Login | Register

Using Commercial Games to Support Teaching in Higher Education

Title:

Using Commercial Games to Support Teaching in Higher Education

Garcia Martinez, Salvador (2014) Using Commercial Games to Support Teaching in Higher Education. PhD thesis, Concordia University.

[thumbnail of Garciamartinez_PhD_F2014.pdf]
Preview
Text (application/pdf)
Garciamartinez_PhD_F2014.pdf - Accepted Version
Available under License Creative Commons Attribution.
3MB

Abstract

Commercial games are those that are distributed primarily for entertainment. Because of their immersive and engaging characteristics, they are often used as teaching tools in Higher Education. However, it is not clear exactly how faculty members incorporate the games to their courses. This study analyzes the way commercial video games are used as an instructional tool in Higher Education.

This study took a qualitative multiple-case approach. Three cases were studied pertaining to the games Minecraft, World of Warcraft, and SimCity. Fourteen faculty members who have used commercial video games as part of their courses were interviewed. Courses’ syllabi, calendars, and descriptions of assignments were also considered.

Results of this study show that participants are influenced by their experience, personal and research interests, perceptions, and popularity of the games. Participants used the games as different types of media such as video, virtual environments or simulations. Participants tended to choose the game first, then figured out the pedagogy. They integrated the games at different levels: to illustrate something, as an object of study, as a context for class related activities, as a production tool, and as a context to apply theory.

Overall, participants’ experiences using the games for teaching was positive but the majority only used games to support the teaching of lower order thinking skills and many did not proceed with game play according to pedagogical practices recommended by education specialists. Opportunities and limitations were specific to each game with the exception of technical issues and lack of informational resources on how to play the games.

Divisions:Concordia University > Faculty of Arts and Science > Education
Concordia University > Research Units > Centre for Technoculture, Art and Games
Concordia University > School of Graduate Studies
Item Type:Thesis (PhD)
Authors:Garcia Martinez, Salvador
Institution:Concordia University
Degree Name:Ph. D.
Program:Educational Technology
Date:15 April 2014
Thesis Supervisor(s):Carliner, Saul
Keywords:video games for learning, video games for teaching, Higher Education, Minecraft, World of Warcraft, SimCity, Commercial off-the-shelf video games, COTS
ID Code:978973
Deposited By: SALVADOR GARCIA
Deposited On:26 Nov 2014 13:41
Last Modified:18 Jan 2018 17:48
Related URLs:

References:

Adams, E., & Rollings, A. (2010). Fundamentals of game design (2nd ed.). Upper Saddle River, N.J.: Pearson Prentice Hall.

Adams, P. C. (1998). Teaching and learning with SimCity 2000. Journal of Geography, 97(2), 47-55.

Alexander, B. (2008). Web 2.0 and emergent multiliteracies. Theory into practice, 47(2), 150-160.

Ali, S. (2005). Effective Teaching Pedagogies for Undergraduate Computer Science. Mathematics and Computer Education, 39(3), 243-257.

Anderson, J., L., R., & H., S. (1996). Situated learning and education. Educational Researcher, 25(1), 5-11.

Anderson, L. W., Krathwohl, D. R., & Bloom, B. S. (2001). A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives. New York: Longman.

Annetta, L. (2010). The "I's" Have It: A Framework for Serious Educational Game Design. REVIEW OF GENERAL PSYCHOLOGY, 14(2, Sp. Iss. SI), 105-112.

Annetta, L., Murray, M., Laird, S. G., Bohr, S., & Park, J. (2006). Serious Games: Incorporating Video Games in the Classroom. EDUCAUSE Quarterly, 29(3), 16-22.

Annetta, L., Murray, M., Laird, S. G., Bohr, S., & Park, J. (2008). Investigating student attitudes toward a synchronous, online graduate course in a multi-user virtual learning environment. Journal of Technology and Teacher Education (JTATE), 16(1), 5 - 34.

Anthropy, A. (2012). Rise of the videogame zinesters : how freaks, normals, amateurs, artists, dreamers, dropouts, queers, housewives, and people like you are taking back an art form. New York: Seven Stories Press.

Apperley, T. H. (2006). Genre and game studies: Toward a critical approach to video game genres. Simulation & Gaming, 37(1), 6-23.

Araki, M. (2011). SLeducating: An exploration of the evolution of educators in Second Life. (Master of Educational Technology), Concordia University, Montreal.

Barab, S. A., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., Zuiker, S. J., & Warren, S. (2009). Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education. Journal of Science Education and Technology, 18(4), 305-320.

Barnett, R. (1992). Improving Higher Education: Total Quality Care: ERIC.

Barwell, G., Moore, C., & Walker, R. (2011). Marking machinima: A case study in assessing student use of a Web 2.0 technology. Australasian Journal of Educational Technology, 27(5), 765-780.

Bayliss, J. D. (2012). Teaching game AI through Minecraft mods. Paper presented at the Games Innovation Conference (IGIC), 2012 IEEE International.

Becker, K. (2007). Instructional ethology: reverse engineering for serious design of educational games. Paper presented at the Proceedings of the 2007 conference on Future Play, Toronto, Canada.

Becker, K. (2008). The invention of good games: Understanding learning design in commercial video games. (Ph.D.).

Becker, K. (2010). Distinctions Between Games and Learning: A Review of Current Literature on Games in Education. In R. V. Eck (Ed.), Gaming and cognition : theories and practice from the learning sciences (pp. 22--54). Hershey, PA: Information Science Referenc.

Ben-Ari, M. (2004). Situated Learning in Computer Science Education. Computer Science Education, 14(2), 85-100.

Benton, G. J., & Richardson, G. D. (1990). Comparing Attitudes of Students toward Their Student Teaching Experiences.

Biggs, J. (1993). From theory to practice: A cognitive systems approach. Higher education research and development, 12(1), 73-85.

Biggs, J. (2003). Aligning teaching and assessing to course objectives. Teaching and Learning in Higher Education: New Trends and Innovations, 2, 13-17.

Billing, D. (2007). Teaching for transfer of core/key skills in higher education: Cognitive skills. Higher Education, 53(4), 483-516.

Blizzard Entertainment. (2013a). Awards. from http://us.blizzard.com/en-us/company/about/awards.html

Blizzard Entertainment. (2013b). World of Warcraft - Media. Retrieved October-07-2013, from http://us.battle.net/wow/en/media/comics/#/1

Bloom, B. S. (1956a). Taxonomy of educational objectives : the classification of educational goals. New York: D. McKay.

Bloom, B. S. (1956b). Taxonomy of educational objectives; the classification of educational goals. New York: D. McKay.

Blumberg, P. (2009). Developing learner-centered teaching : a practical guide for faculty. San Francisco: Jossey-Bass.

Bolyard, J. J., & Moyer-Packenham, P. S. (2008). A Review of the Literature on Mathematics and Science Teacher Quality. Peabody Journal of Education, 83(4), 509.

Bonwell, C. C., & Eison, J. A. (1991). Active learning: Creating excitement in the classroom: School of Education and Human Development, George Washington University Washington, DC.

Boud, D. (2000). Sustainable assessment: rethinking assessment for the learning society. Studies in continuing education, 22(2), 151-167.

Bowness, S. (2008). How technology is transforming the lecture. University Affairs, 4(10), 14-19.

Branger, J., Lummis, M., Sims, J., Sims, K., & Vassallo, A. (2011). World of Warcraft: Beginner's Guide. Indianapolis, IN: DK/BradyGames.

Brewer, E. W., & Burgess, D. N. (2005). Professor's role in motivating students to attend class.

Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, 18(1), 32-42.

Bruinsma, M. (2003). Effectiveness of higher education: Factors that determine outcomes of university education.

Buela-Casal, G., Gutiérrez-Martínez, O., Bermúdez-Sánchez, M. P., & Vadillo-Muñoz, O. (2007). Comparative study of international academic rankings of universities. Scientometrics, 71(3), 349-365.

Bunchball, I. (2010). Gamification 101: An Introduction to the Use of Game Dynamics to Influence Behavior.

Butts, S. (2003). Game of the Month: January 2003. Retrieved October-09-2013, 2013, from http://ca.ign.com/articles/2003/01/31/game-of-the-month-january-2003

Byrne, M., & Flood, B. (2005). A study of accounting students' motives, expectations and preparedness for higher education. Journal of Further and Higher Education, 29(2), 111-124.

Carbone, A., Mannila, L., & Fitzgerald, S. (2007). Computer Science and IT Teachers' Conceptions of Successful and Unsuccessful Teaching: A Phenomenographic Study. Computer Science Education, 17(4), 275-299.

Carini, R. M., Kuh, G. D., & Klein, S. P. (2006). Student engagement and student learning: Testing the linkages*. RESEARCH IN HIGHER EDUCATION, 47(1), 1-32.

Carliner, S. (1995). Every object tells a story: A grounded theory of design for object-based learning in museums. . (Doctor of Philosophy), Georgia State University. , Georgia, USA.

Carstens, A., & Beck, J. (2004). Get ready for the gamer generation. TechTrends, 49(3), 22-25.

Castelli, P. A. (2011). An integrated model for practicing reflective learning. Academy of Educational Leadership Journal, 15(S1), 15-30.

Chan, C. C., Tsui, M., Chan, M. Y., & Hong, J. H. (2002). Applying the structure of the observed learning outcomes (SOLO) taxonomy on student's learning outcomes: An empirical study. Assessment & Evaluation in Higher Education, 27(6), 511-527.

Chen, H., & Huang, W. (2008). Examining the Potentials of Computer Games for English Learning. Paper presented at the Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), 2010 Third IEEE International Conference on.

Chen, L., & Liu, H. (2009). Identifying University Faculty Attitudes in Online Games. International Journal of Organizational Innovation (Online), 2(2), 133.

Chickering, A. W., & Gamson, Z. F. (1987). Seven principles for good practice in undergraduate education. AAHE bulletin, 3, 7.

Clark, K. R. (2013). Examining the effects of the flipped model of instruction on student engagement and performance in the secondary mathematics classroom: An action research study. Doctoral Dissertation.

Clounch, T. L. (2010). An exploration of how involvement in a freshman retention program relates to intention to complete an undergraduate degree.

Colby, S. A., Bradshaw, L. K., & Joyner, R. L. (2002). Teacher Evaluation: A Review of the Literature.

Connor, A. M., Buchan, J., & Petrova, K. (2009, 27-29 April 2009). Bridging the research-practice gap in requirements engineering through effective teaching and peer learning. Paper presented at the 2009 Sixth International Conference on Information Technology: New Generations (ITNG 2009), Piscataway, NJ, USA.

Conti, G. J. ( 2007). Identifying Your Educational Philosophy: Development of the Philosophies Held by Instructors of Lifelong-learners (PHIL). MPAEA Journal of Adult Education, XXXVI(1).

Corbin, J. M., & Strauss, A. L. (2008). Basics of qualitative research : techniques and procedures for developing grounded theory (3rd ed.). Los Angeles, Calif.: Sage Publications, Inc.

Cowley, B., Charles, D., Black, M., & Hickey, R. (2008). Toward an understanding of flow in video games. Comput. Entertain., 6(2), 1--27.

Crawford, C. (1984). The art of computer game design.

Creswell, J. W. (2007). Qualitative inquiry & research design : choosing among five approaches (2nd ed.). Thousand Oaks: Sage Publications.

Creswell, J. W. (2008). Educational research : planning, conducting, and evaluating quantitative and qualitative research (3rd ed.). Upper Saddle River, NJ: Pearson/Merrill Prentice Hall.

Crowe, A., Dirks, C., & Wenderoth, M. P. (2008). Biology in bloom: implementing Bloom's taxonomy to enhance student learning in biology. CBE-Life Sciences Education, 7(4), 368-381.

d'Apollonia, S., & Abrami, P. C. (1997). Navigating Student Ratings of Instruction. American Psychologist, 52(11), 1198-1208.

Davidson, J. (2011). Minecraft Breaks 4,000,000 Copies Sold. Retrieved May-27-2013, from http://www.technobuffalo.com/2011/11/07/minecraft-breaks-4000000-copies-sold/

Davis, B. G. (2009). Tools for teaching: Wiley. com.

Deci, E. L., Koestner, R., & Ryan, R. M. (1999). A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychological Bulletin, 25, 627-668.

Denzin, N. K., & Lincoln, Y. S. (2005). The Sage handbook of qualitative research: Sage.

Deterding, S., O'Hara, K., Sicart, M., Dixon, D., Nacke, L., & th Annual Chi Conference on Human Factors in Computing Systems, C. H. I. (2011). Gamification: Using game design elements in non-gaming contexts. Conf Hum Fact Comput Syst Proc Conference on Human Factors in Computing Systems - Proceedings, 2425-2428.

Dewey, J. (1916). Democracy and education. New York: Macmillan.

Dickey, M. D. (2005). Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design. Educational Technology Research and Development, 53(2), 67-83.

Dickey, M. D. (2011). World of Warcraft and the impact of game culture and play in an undergraduate game design course. Computers & Education, 56(1), 200-209.

Dieleman, H., & Huisingh, D. (2006). Games by which to learn and teach about sustainable development: exploring the relevance of games and experiential learning for sustainability. Journal of Cleaner Production, 14(9–11), 837-847.

Dikkers, S. M. (2012). The Professional Development Trajectories of Teachers successfully integrating and practicing with New Information and Communication Technologies.

Dipietro, M., Ferdig, R. E., Boyer, J., & Black, E. W. (2007). Towards a Framework for Understanding Electronic Educational Gaming. Journal of Educational Multimedia and Hypermedia, 16(3), 225--248.

Ditcher, A. (2001). Effective teaching and learning in higher education, with particular reference to the undergraduate education of professional engineers. INTERNATIONAL JOURNAL OF ENGINEERING EDUCATION, 17(1), 24-29.

Donovan, L. (2012). The Use of Serious Games in the Corporate Sector.

Doucet, L., & Srinivasan, V. Designing entertaining educational games using procedural rhetoric: a case study. Paper presented at the Sandbox '10: Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, New York, NY, USA.

Dubbels, B. (2014). Requirements-based Game Development and Maintenance for Designing, Delivering, and Analysis of Classroom Engineering Instruction. Unpublished manuscript.

Egenfeldt-Nielsen, S. (2006). Overview of research on the educational use of video games.

El-Nasr, M. S., & Smith, B. K. (2006). Learning through game modding. Computers in Entertainment, 4(1), 7. doi: 10.1145/1111293.1111301

Elger, D., Williams, B., Budwig, R., DenBraven, K., Beyerlein, S., Dixon, M., . . . Flowers, C. (2003, 2003). Changing educational practices - Uncovering the real issues. Paper presented at the Engineering as a Human Endeavor: Partnering Community, Academia, Government, and Industry, November 5, 2003 - November 8, Westminster, CO, United states.

Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools. (Ed.D. 3311370), Pepperdine University, United States -- California. ProQuest Dissertations & Theses (PQDT) database.

Essential facts about the computer and video game industry. (2011). Retrieved 02/15/12, 2012, from theesa.ca/wp-content/uploads/2013/08/Essential-Facts-2011.pdf

European Centre for the Development of Vocational, T. (2008). Terminology of European education and training policy : a selection of 100 key terms. Luxembourg: Office for Official Publications of the European Communities.

Fallis, J. (2011). Turning a Classroom Distraction into Interaction. University Affairs, 52(4), 12.

Feiertag, J., & Berge, Z. L. (2008). Training Generation N: how educators should approach the Net Generation. Education + Training, 50(6), 457-464.

Fischer, B. B., & Fischer, L. (1979). Styles in teaching and learning. Educational Leadership, 36(4), 245-254.

Foster, A. N., & Mishra, P. (2009). Games, Claims, Genres, and Learning. In R. E. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 33-49): Hershey, PA : Information Science Reference.

Fries, C. H. (2012). Teaching Style Preferences and Educational Philosophy of Teacher Education Faculty at a State University. Oklahoma State University.

Gaber, J. (2007). Simulating Planning SimCity as a Pedagogical Tool. Journal of Planning Education and Research, 27(2), 113-121.

Gagné, R. (2005). Principles of instructional design. Belmont, CA: Thomson/Wadsworth.

Gagne, R. M. (1985). The conditions of learning and theory of instruction (4th ed.) (pp. 243-258).

Gale, M. T. (2011). Gameplay in Higher Education: The Use of Serious Games vs Traditional Instructional Methods in Learning. Auburn University.

Gale, M. T., DiRamio, D. C., Groccia, J. E., & Witte, M. M. (2011). Gameplay in higher education the use of serious games vs traditional instructional methods in learning. from http://hdl.handle.net/10415/2496

Garcia-Martinez, S., & Jong, C. (2012). A Systematic Review on the Potential of Motion-Based Gaming for Learning. Paper presented at the Games + Learning + Society 8.0.

Garcia-Martinez, S., & van Thiel, A. (2010a). Exploring the teaching and learning methods for data structure courses. Paper presented at the World Conference on Educational Multimedia, Hypermedia and Telecommunications.

Garcia-Martinez, S., & van Thiel, A. (2010b). Exploring the Teaching and Learning Methods for Data Structure Courses. Paper presented at the World Conference on Educational Multimedia, Hypermedia and Telecommunications 2010, Toronto, Canada.

Gavrel, P. (2012). Étude - Des jeux de simulation pour sensibiliser les jeunes aux

grands enjeux de société. Le Devoir. Retrieved from http://www.ledevoir.com/ website: http://www.ledevoir.com/societe/education/350060/des-jeux-de-simulation-pour-sensibiliser-les-jeunes-aux-grands-enjeux-de-societe

Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.

Gee, J. P. (2005a). Learning by Design: Good Video Games as Learning Machines. E-Learning, 2(1), 5-16.

Gee, J. P. (2005b). Pleasure, Learning, Video Games, and Life: The Projective Stance. E-Learning, 2(3), 211-223.

Gee, J. P. (2005c). Why video games are good for your soul : pleasure and learning. [Melbourne, Vic.]: Commo
All items in Spectrum are protected by copyright, with all rights reserved. The use of items is governed by Spectrum's terms of access.

Repository Staff Only: item control page

Downloads per month over past year

Research related to the current document (at the CORE website)
- Research related to the current document (at the CORE website)
Back to top Back to top