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Christie Pinaud
Introduction
Teachers are being encouraged to utilize the chromebooks as much as possible and in as many
different ways possible in the classrooms. I am constantly seeking ways to do this in my seventh
grade life science classroom. I teach two classes of on level students and two classes of
design and game elements in learning environments (Bruder, 2015). In 2016, Time Magazine
reported that the average “gamer” is thirteen years old and spends an average of six hours per
week playing video games. Considering these statistics, it is my hope that gamification of my
classroom would target my students and increase enthusiasm in my curriculum and learning. I
found three articles that focus on my subject area, my colleagues, and my approximate age
demographic.
Article One
“Investigating the Impact of Video Games on High School Students’ Engagement and
Learning About Genetics” by Leonard Annetta, James Minogue, Shawn Y. Holmes, Meng-Tzu
Cheng captured my attention due to the fact that it appeals to an area of my curriculum and that
high school is an area that I am interested in pursuing in the future. This study focused on the
impact that teacher made video games played on student engagement and acquisition of genetics
content. The article refers to the teacher created games as Multiplayer Educational Gaming
Applications (MEGA).
The author’s research was quite extensive. The research can be broken down into three
areas--learning through video games, student engagement, cognition, and general understanding
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of the genetics topics. They expounded upon the MEGAs concept and backed up this with the
fact that students found them more interesting over general lecture. MEGAs also allow for more
skill development in the areas of science such as problem solving and critical thinking skills.
They quoted several articles that pointed out the increase in level of student engagement when
competition and interest are increased with the use of gaming. They also used research from
cognitive Load Theory since video games promote active participation and from Multimedia
Learning Theory due to the visual and aural nature of video games. The aspect of the research
that I appreciated was the inclusion of research that pointed out that in “the construction of
scientific knowledge, scientific models and visualizations can help individuals make sense of
abstract concepts” (Treagust, Chittleborough, and Mamialo, 2002). Genetics is one of the most
abstract concepts to teach in my biology class. The research they provided supported this in that
“genetics remains conceptually and linguistically difficult to teach and learn” (Tsui and Treagust,
The methodology of the study was very similar to laboratory experiments that students
would do in a biology class. They studied four general biology classes in a United States high
school setting. One class was the experimental group and three were the control group. The
experimental group was exposed to the MEGA in order to review genetics concepts. The Control
group reviewed the topics in a normal classroom setting via discussion, lecture, paper, pencil,
etc. Students in both groups were given a pretest and a post test to assess learning. To analyze
engagement, they assessed students using the Protocol for Classroom Observation from
The study found that students were more engaged with the use of the MEGA video
games in the classroom. Although the study pointed out that video games aided in student
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learning, they also noted that they should be used as a supplement or enhancement to the
classroom and not the only learning tool. The study also pointed out that in the design factor of
gaming, the game should be focused more on skill based learning and not on story lines or
choices such as avatars or clothing/themes. Students appeared to be caught up in the detail of this
and less focused on the education aspect of the game. The students who played the game were
more engaged. The study also pointed out that when designing or looking for a game, teachers
need to ensure the game design includes four principles: making science accessible, making
thinking and problem solving a forefront, help students work together and learn from each other,
This article appealed to me because I teach seventh grade life science. I feel that the study
was done well. The only thing I would have changed is to note the males versus females tested
and had a balance in control and experimental group. This study helped me in the requirements
that I need to look for in gaming if I am to encorporate this into my science classroom. I want to
seek out games that promote the four principles listed and ensure that I use the games properly
and not as a time filler or substitute teacher activity. I appreciated the nod to the continuation and
importance of paper pencil notes and lecture. I would definately use gaming as a supplemental
Article Two
The second article that I chose was “The Effects of Computer Games on Primary
Tüzün, Meryem Yılmaz-Soylu, Türkan Karakus, Yavuz İnal, and Gonca Kızılkaya. The article
was primarily concerned with the lack of resources in geography and in the declining of interest
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in learning about geography. The study was intended to find ways to enhance the motivation and
curriculum of geography classrooms by the use of video or computer gaming.The study focused
The study cited numerous resources to support the growing need to resources in
geography and in the need to student knowledge of geography itself. In education there in
notable change in the “ student characteristics in the new era, and indicated the need for a shift to
a new pedagogy (Fitzpatrick, 1993; Hill & Solem, 1999; McNail, 1987). In these learning
contexts the characteristics of the new pedagogy are articulated through authenticity. This
authenticity sees learners deal with issues of local and global significance, using real-world data,
and building on personal interests, while taking responsibility for their own learning. (Castleford
& Robinson, 1998; Lemberg & Stoltman, 1999; McNail, 1987).” Although most of the literature
reviewed seemed older, the concepts still ring true for the classroom of today and for today’s
study. Pre and post tests were given as well as observation, interviews,open-ended questions and
digital records were the sources for the methods. Students were selected based on academic
performance. The students were composed of twelve girls and twelve boys who had no prior
knowledge of the subject being assessed. A game known as Quest Atlantis (QA) was selected for
the study. This is a game that is similar to Second Life in that it is a virtual world that students
explore. Students were allowed to use the game for three weeks for an hour a day once a week.
The results of the study used a t-test to compare learning before and after the
intervention. A t-test was also used to compare intrinsic and extrinsic motivation. Students
showed significant gains in learning by the utilization of the game. The mean score for post
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achievement (Motivation=8.6 SD=2.4) was higher than the mean score for pre-achievement
tests (M=6.2, SD=1.0). The mean score for motivation also was higher in intrinsic motivation in
the game context than the mean score for intrinsic motivation in the classroom context. Students
played the game with great interest and teachers reported very little to no technical issues that
arose. Teachers also reported a need for basic skills on the behalf of the student and a day
Although this study focuses on a subject matter that is not my content specialization
currently, I will be teaching one section of Social Studies next year. This article appealed to me
in the choice of virtual worlds as the video game to implement in my classroom. When we began
this class and were instructed to use Second Life, there were many concerns of using virtual
worlds in my classroom. This particular program of choice was more education focused and
seemed easier to use in the classroom for younger students. I could alsos see how older students
would enjoy this video game and how it would enhance the geography aspect of Social Studies
content. I also enjoyed how the authors gave very detailed statistics to the findings. There was
nothing to this study that I would do to improve upon it other than include participants in higher
grade levels.
Article Three
The final article that I found on video games in the classroom was “Video Games in the
CLassroom: Pre- and In-Service Teachers’ Perceptions of games in the K-12 Classroom” written
by Raymond S. Pastore and David A. Falvo. In this article, the gentlemen survey teachers that
were still in school and teachers who were in the classroom for their feelings on the usage of
gaming in the classroom to enhance instruction. The hope of the writers was to use the results to
help fill a gap in the literature available on gaming in our new age classrooms.
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I feel that the authors had the foresight to assume that most teachers would be hesitant in
the use of gaming on the classroom because they presented a plethora of research on different
aspects of computer based learning. The research also included the effect of students designing
the games to use in the classroom. When games are used in this way, students take more pride
and ownership in their learning. “Well designed games included fantasy environment, player
control, goals, rules, elements of competition, and visual attractiveness (Dempsey et al., 1996;
Dickey, 2007; Dondlinger, 2007).” The research also stressed the importance of teacher “buy in”
on the use of video games in the classroom for education purposes. When teachers have a
The study utilized a survey given to ninety eight teachers. There were 53 in-service
teachers (current teachers in the classroom) and 45 pre service teachers (those still in school in
pursuit of a teaching degree). There were 30 male teachers and 68 females total. The mean age of
participants was 26 years of age. The survey consisted of 22 questions. Eighteen of which were
Likert-scale and four open ended questions. Participants were also given a demographic survey
as well.
The study gave a very detailed statistical analysis of the survey results. Both pre and in-
service teachers agreed on the need of visual representation and the use of general games to
enhance student learning. Both groups also agreed that games should be user friendly and
address learning styles as well as knowledge. The majority opinion was that acknowledgement of
“winning” should take place as to increase motivation and interest of player/students. The survey
groups differed upon if students should be penalized for incorrect answers--in-service teachers
felt they should be penalized and preservice teachers felt they should not be penalized. Overall,
the perception of gaming was well received and there was interest in using it in the classroom.
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Most teachers were interesting and saw the value of gaming in the classroom, but shared the
concern of students facing distractions in the game and not focused on the overall message the
A table in given that shows the questions that were asked of two groups. I found this table
extensive and valuable. The questions were well worded and clear. I liked how they surveyed
teachers in school and in the classroom. I would have thought the would be more of a margin
between the results, but they were surprisingly close. The survey was given to an adequate
amount of participants. At first, my hesitation was the male to female ratio, but considering the
profession, the numbers are understandable since it is a female dominated profession. Teacher
perception and buy in is vital to the implementation to the roll of of technology and techniques in
the classroom. I found the research the article gave relevant. I too was hesitant when I first went
to a STEM Symposium and attended a glass on gaming in the classroom. This article was helpful
in order to see that others in my profession express the same hope for gaming and concerns as I
do.
Final Reflection
When used appropriately and with the correct format chosen, I feel that that I could
incorporate gaming into my classroom to enhance my instruction. I feel like each article was
helpful in either content, appropriateness, age range, and perception. I actually tested this out this
week in my classroom on a smaller scale. We are covering body systems this nine weeks. I found
a game on BrainPop (an educational website) called Diabetic Dog. We have already talked about
the function of the pancreas, so students had the background knowledge. In the game, students
must feed and care for a dog that suffers from diabetes. Students figured out what diabetes is,
the effects of exercise on insulin levels and the importance of nutrition. I have one student who
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normally shows no interest in class. He comes to class and leaves. On the day that I allowed him
to play this game, he really connected and enjoyed himself. He was actually upset that his dog
died. When I asked him to explain what happened, he could clearly explain the causes of
diabetes and how to manage it. He knew where he went wrong to cause his dog to die. He asked
me after class if he could play this game at home over the weekend and how to access it. The
research definitely convinced me to give video gaming a try and it pleasantly surprised me. I am
References
Annetta, L. A., Minogue, J., Holmes, S. Y., & Cheng, M. T. (2009). Investigating the impact of
video games on high school students’ engagement and learning about genetics. Computers &
Education (In Press).
Pastore, R. S., & Falvo, D. A. (2010). Video Games in the Classroom: Pre-and in-service
teachers' perceptions of games in the K-12 classroom. International Journal of Instructional
Technology and Distance Learning, 7(12), 49-57.
Tuzun, H., Yilmaz Soylu, M., Karakus, T.,Inal, Y. & Kizilkaya, K.(2009). The effects of
computer games on primary school students’ achievement and motivation in geography learning.
Computers & Education, 52(1),68-77.