Saturday, March 12, 2016

Game-Based Learning in Political Science

The university classroom is generally seen as an environment for adults. Students learn to become professionals. Many students have already spent years in a professional environment and are returning to increase skills. Therefore, the concept of introducing gaming into the classroom may seem immature to faculty.
 Despite this perception, there are those who disagree. Woessner, author of the article Teaching with SimCity: Using Sophisticated Gaming Simulations to Teach Concepts in Introductory American Government, made the following claim...
  Although the use of SimCity-based simulations will not revolutionize political science and civics education, the selective incorporation of these sophisticated civic simulations has the potential to generate enthusiasm among otherwise disinterested students. As a tool for teaching high school civics or introductory American government, in-class exercises based on SimCity may help the next generation to understand why, in politics, there are no easy answers.
Personally, I don't like playing video games and I haven't done it for years. Therefore, before completing this assignment, I would have probably joined the ranks of those who view game based learning as a hopeless cause. Heeter, author of the article, Impacts of forced serious game play on vulnerable subgroups, completed a study that demonstrates that I am not alone.  
The most important threat to a serious game having its intended impact is when players dislike the game and would not play it on their own if not assigned to do so. Resistant players were less committed (play for less time), experienced less positive affect, less focused attention, and more negative affect than eager players who would play even if they did not have to. Resistant players performed worse and played in such a way that they experienced less challenge during the game. Serious games are likely to be least effective for players who dislike a game and most effective for those who like the game. Declaring that serious games are less effective for players who dislike the game on the surface seems to imply that serious games simply need to be great games, and they will have the desired impacts. The problem with that solution is that liking a game is highly idiosyncratic. Every one of our games in the study had eager players and resistant people who would never play the game intentionally. Even if a game were a great example of its genre, the appeal of such a game would certainly not be universal. Different people like different games. Even the most wonderfully designed serious game will fail to appeal to some players. This also points to the need for more future work on understanding the relevant individual differences between game players, particularly for formal learning environments."
Despite these negative findings, there may be a small relative advantage for providing games as an alternative assignment for those students who may otherwise feel more disengaged. Heeter also stated that "Based on our findings, one could also appreciate the inverse interpretation: serious games are a good way to reach gamers, and serious games are a potentially great way to reach players who really enjoy the game" Furthermore, Heeter did list suggestions for improvement by stating that "Serious game designers should consider how their game will be received by non-gamers as well as avid gamers and females as well as males."


Woessner, M. (2015). Teaching with SimCity: Using Sophisticated Gaming Simulations to Teach Concepts in Introductory American Government. PS: Political Science & Politics48(02), 358-363.

Heeter, C., Lee, Y. H., Magerko, B., & Medler, B. (2011). Impacts of forced serious game play on vulnerable subgroups. 

2 comments:

  1. I enjoyed reading Heeter's words in your comments. I, like you, don't play video games and haven't in a long time. In college, I loved Zelda and Mario in 2D but once they all went to immersive 3D environments, I quickly lost interest. I just can't manage to play them and end up wandering around aimlessly until I get frustrated and shut them off. I really struggled with this assignment and trying to find these more immersive games that would be suitable for 9th grade special education students learning algebra, most of which have few of the basic skills under their belts. And once I do find them, then what? I don't understand them well enough to play them, let alone teach my students how to use them. It isn't even that I dislike games in the classroom. We play a lot of non-digital games with task cards and math libs. I often put short flash games up on Classroom with their homework to help them practice a skill and most really enjoy them. What I took away from your blog was that it's ok if not everyone likes every game and maybe instead of finding one game, I will look for two or three, giving students a choice. I also found the definition of "serious" games a little ambiguous as I researched this week. One of the games I chose was on a list I found of games that are not serious. And it is also on a list of serious games. So maybe that definition is in the eye of the beholder.

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  2. Thanks for your post. Your perspective is so very different from mine as we teach at opposite ends of the educational spectrum. However, I see the pattern repeat on a different scale. As children are very very young, play is the way they learn. By the time they get to us in 5th grade that has been pretty minimized but it is still there a little. By time college comes around, the concept of play is not really there. I am fascinated by this and really enjoyed your post as it made me think hard.

    At the MIT media lab here in Boston/Cambridge much of what develops comes from 'playing' with ideas. Google famously developed gmail from a project that started out in the 20% time that developers have. Maybe the concept of play naturally fades as we get older - or maybe we have forced it out.

    I was going to take a course for this Masters which is a game - but I didn't for the reason that I thought I would get too engaged and not be able to split up my work over two classes.

    Thanks again, you have me thinking!

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