Syndicate content

June 2013

Videogames and Learning

Michael Trucano's picture

playing to learn?Not a week goes by where I don't receive an unsolicited email from a company touting the benefits of its new 'educational videogame'. Indeed, just last week I opened my inbox to find two separate emails proclaiming how two different mobile gaming apps were destined to "transform learning!!!" Now, in a lot of the cases, I must confess that I am not always sure why something is an 'educational game', and not just a 'game' (although if I am in a difficult mood, I might offer that in too many instances an 'educational game' is 'a game that really isn't much fun'). That said, there is no denying that videogames are big business around the world. So -- increasingly -- is education. Even most people who fear that potential negative effects of some (or even most) videogames on young people would, at the same time, acknowledge the promise and potential for videogames to offer enriching learning experiences. The history of the introduction of educational technologies is in many ways long on promise and potential, however, and short on actual evidence of how they impact learning in tangible and fundamental ways.

Much is made of the potential for ICTs to be used to promote more personalized learning experiences through the introduction of various types of ICT-enabled assessment systems. For me, it has long seemed like the most powerful real-time learning assessment engines have been found in videogames, where actions (or inactions) are often met with near instantaneous responses, to which the player is then challenged to respond in turn. This feedback loop -- taking an action, being presented with information as a result, having to synthesize and analyze this information and doing something as a result -- might meet some people's definition of 'learning'. A good videogame engages its users so strongly that they are willing to fail, and fail, and fail again, until they learn enough from this failure that they can proceed with the game. Even where educational software is not explicitly labeled as a 'game', designers are increasingly introducing game-like elements (badges, achievement bonuses, scoring systems) as a way to promote user (learner? player?) engagement as part of a process known as 'gamification'.

The use of videogames for educational purposes, or at least in educational contexts, is far from an OECD or U.S. phenomenon. Whether I am visiting a school computer lab after hours in central Russia, an Internet cafe filled with students in Indonesia or standing behind some schoolgirls carrying phones between classes in Tanzania, 'educational' videogames seem to be nearly everywhere. Past posts on the EduTech blog have profiled things like the use of video games on mobile phones to promote literacy in rural India and EVOKE, an online game for students across Africa which the World Bank helped sponsor a few years ago. When I speak with young software entrepreneurs in Nairobi or Accra or Manila, they often talk excitedly about the latest educational game they are developing (for markets local and distant).

Do educational games 'work'?
Are they 'effective'?
And if so: How can they be used in schools?

Questions such as these are of increasing interest to scholars. Given both their potential for learning, and how aggressively videogames are being marketed to many education systems, they should be of increasing interest to educational policymakers as well. Some recent research brings us a little closer to a time when we can answer some of them.

The Matthew Effect in Educational Technology

Michael Trucano's picture

advantage to the ladies at the topWhile I have no data to cite here (perhaps this is an idea that could be explored by an enterprising PhD student?), it is my strong suspicion, based on years of observation and work with groups introducing new technologies into education systems and communities in poor and middle income countries, that a 'Matthew Effect in Educational Technology' is observable -- and worth considering.

Just what is a 'Matthew Effect' -- and why should we care about it?

Almost a half-century ago, the sociologist Robert Merton observed (here's the original paper [pdf]) that famous scientists often get more credit for a research finding than a lesser (or un)known scientist does, even where the work of both scientists is very similar. He labeled this phenomenon the 'Matthew Effect', after a verse in the Bible (Book of Matthew 25:29) which roughly translates as 'the rich get richer'. In the words of the sociologist Daniel Rigbey, who wrote a book on the subject:

"Matthew effects tend to confer further advantages on the already-advantaged, other things equal. Of course, other things are never entirely equal. Multiple interacting factors are at play in a complex and connected world.  Nonetheless, more than forty years of research findings suggest that Matthew effects are real and potentially powerful determinants of social outcomes in their own right, and especially when they are not countervailed. We simply cannot understand the dynamics of social inequalities in the world today without taking Matthew effects seriously into account."

Following Merton, Keith Stanovich spoke about a Matthew Effect in an educational context, noting that early successes in developing reading skills usually lead to greater successes with reading -- and thus with learning other new skills that build on the existence of good reading skills going forward.

How does this relate to ICT use in education?