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Hoffman Mobile GBL Lit Review REV1
Transcript of Hoffman Mobile GBL Lit Review REV1
A Literature Review: The Use of Mobile Games in Higher Education
byEric HoffmanEDD 8008
Principles of Instructional Technology
A Literature Review: The Use of Mobile Games in Higher Education
“There is a disconnection between schools and student
needs” (Ghamrawi & Shal, 2012, p. 921). While this has probably
always been the case, the discrepancy is probably greater than at
any point in history, with global impacts. “(Learner use of
mobile) technology is growing very fast, in importance, in every
aspect of society; however, schools are not getting able to cope
with this augmentation” (Ghamrawi & Shal, 2012, p. 921). This
review examines the use of games in a mobile technology context,
to provide instruction to help students learn, using highly
ubiquitous mobile technology.
This review examines educational games in higher education
from three perspectives, 1) affordances and attributes of games
used in game-based learning (GBL), 2) teaching using game-based
learning, and 3) traditional college-age students (18-22)
learning with game-based learning. This will be followed by an
examination of the affordances and implications mobile game-based
learning.
Methodology
Topic Selection and Broad Scan of the Literature
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The broad scan of the literature was done using chapters
from two separate handbooks, one from instructional technology
(Gredler, 2004), and another from the study of gaming and
simulations (Farmer, 2010). Further examination of the literature
was accomplished by this author’s earlier investigation into
games (Hoffman, 2011) and his experiences at professional
education conferences. This broad scan provided most of the
definitions that were used as search terms to refine results in
the narrow scan. Early in the process, a university reference
librarian was consulted for advice, resulting in locating and
procuring the e-book chapter (Farmer, 2010) used in the broad
scan.
Topic Focus and Narrow Scan of the Literature
The topic of gaming in education is rapidly evolving, and
many of the references in the broad scan may be outdated,
although their foci may be helpful to investigate the topic. More
recent comparable and complimentary studies were investigated, to
accurately assess current trends and reflect recent technological
developments and learner behaviors. This was done by
investigating citations of the original sources by Google Scholar
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(Google, n.d.) and through searches in databases, including ERIC,
ProQuest, EBSCO Host, Gale, and others. Subsequent winnowing of
these updated sources limited results to scholarly results since
2011, using Boolean combination searches for such phrases as
“mobile gaming,” “education, “adult learning,” “engaging
students,” and others. To ensure that earlier landmark studies
were not overlooked, these updated sources were examined for
significant definitive studies that preceded them, and these were
added as deemed appropriate. Aside from the consideration of
recency, sources were evaluated based on significance to the
field, and examination of important but understudied areas, such
as teachers’ attitudes toward teaching with mobile devices.
Based on reading content from material in the narrow scan,
the topic was refined because of the increase in focus on the
role of games in education, combined with the strong increase of
casual mobile game playing with social media components by
learners, and the possibilities for expansion of educational
games to take advantage of this motivation.
These topics are worthy of investigation, as educators are
increasingly examining the application of games in education,
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seeking to leverage mobile platforms, workplace gaming, and
constructivist instructional design in adult education (Farmer,
2010, p. 701). The application of games with in the first year
studies milieu is significant, as administrators attempt to
retain these first year students, to maximize their return on
admissions efforts.
Key Terms And Definitions
Activity Theory: A theory that posits a relationship between a subject (person) and an object, with mediational means (Farmer, 2010, p. 706).
Agency: The relationship between a gamer and the construction of personalized meanings through active experience of playing a game (Sicart, Alves, as cited in Kwah, 2012, p. 958)
Casual Games: Games used to relax, socialize, or achieve goals or challenges, and are seldom violent(Farmer, 2010, p. 692).
Digital Immigrant: A person born before 1981 (Prensky, 2001a).
Digital Native: A person born after 1980 (Prensky, 2001a).
E-games: Electronic games, using video, computer, console, etc. (Farmer, 2010, p. 706).
Educational Games: Games with outcomes specific to behavior change or knowledge change designed to outlivethe gaming experience (Chamberlin, Trespalacios, & Gallagher, 2012, p. 108).
Engagement: Complete concentration and focus, immersion, and emotional captivation in an activity(Whitton, 2010, p. 199).
Game: A competitive exercises in which the objective isto win and players must apply subject matter or other
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relevant knowledge in an effort to advance in the exercise and win (Gredler, 2004, p. 571).
Game-Based Learning: a form of learner-centered learning that uses electronic games (e-games) for educational purposes (Tan, Johnston-Wilder, & Neill as cited in Tan, Neill, & Johnston-Wilder, 2012, p. 1).
Gamer: Devoted player of electronic games (Farmer, 2010, p. 706).
Gamification: The process of game-thinking and game mechanics to engage users and solve problems(Zichermann, as cited in Kim, 2012, p. 465).
Immersive Education: Education that involves all the senses within a total submersion within the learning environment (Farmer, 2010, p. 706).
Mobile Technology: Devices that are relatively inexpensive, offering ubiquitous computing, affording supporting collaborative and individualized independentlearning (Savill-Smith & Kent, as cited in Demirbilek, 2010, p. 237).
Mobile Learning (M-Learning): Learning that incorporates mobile devices such as cell phones and personal digital assistants (Farmer, 2010, p. 706).
Reflection: The process of learning from experience, either built into the learning experience, or through aprocess of instructor-led debriefing (Prensky, 2001b, p. 5)
Role-Playing Games (RPG): Games in which the participants assume the roles of characters (Farmer, 2010, p. 706).
Serious Games: Games designed for a primary purpose other than entertainment (Farmer, 2010, p. 706).
Simulations: an evolving case study of a particular social or physical reality in which the participants take on bona fide roles with well-defined responsibilities and constraints (Gredler, 2004, p. 571).
Social Media: A group of Internet-based applications that build on the ideological and technical foundationsof Web 2.0, and that allow the creation and exchange of
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user-generated content (Gredler, 2004, p. 571) Virtual Worlds: Computer-based simulated environments
where users interact via avatars (Kaplan & Haenlein, ascited in Ghamrawi & Shal, 2012, p. 922).
Affordances and Attributes of Games Used in Game-Based Learning
With its expectations of engagement outside the classroom
and interaction with others, the use of educational games can be
considered a high-impact practice (Kuh, Schneider, & Association
of American Colleges and Universities, 2008), and can cause
"gains in student interest, motivation, and retention," according
to Parise and Crosina (2012, n.p.). Parise and Crosina note the
benefit afforded by multiplayer games, "Working in teams within
social game environments also reflects the increasing emphasis on
virtual work structures in higher education and in organizations"
(n.p.). Although such promised gains may be attractive to
administrators and other stakeholders, they come with numerous
costs, in terms of organizational change, required support, and
philosophical adjustments toward such non-traditional endeavors.
Games offer certain advantages not typically found in
instruction, according to Parise and Crosina (2012, n.p.). One
such tool is cognitive disequilibrium: “Playing games is a
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cyclical process of formulating hypothesis, testing, and revision
…. the process where the learner readjusts her expectations in
light of new information. Game feedback is instantaneous.” Kee,
Graham, Dunae, Lutz, Large, Blondeau, and Clare (2009) note Van
Eck’s statement, “Games thrive as teaching tools when they create
a continuous cycle of cognitive disequilibrium and resolution . .
. while also allowing the player to be successful” (p. 310).
Theoretical Bases
Koohang, Riley, Smith, and Schreurs (2009) describe game-
based learning as constructivist, and discuss and provide
examples of appropriate learning activities that support the use
of this model. Farmer (2010) notes gaming as a learning mechanism
is usually associated with activity theory, and may incorporate
Vygotsky's and Luria's concept of the Zone of Proximal
Development, Piaget's Social Constructivist Philosophy, Situated
Learning Theory espoused by Lave and Wenger, and Kolb's
Experiential Learning Theory. This is echoed by Rooney (2012),
who also provides “a triadic theoretical framework for serious
game design comprising play, pedagogy and fidelity” (p. 42).
Quick, Atkinson, and Lin (2012) created a taxonomy, and
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investigated it with LeBlanc's Mechanics, Dynamics, and Affects
taxonomy as part of a survey for studying game preferences in
conjunction with game-playing habits and personality, to examine
design of educational games. While not yet well-validated, such
empirical tools can ultimately provide helpful insight into
educational games, and their variants.
Problem-Based Learning
Koohang et al. (2009) noted “The design of activities
normally begins with presenting a real-world situation,” (p. 95),
and Kee et al. (2009) note that games are “effective at
problematizing knowledge,” (p. 310). This problem-based learning
is a form of experiential learning, demanding a constructivist
approach. Rooney (2012) notes the importance of creating an
authentic learning environment, and that “many complex digital
games provide …. an authentic and engaging environment in which
to develop critical 21st century skills such as problem-solving,
decision-making, and collaborative/social skills” (p. 43). Royle
(2008) states that believability is more important than
authenticity for games; this concept could be extrapolated to
problem-based learning in general. He describes three main
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features required of engaging games 1). structure of the story
2). the narrative and 3). believable characterization, and notes
them to be the same elements useful for designing problem-based
learning.
Because problem-based learning is inherently situated
learning, Rooney (2012) notes a major concern with problem-based
learning is one of learning transfer, whether a learner can
transfer knowledge from one problem-based learning scenario to a
different context. However, he notes different factors that can
affect transference. “Developing critical skills such as problem
solving, critical thinking, and decision making …. (as well as)
reflecting on the potential for transfer during the learning
process" (p. 44) can enhance the likelihood of transference.
Control over these factors are within the grasp of the
instructor, so long as it is designed as part of the instruction,
although assessment of reflection may not be part of an
instructor’s bailiwick, especially within a technical discipline.
Game Design
Learner reflection should be included in the instructional
design, hence the game design, if possible. Prensky (2001b)
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states that a key area that has been lost by the Digital Natives
is the ability to reflect, requiring designers to "invent ways to
include reflection and critical thinking in the learning" (p. 5).
Kwah (2012) comments on the negative aspects incorporation of
commercial games without considering their contexts, with
violence, sexism, and stereotypes presented as part of the
background. She states that facilitation of students’ capacities
for critical reflection must be built into the
curriculum/syllabus/lesson plan, if such games will be used, or
else the games may actually have a negative impact on some
learners.
Extrinsic achievement systems are “not only a deeply rooted
piece of game design, but for many players have become vital,
valued goals" (Evans, Jennings, & Andreen, 2011, p. 21), in
addition to the terminal objective of a game, whether it is a
“win” for a casual game or successful learning, given an
educational game. They note “achievements are inextricably tied
to game mechanics, and the best of them both complement gameplay
and bolster the acquisition of skills, which makes them an ideal
system for assessment in educational games" (p. 22). Their series
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of matrices compares game achievement types with motivation and
learning outcomes, as well as learning domains associated with
the types of achievements, a useful tool for any educational game
designer.
While a detailed examination of designing a game is beyond
the scope of this review, an important consideration is the
design of the learner locus of control. Squire (2006) notes that
good game design involves creating the parameters for the
experience, instead of the experience itself. Otherwise, the
“game” becomes less interactive, and just a story. Squire notes a
fellow experienced game designer warning the novice, "Our desire
to create traditional narrative and exercise authorial control
over the gaming world often inhibits the players' ability to
involve themselves in the game world" (p. 21), and should be
avoided.
Assessment
The constructivist nature of game-based learning may be
problematic in designing assessment. Kee et al. (2009) caution
that “Assessment of games must be approached cautiously, because
the ‘higher-order knowledge and skills [learned in games] are
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typically not revealed by tests of facts, or standards of
learning-types of examinations …. the assessment is designed to
measure something other than what the game is designed to teach”
(p. 323).
The learner-centered e-learning model proposed by Koohang et
al. (2009) proposes three learning assessment elements 1). self-
assessment via reflection, 2). team assessment, and 3).
facilitator’s assessment, providing learners with three levels of
structured assessment, at intervals provided by the instructor,
with the option of providing additional feedback as desired.
Extrinsic measures of successful learning may be especially
useful for assessment, as well as motivational for learners,
through recognition and quantification of achievement.
Extrinsic Motivation: Achievement
Extrinsic motivation of learning can embody many types,
including financial rewards, praise, and the focus of this
section, recognition of achievement. While affective learning is
generally considered the most difficult domain to assess, Evans
et al. (2011) posit that learner achievement can be an
appropriate assessment tool, "particularly those elements that
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make achievements successful to players' sense of competition and
recognition" (p. 27). It can also guide assessment of
psychomotor, and cognitive domain learning, which in turn can be
broken down further into declarative, procedural, and strategic
subdomains (p. 26).
Evans et al. (2011) provide a brief taxonomy of game
achievement types, and state that achievements must lead players
to the learning objectives, and provide feedback to players on
their progress. They present McClanahan’s 14 rules for design
game-based challenges, along with his guiding question for
assessing the design of achievements: “Why is this hard, and is
that reason fun?” (p. 25). The fact that "Achievement systems
have become a major selling point for (commercial) games" (p. 21)
should be significant to game designers, when considering the
competition their product faces from commercial games.
Intrinsic Motivation
Game play is intrinsically motivating (Demirbilek, 2010;
Squire, 2006), and intrinsic motivation is widely regarded as
more powerful than extrinsic motivation. Recognizing the
potential, Rooney (2012) observes, "the power of games to
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motivate and engage players−combined with research linking
engagement and motivation to effective learning−has led many
educators to explore their potential for learning” (p. 49).
In their examination of intrinsic motivation in games, Evans
et al. (2011) used Malone and Lepper’s taxonomy of intrinsic
motivation as a means of relating these intrinsic motivations to
assessment within the context of game-based learning. This useful
tool, while still needing additional testing, can help guide game
designers to ensure quality intrinsic motivation is built into
the interactivity.
Royle (2008) describes intrinsic motivation from the
perspective of problem/challenge/achievement design. He states
that "Puzzles and problems need to emerge logically from the
narrative structure of the game … challenging enough to lead
users to seek out new knowledge" (n.p.) This guideline toward
creating intrinsically motivating challenges is similar to
McClanahan's guiding question, “Why is this hard, and is that
reason fun?” (Evans et al., 2011, p. 25).
Context
When presented within the context of competition from the
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commercial game industry, creating engaging educational games can
be considered even more challenging. Without significant
resources, perhaps “the reversioned commercial game has the
greatest possibility for producing a truly gamelike learning
experience” (Royle, 2008, n.p.).
Not only do the educational game production interests suffer
from a lack of resources to compete with the commercial game
industry, Squire (2006) notes that “traditional educational
interests are much slower to respond and less well represented
within the serious games movement” (p. 20).
Further, partnerships between the commercial game companies
and educational institutions for research are very limited. As
Williams, Yee, and Caplan (2008) note, “Commercial game companies
have been largely closed to researchers due to time, legal,
resource and focus constraints” (p. 995), while Whitton (2010)
laments that “systematic and generalizable research has remained
elusive, largely due to the difficulties of securing access to
players within the walled gardens of for-profit companies” (p.
994). Nonetheless, there are some extant collaborations, and the
possibility for more, as the educational institutions seek to
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implement innovative high-impact practices.
Collaboration in the Design Process
Because instructors are subject matter experts within their
own fields, and an initial approach to game design might be a
self-crafted game. This approach is sometimes recommended at
professional conferences, perhaps because of the low cost of
development. The playability of the game may suffer, because of
the lack of the instructor’s game design experience.
Since game design is not a common skillset among faculty or
instructional designers, the allure of arranging a partnership
with game designers may be tempting. However, Tan et al. (2012)
note game designers and instructional designers or teachers who
don't work together may have jaundiced views of the other, at the
expense of the learning experience. “To balance engagement and
attainment of learning objectives in game playing, the game
experts should collaborate with subject matter experts in
producing games for game-based learning practice” (Tan et al.,
2012, p. 2).
Kee et al. (2009) recognize the key issues with either
approach:
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theories of good gaming, are typically of the boring drill-and-response type. As researchers, werun the risk of ruining what makes a good game if we do not consult with professional game designers. At the same time, gamers are Games thathave been designed by academics, with little grounding in good at figuring out what makes a game ‘fun’ but will not make games that are pedagogically sound if they do not engage with experts in teaching and learning. (p. 306).
While Rooney (2012) reports "difficulties have led many to
conclude that serious game design is an art as opposed to a
science" (p. 55), the approaches toward a structured, team-based
approach (Chamberlin et al., 2012; Kee et al., 2009) provide
evidence to support a scientific approach to implementation.
Game Implementation
An educational game development model using a diverse team
of game developers and content experts was developed at New
Mexico State University beginning in 1993, based on Gunter,
Kenny, & Vick's RETAIN (The Relevance Engagement Translation
Assimilation Immersion Naturalization) model (Chamberlin et al.,
2012). While their Learning Games Design model has been
successful, the team approach is expensive, and Chamberlin et al.
note the need for further testing of their model, "Research on
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game development … is still new territory" (p. 89).
Current students are heavy consumers of games and mobile
technology. Ghamrawi and Shal (2012) state, “Instead of wasting
energy fighting students’ preferred delivery system, it is worth
working to ensure that students extract maximum understanding”
(p. 926), so mobile game development might be the most
appropriate platform for educational institutions.
Squire, DeVane, and Durga (2008) propose “Centers of
Expertise” for schools to foster and develop learning through
games, yet they note “the chief barriers for schools will be
whether they can support the underlying models of learning that
include students developing and following unique learning
interests” (p. 250). Supporting this conclusion, (Royle, 2008)
states:
“Games are fundamentally incompatible with the school environment .... integrating games into theschool culture dilutes the experience of game playing. From the teacher's point of view, games are too long, too immersive, and focused on the wrong outcomes, motivating students to achieve defined win states rather than to seek knowledge. (n.p.)
Careful design to address these teacher concerns, as
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well as appropriate levels of staff support and
training would need to be implemented to ensure
successful implementation of such centers.
While the treatise of Squire et al. (2008) addresses
implementation at the K-12 level, it could be similarly applied
on a large scale through a distributed interactive gaming higher
education, through a consortium approach. This could be of great
assistance to researchers, where the flow of data across
institutions is easy, numeric data about use is generated,
learners construct and distribute evidence of their learning.
Teaching with Game-Based Learning
The teachers who use, or are expected to use game-based
learning, especially in a mobile environment, are understudied,
according to Demirbilek (2010). Yet, he states "it is critical to
measure the attitudes and perceptions of adult educators ... in
establishing appropriate interpositions that help integrate these
technologies into their education) (pp. 244-245).
Prensky (2001a) placed the onus of education squarely on
teachers to reach learners with different experiences and
communication styles. Later, Prensky (2001b) states, "the single
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biggest problem facing education today is that our Digital
Immigrant instructors ... are struggling to teach a population
that speaks an entirely new language" (p. 3), and that “learning
via digital games is one good way to reach Digital Natives in
their native language" (p. 1). This position is supported by a
less-sanguine Ghamrawi and Shal (2012), “teachers are more likely
to have achieved in their lives through logical step-by-step
approaches to learning” (p. 921), rather than a innovative
environment conducive to use of modern technology. While these
trends indicate general differences between generations, they are
not absolute, nor are they especially damning. Helsper and Eynon
(2010) state, “we often erroneously presume a gap between
educators and students and that if such a gap does exist, it is
definitely possible to close it” (p. 503).
The author of this review believes with the introduction of
innovation in technology and techniques such as the “flipped
classroom,” the traditional role of teachers will change. With
respect to educational games, Koohang et al. (2009) declare the
new role of the teacher to be transformed into “the role of a
coach, mentor, and/or guide to provide feedback to learners” (p.
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96). The acceptance of this role may be vitally important to the
near-term proliferation of game-based learning (Tan et al.,
2012).
Popular commercial video games may be attractive vehicles
for inclusion of game-based learning, significant issues exist,
as teachers may struggle with the technology, the new mentor
role, new pedagogies, and the discomfort that many of their
students are more technically sophisticated. Although Kwah (2012)
acknowledges students generally live with mobile and connected
technology, they may not be equipped to critically reflect on the
meanings implicit with depictions of gender, race, class,
nationality, science, and technology. While their teacher/guides
may not yet be equipped to help direct them, professional
organizations offer various levels guidance, as well as
guidebooks (Whitton, 2010) to help them choose the appropriate
games and strategies, and how to avoid many of the pitfalls
associated with them.
Student Learning with Game-Based Learning
Attributes of Learners
Prensky (2001a) states that today’s students have “spent
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their entire lives surrounded by and using computers, videogames,
digital music players, video cams, cell phones, and all the other
toys and tools of the digital age" (p. 1). He purports that
through neuroplasticity and malleability, Digital Natives think
differently than others, and crave rapid feedback, easily
delivered through games.
Although in general agreement with Prensky (2001a), Helsper
and Eynon (2010) state, “generation is only one of the predictors
of advanced interaction with the Internet, and breadth of use,
experience, gender and educational levels are also important,
indeed in some cases more important than generational
differences, in explaining the extent to which people can be
defined as a digital native” (p. 503). They use the term “Digital
Native” to describe people with behavior patterns and access to
technology, rather than ascribing the term based on a birthdate.
The results of a survey by Quick et al. (2012) revealed
numerous preferences for game types and game habits, compared to
personality. Further, Whitton (2010) presents a rare census of
online game play in a virtual world, and the results might be
extrapolated for educational purposes. "The paper presented here
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explicates players’ demographics, their playing patterns as
related to those demographics, and their motivations for play.
Many of the results defy both stereotype and theoretical
predictions" (p. 994). These findings reinforce the need to
consider multiple preferred learning styles, and to avoid the
homogenization of learners when planning game-based learning.
Gender Attributes
A glimpse at gender attributes by Farmer (2010) reveals
popular stereotypes, "males may have an unfair advantage (over
females) since they are more likely to have practiced with
(games) outside of school" (p. 688). She quotes Miller that "Even
though egames may be considered a male’s bastion, the learning
principles behind egaming speak to females’ ways of learning:
interactivity, contextualized meaning, incorporation of
relationships, emotional engagement, and communication" (p. 689).
She further states “females are less likely to persist in
figuring out control or navigation tools; if the manipulation
effort does not result in significant content learning, females
are apt to walk away from the simulation” (p. 695). Additionally,
she finds:
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“boys use computers mainly for entertainment, while girls tend to use computers more for education and communication. In addition, girls tend to dislike RPGs because of the violence that often occurs in them. Also, girls prefer open-ended computer venues, such as instant messaging (IM) and authoring tools.” (p. 688)
Kwah (2012) observes the inappropriate content in many
video games, that may interfere with learning by
females.
The data studied by (Williams et al., 2008) in 2004 states
“that 38% of players are female, and that women are the driving
force behind the majority of online game play. Even without
recent data or mobile device data, this information demonstrates
the importance of considering gender issues in game-based
learning.
Affordances and Implications of Mobile Game-Based Learning
Applying game-based learning in a mobile learning
environment is still game-based learning, with some significant
considerations. The affordability, flexibility, and ubiquity of
mobile technology permit new ways to teach and learn. While the
ramifications of this won’t be known for many years, the impact
of this technology might have surprisingly powerful implications
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for education and society, analogous to the impact of mobile
technology on the recent Arab Spring movement.
Social Interaction
When an educational institution or system begins to adopt
social networking into curricula, unexpected interaction can
occur, as learners become empowered. Ghamrawi and Shal (2012)
provide a list of four “benefits of the adoption of social
networking into curricula:”
1. Offers a less restrictive emulation of the traditional training experience.
2. Provides a familiar platform for many learners to operate within.
3. Supplies a support structure independent of authority.4. Allows for exchange of media to accommodate all learner
types. (p. 923)
While these technologies may disrupt conventional education, they
can enable higher order learning by empowering groups and
individuals to creatively provide evidence of their
accomplishments.
Parise and Crosina (2012) considered social gaming, and note
the impacts on education, "Social gaming dynamics can increase
students' motivation and desire to learn, help them develop
stronger relationships with their team members and classmates,
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and ultimately aid them in the knowledge-discovery process"
(n.p.). Similarly, and more simply, Ghamrawi and Shal (2012)
describe the process, “social interaction facilitates learning.
That’s why schools have been founded” (p. 922). Royle (2008)
states the social interactions “are as important as the game
itself because such performance stories, ideas about strategy,
and exchanged knowledge constitute forms of learning in their own
right” (n.p.). Because social interaction involves exchanges of
inquiry, information, strategy, and advice combined with content,
they should inherently embody higher-order learning.
Effects of Mobile Technology and Learning
Demirbilek (2010) notes five unique educational advantages
of mobile devices identified by Klopfer, Squire, and Jenkins:
1. portability (location independent)2. social interactivity (can exchange data and collaborate
with others3. individuality (can provide scaffolding for individual
paths of investigation)4. connectivity (can connect handheld devices to other
devices to create a shared environment)5. context sensitivity (can gather data ‘just-in-time and
place’) (p. 237)
The combination of these advantages enable a synergistic effect
when applied in an educational gaming context, as each attribute
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can be considered as a tool by the designer, instructor, or the
learner. Demirbilek reports the special affordances of relatively
low cost and portability to lifelong learning and informal
learning environments, and re-engage learners who may have become
disillusioned by traditional education methods. He notes that
“courses must be developed, presented, and distributed in a
manner that allow both mobile and non-mobile distance learners to
participate in the same course, using the same course materials
that can be accessed from standard and mobile technologies (p.
238).
Ghamrawi and Shal recognize that mobile devices are “hotbeds
of feature innovation—the major features being voice, short
messaging service (SMS), graphics, user-controlled operating
systems, downloadable, browsers, camera functions (still and
video), and geopositioning” (p. 924). Even in developing
countries, mobile technology can be highly ubiquitous and
powerful, and are used to provide low-bandwidth services where
other communication doesn’t exist. " Ghamrawi and Shal (2012)
further recognize that mobile devices “can access versions of the
same kinds of tools and teaching programs available on personal
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computers, and, given that the phones are communications devices,
use the tools for collaboration in new and interesting ways” (p.
924). This power provides the capacity of a portable productivity
device with high fidelity and interoperability of content with
other users with equivalent devices. This high fidelity adds the
unique capability of the mobile technology to well designed
mobile instruction to create new levels of interactivity,
encouraging multiple modes of interaction, with "teachers talking
to students, students challenging one another, and an entire
class discussing the causes and effects of a game scenario
(Parise & Crosina, 2012, n.p.), during the activity, in disparate
and distributed environments.
Summary
The application of mobile technology for educational use is
continually under revision, as the technology and its
applications are constantly being improved, with new features,
capabilities, and external services available. As the number of
global users grow, the economy of scale should encourage further
development in educational applications.
Game based learning is just one of the innovations awaiting
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academic acceptance, along with electronic portfolios, peer
instruction, flipped classrooms, etc. The great potential of
these innovations is held in check by tradition, lack of funding
for large-scale experimentation, and perhaps the vision of the
“Digital Immigrants” in charge. Although educational institutions
are resistant to change, external pressures from the business
world (including for-profit schools) may cause greater acceptance
of such innovations by all levels of education in the near
future.
Perhaps the greatest implication for the future of learning
with mobile games, is the possibility to ride the wave of
globalization, as these devices become increasingly available to
large segments of the global population without access to quality
education.
Recommendation for further study
While Ghamrawi and Shal (2012) recognize the “disconnect
between schools and student needs” (p. 921), they focus on
possibilities integrate social networking and mobile devices into
a ”distributed, controlled, and managed learning
environment….instead of wasting energy fighting students’
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preferred delivery system” (p. 926). This preference of delivery
system may be influential in the dedication of students’ elective
time and energy to academics. Access to “learning time,
materials, and collaboration—the big 3” (Simonson, Schlosser, &
Orellana, 2011), might be best enabled though careful and
intentional facilitation of mobile devices, and the convenience
and accessibility afforded by their defining portability and
ubiquity of service. Investigation into the impact of the
preference and practical availability of the learning system
might provide insights into learner choices that affect academic
persistence, retention, and educational outcomes.
Additional investigation using constructionalism theory
could examine further motivation of mobile learners in contexts
designed to support more complex learning objectives.
This review began with an investigation of the methodology
used, investigation of game-based learning, issues with teaching
using game-based learning, issues with learning via game-based
learning, and an investigation of the affordances specific to
mobile technology in a game-based learning environment.
32
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