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The Use of Games as an Instructional Method
Gregory
McLeod
Basic
math skills are what I teach on the community college level and
are essential in the daily lives of most people. Most of the adults
whom I teach have fundamental math skills to function in life but
may have acquired some of that knowledge through trial and error
and/or unguided modeling. I find that a majority of my students
function well in the real world but tell me they don’t see many
connections between math concepts and that real world. Additionally,
many students tell me that they don’t enjoy math like they did as
a young child. So I feel obligated and thus committed to not only
teach them basic math skills and concepts but to also build connections
with what I teach to them to their world and in a manner that is
exciting and unforgettable. Using games as an instructional method
in my classroom gives me an opportunity to make connections while
providing exciting ways to teach basic concepts and encourage cooperative
participation. Through my readings and research, I explore several
theories and concepts behind games as an instructional method to
understand it more as a credible method of instruction and how to
implement it within my curriculum. While doing so, I do not attempt
to analyze whether the use of games should be the only instructional
method of choice for I do feel that in math, learning is best gained
from the use of a variety of methods. However, I do feel that because
games are highly adaptive to the real world, are inherently fun
to play and require a level of cooperation, they are more effective
than traditional instructional methods.
My
rationale for the use of games as an instructional method as stated
above is based upon several theories that I feel are true about
learning. The first is that students learn better when they can
relate the concepts presented to their real world and experiences.
Games can be easily adapted to the experiences and background of
the learners as well as to the given environment. This adaptability
allows adult learners to connect to the concepts taught by attaching
them to their experiences which gives them deeper and more permanent
understanding (Boud, 1985).
My
second idea of what is essential to successful learning is that
students learn better when their experience is pleasurable and engaging
rather than passive. Games are inherently fun in that they arouse
within us a sense of competitiveness and play on our desire to win.
Often, instructors and game designers incorporate rewards within
the gaming method that increases the motivation of the learner to
succeed. Also, regardless of the concept taught, games can be designed
to appeal to the playful nature of learners. This playful nature
helps reduce the learner’s anxiety, retain their interest and makes
the concept less intimidating which in turn promotes greater interaction
(Baker, 1999).
Thirdly,
I believe that learners understand concepts better in an interactive
and cooperative setting as opposed to working alone. In order to
successfully participate and benefit in a game, learners must understand
the directions and procedures of the game as well as how to properly
interact with other participants of the game. This is vital in the
effectiveness of games as a tool for delivering instruction to learners
but it also helps guide learners by elevating strategic thinking
and developing the necessary social and communicating skills to
be successful participants in the game (Baker, 1999).
Adaptability
A benefit of using games as an instructional method is that games
can be played under many conditions without restrictions of time,
place, weather, or differences amongst learners. Furthermore, games
can be modified and adapted for different settings, intended outcomes,
curriculum, learners and other variables where they can be made
appropriate for, or regardless of, race, gender, religion, economic
class, and culture. A great advantage of a well-organized game is
that it can be adapted to highlight and practice diverse concepts
and skills to a variety of learners in a multitude of environments.
In
traditional instructional methods such as lecture and discussion,
the quality of learning is dependant upon many variables that may
not be easily controlled and thus can impede with learning. Instructor
motivation and intentions, learning environment and setting, method
of communication, as well as the cultural, religious and socio-economic
backgrounds of participants can impact the learning process to a
large degree (Brozik, 1999). For example, I had a college professor
with a highly pronounced accent that made it difficult to understand
him through his lectures. As a result, I did poorly in the class,
retook the class under a different professor and did extremely well.
On the other hand, I feel that using games can eliminate certain
variables like heavy accents that may interfere with learning or
be flexible enough to adapt to these variables to maintain a high
level of effectiveness. In the case of my professor with the severe
accent, he could have used a game where his role was as facilitator,
shifting the focus of the instruction on the game and concept being
taught rather than on him. Notwithstanding, I also feel that because
of the adaptability of games, they often can be used to follow any
of the philosophical approaches to adult education. Games can be
manipulated and altered in a way to teach certain fundamental beliefs,
promote social reform, as well as to accomplish other objectives.
Using an example of how games, particularly simulations, can adapt
to the environment, Cantor (1992) cites that through the use of
simulation, employees of a nuclear power plant can learn how to
operate a nuclear control room through a computer-controlled simulation
device. In this environment, the use of simulation is likely the
most appropriate method of training as opposed to lecture, practicing
through trial and error or any other method.
Another
good example of the adaptability of games is the Grube method. This
is a game in itself where the learners not only participate in the
playing of the games but also help design the games. This shifts
the sense of responsibility of learning away from the instructor
to the student but not only that, it gives them a greater sense
of ownership of the process. Additionally, the learners have the
opportunity to use and implement prior knowledge and experience
into the design process that many researchers and educators like
Grube (1994) find attractive since it combines with the experiential
method. In fact, Grube combines these two learning methods that
he determines offers the best methodology for teaching and learning
which is similar to the belief that I share that a combination of
instructional methods offers a better opportunity for learning opposed
to a single method. This also supports my argument of the adaptability
of games since individual or group learners can actively adapt and
design the game based on their environment and liking. As an added
benefit, it offers the instructor the luxury of acquiring immediate
ideas and suggestions for improvement.
Thus
the adaptability of games to any given environment, situation or
variable allows the instructor or learner to create an experience
that models a scenario that is more meaningful and real for the
learner. So I believe that as an instructional method, games are
not only effective in the delivery of instruction to adults but
also highly effective as a reliable vehicle for the transfer of
that instruction through its flexibility and adaptability.
Fun
An advantage of games and simulations is that learners are given
the opportunity to be active participants rather than passive recipients
of information. When something is fun to do, we generally are more
willing to be involved and are less hesitant to try it. In fact,
institutions and corporations have become more willing to try games,
simulations and role-playing as training activities to enhance learning.
It has been found in fact that these “playful approaches” can and
do produce more powerful solutions to traditional corporate training
methods (Thiagarajan, 1996).
Through
his research, Baker (1999) found that through the use of playing
cards, he could create a variety of games in his math classroom.
He found this to be a low cost and simple way to convey powerful
mathematical concepts. Further, he realized that cards span many
cultures and are a popular social recreation. Through the use of
these cards as an instructional tool in games, he discovered that
the games provided a more relaxed, rather enjoyable and less intimidating
alternative to the traditional teaching methods.
To
most people, the understanding of losing or failing in the game
is not as threatening to our psyche because we know it is “just
a game.” This may not apply to all games, especially games involving
a lot of money and are designed to be intimidating like “The Weakest
Link” but I specifically refer to games used for the purpose of
teaching a concept. Knowing it is “just a game” may help to ease
anxiety and intimidation to the point that the learner is comfortable
enough to practice games sometimes making mistakes, learning from
those mistakes and correcting them (Brozik, 1999). Furthermore,
through group games, they can learn from one another through the
spirit of competition. While anxiety is replaced with competitiveness
through the motivation of being rewarded, the main point is that
a concept is learned and perhaps learned in a way in which it will
be retained more vibrantly as compared to a more formal method in
a rather static setting.
Although
some games carry with them a certain seriousness about them, we
still find them inherently fun, challenging and rewarding if only
intrinsically. Nevertheless, it is this fun nature about games that
present concepts in a different light from traditional methods of
teaching. We shouldn’t consider the concept or game any less important
because of the fun side of it, rather we should see the “fun side”
of games as an important aspect of encouraging participation from
learners who otherwise would be intimidated. Further, I believe
that because the games are often reward-oriented and that the use
and basic understanding of games is common within every aspect of
society, we have a certain affinity to them as compared to other
methods of instruction.
Cooperation
As an alternative to more formal instructional methods, games provide
an informal and non-intimidating focus for interaction among a variety
of learners. Thus games lend themselves to social interactions and
create relaxed environments while promoting critical analytical
skills. Cooperative learning has an inherent value in itself and
the use of games involving groups often relies upon cooperative
learning for success. This helps to build social and psychological
benefits for learners essential to society and the workplace as
well as providing useful feedback to the instructor. These benefits
give the use of games a distinct advantage over traditional instructional
methods in the classroom. In a cooperative learning environment,
learners feel more comfortable since the responsibilities and risks
are shared amongst the group. Successfully learning to participate
and cooperate in a helps to build self-confidence that many students
lack when faced with well-defined concepts (Baker 1999). Thus, games
can help build social and communication skills as well as being
a powerful method in an entertaining way. In my math classes, I
try to incorporate activities that involve group work including
games like word problem mysteries. In groups the students share
their own ideas of the mystery with one another based on their own
perspectives and experiences.
In
looking at how games facilitate learning, Hough (1996) determines
that learners actually remember more vividly through their interactions
with other people than through the analytic tasks in the game itself.
This supports the idea that the participation in the game itself
positively affects learning through the inherent cooperative learning
aspect of games. Thus, the use of games as an instructional method
has the added benefit of enhancing communication (Brozik, 1999)
and behavioral skills in addition to teaching particular concepts.
Even
in single player games, cooperation is in effect. When there is
only one participant, that participant is motivated competitively
by the reward of winning and often by the “act of winning” itself.
And because games have rules that must be followed, the individual
participant must cooperate within the parameters of the game itself.
In addition to cooperation and competition, games foster a sense
of discovery within the learner and encourage critical and strategic
thinking (Heimlich, 1994).
As
Instructors
Games offer alternative or supplemental methods that are generally
considered more “user-friendly” than more formal and abstract instructional
methodology. As instructors, we can create our own games or adapt
existing games to our specific needs. We can accomplish this by
not just asking what do we want the learners to “know” from the
activity but also what we want the learners to experience during
the activity. And after the activity is completed, reviewing the
game and its objectives is just as important as the game itself
since it connects the game to the concepts for the students and
strengthens understanding (Heimlich, 1994).
It
is important to consider both the short-term and long-term effectiveness
of simulations. In his analysis of training in the business management
world, Hough (1996) concluded that games and simulations have a
greater impact on knowledge, interest, and motivation when compared
to the case study method. What was surprising though was to find
that the level of complexity of the simulation did not really affect
learning. It was also determined that compared to the case study
method, games and simulations were equal in teaching factual knowledge
but was superior at teaching conceptual knowledge.
Perceived
Limitations
There are, however, some perceived drawbacks to games as a method
for instruction. First of all, developing assignments that properly
evaluate concepts learned and the consistency of those assignments
may be difficult to maintain. This is largely due to the flexible
nature of games. It may be impossible to create a standardized approach
to evaluating the success of the game itself and the knowledge of
the student. Additionally, the games could produce mixed results.
For example, using the Grube method, learners are given the opportunity
to design a game based on certain expectations. Since the outcome
is dependent upon the design of the game, you risk having to evaluate
each game on its own merits since no two games will likely be alike.
Thus, the evaluation process will be painfully inefficient.
Secondly,
in my environment, games perhaps may be more appropriately used
in a limited way, complementing other methods of teaching math on
the community college level as opposed to being the primary methods
of instruction. This is due to the restrictions I face from departmental
and system-wide requirements. Additionally, other restrictions such
as time and budget may limit the use of certain games.
Lastly,
a potential drawback to using the gaming method could be the main
reason why most people enjoy them. They enjoy them because they’re
fun. This is good because people are more motivated to do things
that are fun (according to my own experiences) and people generally
have an innate desire to win. However, this competitiveness creates
winners and losers where for the losing participant could lose confidence.
Furthermore, the fun nature of the game may hide inadequacies within
the content of the lesson, slow down the learning process of the
faster student and move too fast for the slower student.
Conclusions/Implementation
As an instructor, my goal is to deliver instruction to learners
in the most effective and meaningful way. And, I feel that the use
of games as an instructional method can help me to accomplish this
objective. Through research and my experiences, I find that games
help establish connections for students between the concepts and
the world by adapting to and modeling real world situations, in
the teaching of a variety of concepts in an exciting and informal
way, and motivating students through the use of rewards and competition.
There
are numerous ways I can incorporate games into my teaching of math
on the community college level. One specific way will be as follows:
I first establish my objectives for the game with the learners and
offer them a choice of several manipulatives like playing cards,
dice, and dominos. After dividing the class into groups, I let them
vote or flip a coin to see who gets which manipulative. Then I let
them design a game completely on their own and let them administer
the game to the other group(s). In my opinion, this will actively
engage them in a spirit of cooperation with a certain sense of ownership,
give them a chance to build and adapt a game to their liking while
having fun throughout the experience.
Here,
I have presented, based on my findings and own experiences, the
belief that games are highly effective for building critical thinking
skills through real world modeling, communication skills through
cooperative interaction, and motivation through a sense of enjoyment
and competitiveness. If appropriately used and implemented under
any given environment, games could be the most effective and appropriate
way to teach and the best way to learn.
References
| Baker,
Robert N. Cards in the Classroom: Mathematics and Methods. |
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Ketchikan,
Alaska: University of Alaska SE, 1999. |
| Boud,
David, Rosemary Keogh, and David Walker. Reflection: Turning
|
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Experience
into Learning. New York, NY: Nichols Publishing Co., 1985. |
| Brozik,
Doris. An Investigation in Adult Educational Learning to Determine |
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if
Simulations Enhance Communication. Huntington, WVa: Marshall
University, 1999. |
| Cantor,
Jeffrey A. Delivering Instruction to Adult Learners (Revised
Edition). |
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Toronto,
Ontario: Wall and Emerson, 2001. |
| Grube,
Karl W. The Grube Method: The Art of Teaching and Learning Useful |
|
Information
by Designing and Playing a Simulation Game. Whitmore Lake, MI:
Games by Grube, 1994. |
| Heimlich,
Joe E. and Emmalou Norland. Developing Teaching Stylein |
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Adult
Education. San Francisco, CA: Jossey-Bass, Inc., 1994. |
| Hough,
Jill R. Management Development Simulations: Effective or Not?
|
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Minneapolis,
MN: Academy of Human Resource Development Conference, 1996.
|
| Thiagarajan,
Sivasailam. Instructional Games, Simulation, and Role-Plays.
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New
York, NY: McGraw-Hill, 1996. |
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