correlations and alternative hypotheses.

Related to the key finding around anonymity, it would be interesting to expand the research question to include the effects of failure in social contexts. Whether the games reviewed were single- or multiplayer, they exist in what Gee and Gee (2017) refer to as “distributed teaching and learning systems”, and it would be worth examining the role failure plays in the broader contexts of learning interactions.


References

Checa, D., & Bustillo, A. (2020). A review of immersive virtual reality serious games to enhance learning and training. Multimedia Tools and Applications, 79(9-10), 5501-5527. https://doi.org/10.1007/s11042-019-08348-9

Gee, E., & Gee, J. P. (2017). Games as distributed teaching and learning systems. Teachers College Record, 119(11). https://doi.org/10.1177/016146811711901202

Powers, F. E., & Moore, R. L. (2021). When failure is an option: A scoping review of failure states in game-based learning. TechTrends, 65(4), 615-625. https://doi.org/10.1007/s11528-021-00606-8

Intellectual production #1

Digital Games and Learning Perspectives

Gee (2008) argued that the fun of video games comes from solving increasingly challenging problems, in which the skills built through this problem solving may be more relevant, transferrable, and applicable to the real-world than what is taught in schools. Games provide players opportunities to build problem solving and collaboration skills as they use tools to achieve goals within the environment, much like what is required in real-world workplaces. Gee also provided examples where skill building extended beyond the defined gameplay, such as using Photoshop to modify game elements, building language skills as players discuss and share techniques through forums and guides, and practicing critical thinking and reasoning skills in order to gain agreement with other players.

Gee and Gee (2017) examined how learning through games is influenced by and influences the context of the player’s experience of the world. Within the game environment, the player uses their experience within and outside of the game to solve problems towards achieving goals in the game; outside of the game environment, players may learn from one another and external sources to solve problems related to the game, in which the skills built through these interactions can be applied to real-world experiences. In other words, games can foster new problem solving skills using new tools, new ways of interacting with new groups, and new forms of teaching and learning, all of which help lead to new possibilities in the real world.

Gee’s (2008) article focused on skill development through games and its influence on the real world, however it did not explore in detail the broader contexts in which this learning occurs. On the other hand, Gee and Gee’s (2017) article explored learning in games in the context of other learning experiences, and the mutual, reciprocal influences these experiences have on one another.

How might the new skills built through the possibilities of games help solve current and future problems in the real world?


References

Gee, J. P. (2008). Cats and portals: Video games, learning, and play. American Journal of Play, 1(2), 229-245.

Gee, E., & Gee, J. P. (2017). Games as distributed teaching and learning systems. Teachers College Record, 119(11). https://doi.org/10.1177/016146811711901202

Assignment 3: Final synthesis

Summary of My Flight Path

At the start of the course, I had identified my primary goal for this course as “to strengthen my knowledge on the theory of technology integrations” (Chan, 2022), and my hope was that ETEC 524 would allow me opportunities to connect theory and practice. I was also particularly looking forward to “practic[ing] creating meaningful assessment strategies that support development and measure performance” (Chan, 2022). With these focus areas in mind, I identified the modules “Theoretical Frameworks” and “Assessment” to be most relevant to my goals and therefore potentially of most value to me.

Reflection: My Course Experience

Upon reviewing my flight path, I found that my goals for this course ended up aligning closely with my course experience.

Connecting theory and practice

In terms of connecting theory and practice, I found the following concepts to be particularly helpful:

    • Evaluating technology using the frameworks by Bates (2014) and Osterweil et al. (2015)
    • Designing learning experiences using Anderson’s “educational interactions” and “model of online learning” (Anderson, 2008a, pp. 57-59; p. 61)
    • Supporting “deep and meaningful learning results” using Garrison, Anderson, and Archer’s “community of inquiry” model (Garrison, Anderson, & Archer, as cited in Anderson, 2008b, p. 344)
    • Enhancing learning motivation using Malone and Lepper’s (1987) “taxonomy of intrinsic motivations for learning” (Malone & Lepper, 1987, as cited in Ciampa, 2013, p. 82)
    • Enabling cohesive and meaningful collaborative learning across “on/off-screen sites” using Burnett’s (2016) findings
    • Improving learning using “distributed practice” and “interleaved practice” (Devers et al., 2018, pp. 15-16)

I had the opportunity to weave together two or more of these concepts in the case studies in Weeks 3, 7, 8, and 9, and I believe they significantly strengthened my ideas in my responses. I had also challenged myself to make use of as many of them as possible for my course prototype, and I can see how they worked together to improve my approach to course design. (Please see my project documentation and reflection blog posts – part 1 reflection, part 2 reflection – for details on this.)

Creating meaningful assessment strategies

As for creating assessment strategies, I had expected to learn frameworks for assessment in Week 6, and was initially surprised to see just one video in our readings. However, that video ended up being one of my favourite resources from this course.

Mazur’s perspective on assessing based on real-world contexts particularly resonated with me and prompted me to reflect on the challenges I had encountered and tackled related to learner assessment. For example, Mazur stated that “study habits are driven by assessment” (Derek Bok Center, Harvard University, 2013). This statement reminded me of when I redesigned the quality assurance scorecard for call centre agents at an organization where I previously worked, after we identified in needs analysis that there was a disconnect between the experience we aimed to deliver to our customers and how the agents were assessed and incentivized. Similar to Mazur’s point, the behaviour of the agents were “driven by assessment” (Derek Bok Center, Harvard University, 2013), which meant it was essential for assessment to be aligned with the business objectives. Mazur also noted that “real problems are … at the top” of Bloom’s taxonomy whereas “inauthentic problems are at the bottom” (Derek Bok Center, Harvard University, 2013), and to connect the ideas, it led me to consider the critical importance of ensuring alignment between assessment and the real problems.

I took my learning and reflections on Mazur’s perspective and applied them in the design of my submission for Assignment 2. Specifically, I considered the purpose of the assessment and the context in which the skill would be applied, and created opportunities for learners to practice the skills in environments that are increasingly closer to the real-world context. Mazur had also noted that assessments may have learners being “afraid of making mistakes” (Derek Bok Center, Harvard University, 2013), so I designed my course prototype around formative assessments to help build learners’ comfort in receiving feedback and incorporating the feedback to improve their skills.

My Next Steps in Educational Technology

Looking ahead to next steps, as I also referenced in my response to the “I know the future” discussion, I am particularly interested in the use of virtual reality (VR) in workplace learning. I believe VR could be used to attract attention through “[s]ensory curiosity” and “cognitive curiosity” (Ciampa, 2013, p. 84), invoke emotion and “promot[e] empathy” to “foster … motivation” (Roswell et al., 2020, p. 1883; Dumont et al., 2010, p. 4), and increase self-efficacy by helping learners build “muscle memory” (Farrell, 2018, p. 24). I think scenario-based VR learning could be especially valuable for contexts that are costly or difficult to mimic, so that learners can have the opportunity to learn through trial and error and “repeated performance” (Farrell, 2018, p. 24), receive formative assessment and feedback, and “recogniz[e] the consequences of [their] actions” in a safe environment as they practice “solving … real problem[s]” (Farrell, 2018, p. 24; FNESC, 2015; Derek Bok Center, Harvard University, 2013).

I could use the frameworks by Bates (2014) and Osterweil et al. (2015) to evaluate VR headsets and apps. I could then consider how to use the VR apps to enhance “educational interactions” in integrated “on/off-screen sites” (Anderson, 2008a, p. 58; Burnett, 2016. p. 566). This would evoke “intrinsic motivation” through “challenge”, “cooperation”, and “competition” (Ciampa, 2013, p. 82), which in turn supports “distributed practice” (Devers et al., 2018, p. 15).

Final Thoughts

I appreciate that this course gave me the opportunity to connect theory and practice in “evaluating, selecting, and using various learning technologies” (MET, n.d.). While most of the concepts reviewed in this course were not new to me, it was great having the space to build my comfort level in connecting and articulating various concepts in practice through the case studies and course prototype.


References

Anderson, T. (2008a). Towards a theory of online learning. In T. Anderson & F. Elloumi (Eds.), Theory and practice of online learning (pp. 45-74). Athabasca University. http://www.aupress.ca/books/120146/ebook/02_Anderson_2008-Theory_and_Practice_of_Online_Learning.pdf

Anderson, T. (2008b). Teaching in an online learning context. In T. Anderson & F. Elloumi (Eds.), Theory and practice of online learning (pp. 343-365). Athabasca University. http://www.aupress.ca/books/120146/ebook/02_Anderson_2008-Theory_and_Practice_of_Online_Learning.pdf

Bates, T. (2014). Choosing and using media in education: The SECTIONS model. In Teaching in digital age. https://opentextbc.ca/teachinginadigitalage/part/9-pedagogical-differences-between-media/

Burnett, C. (2016) Being together in classrooms at the interface of the physical and virtual: Implications for collaboration in on/off-screen sites. Learning, Media and Technology, 41(4), 566-589. https://doi.org/10.1080/17439884.2015.1050036

Chan, J. (2022, September 9). Activity 1: Flight path. https://blogs.ubc.ca/jocelync/activity-1-flight-path/

Ciampa, K. (2013). Learning in a mobile age: An investigation of student motivation. Journal of Computer Assisted Learning, 30(1), 82-96. http://onlinelibrary.wiley.com/doi/10.1111/jcal.12036/epdf

Derek Bok Center, Harvard University. (2013, November 19). Assessment: The silent killer of learning / Eric Mazur [Dudley Herschbach teacher/scientist lecture] [Video]. YouTube. https://www.youtube.com/watch?v=CBzn9RAJG6Q

Devers, J. C., Devers, E. E., & Oke, L. D. (2018). Encouraging metacognition in digital learning environments. In D. Ifenthaler (Ed.), Digital workplace learning: Bridging formal and informal learning with digital technologies (pp. 9-22). Springer International Publishing AG.

Dumont, H., Istance, D., & Benavides, F. (Eds.). (2010). The nature of learning: Using research to Inspire practice. OECD Publications. http://www.oecd.org/education/ceri/50300814.pdf

Farrell, W. A. (2018). Learning becomes doing: Applying augmented and virtual reality to improve performance. Performance Improvement, 57(4), 19-28. https://dx.doi.org/10.1002/pfi.21775

FNESC. (2015). The First Peoples Principles of Learning. https://www2.gov.bc.ca/assets/gov/education/kindergarten-to-grade-12/teach/teaching-tools/aboriginal-education/principles_of_learning.pdf

Master of Educational Technology (MET). (n.d.). ETEC 524: Learning technologies: Selection, design and application. The University of British Columbia. https://met.ubc.ca/courses/etec-524/

Osterweil, S., Shah, P., Allen, S., Groff, J., Sai Kodidala, P., Schoenfeld, I. (2015). Summary report: A framework for evaluating appropriateness of educational technology use in global development programs. The Massachusetts Institute of Technology, Cambridge, Massachusetts & The Indian Institute of Management, Ahmedabad, India. https://dspace.mit.edu/bitstream/handle/1721.1/115340/Summary%20Report_A%20Framework%20for%20Evaluating%20Appropriateness%20of%20Educational%20Technology%20Use%20in%20Global%20Development%20Programs.pdf

Roswell, R. O., Cogburn, C. D., Tocco, J., Martinez, J., Bangeranye, C., Bailenson, J. N., Wright, M., Mieres, J. H., & Smith, L. Cultivating empathy through virtual reality: Advancing conversations about racism, inequity, and climate in medicine. Academic Medicine, 95(12), 1882-1886. https://dx.doi.org/10.1097/ACM.0000000000003615

Schunk, D. H. (2012). Chapter 2: Neuroscience of learning. Learning theories: An educational perspective (6th ed., pp. 29-70). Pearson.

Spam prevention powered by Akismet