Is the Label “Games Based Learning” Useful?

Whichever way you look at it the words Games Based Learning create a very neat little box. In that box we are meant to see all “learning” that is centred on, or “based” around a game – which invariably and most recently refers to a console or computer game.

In the recent few days I have come to question the terminology we use. Two things have sparked such curiosity. The first was reading Doug Belshaw’s book “Best of Belshaw” – in which he includes a blog post titled “The problem(s) of 21st century literacy/ies“. The term “literacies” intrigued me and Doug’s quote from Doyle (1994) made me think about the term “games based learning”.

In the last decade a variety of “literacies” have been proposed, including cultural, computer, scientific, technical, global and mathematical. All of these literacies focus on a compartmentalized aspect of literacy. Information literacy, on the other hand, is an inclusive term. Through information literacy, the other literacies can be achieved (Breivik, 1991). In attaining information literacy, students gain proficiency in inquiry as they learn to interpret and use information (Kuhlthau, 1987).

If we continue to use the term Games Based Learning are we just perpetuating a compartmentalised aspect of learning?

Ewan McIntosh underlined my thinking in reference to his recent blog post about the lack of mainstream attention gaming receives and how this impacts negatively upon the use of it in education:

The potential to learn in the game, as well as learn from their production, is lost to all but the most culturally open and connected of educators

In reply to a question on Twitter Ewan said we have to be careful that the terminology doesn’t compartmentalise what is going on when using a game in the classroom- in much the same way the rhetoric of “literacies” has done.

I am undecided, for two reasons.

Part of me knows that when I am explaining about gaming in the classroom to people who have no prior experience, the term “Games Based Learning” helps to succinctly phrase what I mean. It also puts the words “games” and “learning” together.

On the other hand if we set it apart from everything else, if we make the neat little (x)box for it to go in, are we missing the point? Surely it is all really just about learning, in all of its polka-dot and peanut butter flavours and forms – no matter whether it is from a game or from a film.

Ban Consoles at Home

Imagine for a moment you have a Nintendo Wii, or similar, in your classroom (perhaps you do already) which you use for games based learning. Topics or subject units you teach are centred around the use of a specific game and you are in the middle of one such topic.

One day a parent comes into your class and tells you that as a punishment at home their child is banned from using their own games console. The parent knows about the work going on in your class and wants to know what you are going to do about it?

What would you do?

This interesting situation was posed to me recently (some of you might be able to figure out in which context) and is completely fictional. Nonetheless it is a very interesting point for discussion with more and more games based learning work going on in schools.

Taking the Game out of the Console

I have been lucky enough to have developed the use of the Nintendo Wii and DS consoles in our school. We have used the Wiis in our year group in a number of different ways across the curriculum. However the use of Endless Ocean as an integral part of our Sealife curriculum unit has really helped me better understand the role consoles can play in the classroom.

As you may have read in my call for Consoles for Classrooms, I believe that the console should have a well deserved place in the primary classroom as a media platform. But it is as much about seeing potential beyond the games. As soon as you get beyond the “console games engage kids” you start to explore ways to take the game out of the console. Make the most of the potential it has in the wider curriculum, in the unit or topic and in your classroom.

Endless Ocean was central to what we were doing, it wasn’t a bolt on or extra, we had planned for it to be a driving force. But I think what made it so successful and the unit to be so “joined-up” was the thought we gave to what we would do in addition to the game. You can see from the images of sealife work and our loooong display board that we fully embraced the opportunities Endless Ocean and Sealife offered.

The right sort of game will engage the children in your class – in my opinion you have to take that as a given. It is what you do with that engaged group of children that counts. Here are some take-aways:

  • Games can be used in isolation – they can be just as effective in single lessons.
  • Don’t dwell on just the game – think beyond it, how can you leverage that enthusiasm.
  • Make time for your own play. Set up a different save profile, that way you can stay one step ahead.
  • Plan ahead, but also decide not to plan! Discovery in gaming is an important part of the experience – sharing the unexpected with your class is amazing.
  • Mimic the immersive nature of the gaming environment in your classroom.
  • Build displays that develop with time as the unit/game progresses.
  • Allow the children to play independently as well as in small groups.

I suppose the clearest message from my experiences I can give is to leverage the children’s enthusiasm in other learning opportunities and as the blog title suggests take the game out of the console.

Consoles for Classrooms

I think that every classroom should have a console.

That is basically what this blog post is proposing, you can read on and find out why I think that, but that is it in a nutshell. You could stop reading right now, but please take away that first sentence, those first 9 words and consider them carefully if you do.

I have made the most of games based learning in my classes over the last 3 years and I passionately believe in the impact on learning it has. We have explored the world of Myst, done stealth written subtraction using Wii Sports Golf and even driven a whole curriculum topic with the sheer joy that is Endless Ocean. I have seen our whole Year 4 year group working with their Nintendo DS consoles and using Maths Training everyday. Besides my own use I am always amazed and inspired by the cadre of great innovators using games based learning.

The children become excited, engaged and wrapped up in their learning. They want to do well, they want to find out more, sometimes they don’t even realise the learning that is taking place because they are so immersed in the places we can take them. They invest in the learning that is going on because the return is something they understand and appreciate.

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Radio Daze by Ian Hayhurst
Attribution-NonCommercial-NoDerivs License

Gaming on consoles falls into the “Home” bracket and not in the “School” bracket. For some people those brackets need to be separate. Boundaries never to cross. In my opinion, as educators, we need to open our eyes to the potential gaming can have and merge these two realms. We need to leverage the children’s natural engagement and use it to their learning advantage.

Six years ago we installed SMARTBoards throughout the school and I also installed video players. In those six years DVD players have plummeted in price. We wouldn’t be without access to a DVD player now. Broadband in UK schools has become a standard, cheaper, faster and for some countries a basic human right. We wouldn’t be without internet access.

The internet, the DVD player, the class computer are all platforms to deliver content that makes learning fun or more engaging. So why do we not consider a console in that same bracket? They often do a better job.

In many ways I think that console games like Endless Ocean deliver even richer content because it provides a space that can be defined by the learner. The platform that they are delivered on is cheaper – a class Nintendo Wii can be less than £150 (with games). I think it provides amazing value for money in the right hands.

I hope that the Building Schools of the Future project in the UK has found that small amount of money to equip classrooms with consoles. Seems a small drop in the millions that have been invested. Yet that small drop can lead to an endless ocean (sic) of learning. (I nearly deleted that one but it is so cheesy it is staying in!)

Is it suddenly some big surprise that games based learning is engaging our learners? Not to me. If not then why is this type of learning still such a niche. I am going to say it again, I think that every classroom should have a console.

You can take away the first 9 words or the last 3, it is up to you.

Consoles For Classrooms

Using Endless Ocean (Wii) in the Classroom – Making a Class Aquarium for Descriptive Writing

I remember when I first explained on Twitter we were doing Sealife as our next topic I was sent a link to this beautiful footage of the Okinawa Churaumi Aquarium in Japan. Put down what you were doing, take your shoes off and watch this for four and half minutes.

This main tank, the ‘Kuroshio Sea’, holds 7,500-cubic meters (1,981,290 gallons) of water and is the largest in the world. Beautiful footage.

After a few weeks of working with the Wii game Endless Ocean in our literacy unit I planned for a descriptive writing task using an “Aquarium View” of one species. Here is what I did to set it up.

(I have the Wii projected onto our SMARTBoard, audio through speakers etc)

  1. When the children discover a new or interesting species that would make a good written piece of description, make a note of where it is on your map. Press 1 on the remote to call up the map. I used the Lionfish and the Red Stingray.
  2. For your writing task move the boat back to the exact spot of the species you are interested in and dive down.
  3. Set up the task by swimming to the creature, highlighting and selecting it using the A button. In Endless Ocean when you selected a creature in this way you zoom into a first person view and focus on it wherever it moves. You don’t have to control the view it will stay locked on until you manually move away by pressing B on the remote.
  4. This is our “Aquarium View” the fish moves around and we can remain watching and exploring everything to do with it, without the distraction of moving the diver or trying to follow it.
  5. Once we had our “Aquarium View” ready I worked with a small literacy group and spent some time encouraging to the children to just quietly watch the creature move and begin to think of words that might describe it’s behaviour. “Ripples” was a lovely one for the Red Stingray. We gathered these ideas on small pieces of card and had them scattered on the carpet in front of the IWB.
  6. In addition to the creature’s movement we described the general physical appearance and also more descriptive words for it’s movement – so the Red Stingray “elegantly ripples“. Reading the factfile for the creature in the game also allowed us to glean some more ideas. (Click on the name once in “Aquarium View”)
  7. After some teacher led vocabulary work I set the children off to independently create some short sentences describing the creature. I supported some individuals in this small group at the point of writing.

The children enjoyed writing in this way, they were regularly looking up at the creature in front of them and then returning to their description. It is not surprising really because we saw the same reaction to writing when we used Google Earth to offer children a visual map for their writing.

Controlling the diver and playing the game has been a great motivator and way to engage the children, but this more passive use of the media is equally effective. Due to the accurate, high quality representation of the sealife in the game we were able to just sit back and watch – our very own class aquarium.