Oregon Trail Lives On

Oregon Trail was the example of an educational game we described in the first edition of Integrating Technology for Meaningful Learning and it is included in the latest update. Other educational games might make better current examples, but the game was so ubiquitous and part of the K12 experience of so many that the familiarity of the game represents a touchstone we can rely on to make a connection between what we describe as attributes of educational games and a personal experience. The game continues to exist (the point of this post) and also provides the opportunity for a hands-on experience we can direct interested parties to explore. 

In case the game was not part of your elementary school experience, the game asks players to take on the role of the leader of a wagon train making the journey from Independence, Missouri, to Oregon. The wagon master makes decisions along the way involving issues such as what supplies to purchase, when to hunt for food, when to stop and when to push on. Hunting for deer is what I remember as the only skill-based action component of the game. The focus was mostly on decision making and how such decisions were successful in dealing with random events one might encounter – e.g., disease, storms, breakdowns. In my opinion as a nongamer, the information provided was minimal and the repetitive process of moving through the game was tedious. As an educational activity (see book), I have always recommended that gameplay be supplemented with other reading and writing activities. Still, a history of Oregon Trail available on Wikipedia indicates that through 2011 sixty-five million copies of some version of the game had been sold. The game was inducted into the video game hall of fame in 2016 and is considered among the most influential early examples of serious games

Versions of Oregon Trail have been developed by different companies and this continues. A recent offering from GameLoft available through Apple’s Arcade game subscription service represents a good example. The game is more sophisticated with more options and more challenges, but perhaps the most interesting feature is the attempt to be more sensitive to the true history of westward expansion and the impact on Indigenous inhabitants of the lands through which the wagon trains of the game traveled. This NPR story describes the efforts of Gameloft to more accurately represent Indigenous people in its representation of the Oregon Trail. The company brought in three Indigenous histories to offer advice on the way Native people were represented.

The new version of Oregon Trail is designed to be played repeatedly and the opportunity to fashion different groups making a trip changes the experience depending on the members of the group. Each segment of the trip involves multiple choice points that route the party through different locations with different experiences. The perspective of Native Americans is presented in alternate “journeys” using similar game components.

I have spent a few hours with the new game and my assessment of the educational impact remains pretty much the same. I also don’t see this game gaining traction in classrooms because of the Apple game subscription system used to make the game available. The efforts to improve the historical accuracy of the game are certainly to be appreciated. 

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Argument wars

A little background on this post. I have never been a strong advocate for educational games. It is difficult for me to separate my personal from my professional reaction to these games. I am not a game player. I am that family member who will not participate in family board or card games. In analyzing my own behavior, there are some forms of competition I find enjoyable (sports) and there are other forms of experience involving competition that I just find irritating. Professionally as an educator, I find learning from games inefficient and when I want to learn something I would prefer a more direct approach.

I do try to understand the interest others find in games and often engage with advocates regarding their support (this may be my competitive side). Usually, these folks agree with my position on learning efficiency, but have some other reason they think games are useful. Perhaps in response to a request for examples of games they would recommend, some resources from iCivics were provided. I have been exploring some of the iCivics resources which include games among what the organization provides. My experience has not changed my mind about efficiency, but I do see the content within the games. The example I suggest here – Argument Wars – happens to hit two topics that interest me professionally (classroom games and argumentation skills) and represents a combination of what I would describe as a simulation and a game. Argument Wars would make a good case for the educators I work with to analyze as either a game or a simulation. 

You can explore many of the iCivics resources at no cost. I would encourage you to play this game (simulation) yourself as a way to experience such activities and see what you think. The game (web-based or available as an app) will guide you through the experience and you can play against the machine or with an opponent. This would probably not be what I would recommend for classroom use, but it is a reasonable way to experience the activity.

Here are few images to give you the flavor of the game. As I have already explained, the game will guide you so you give it a try without having to read a tutorial.

Argument wars examines key cases considered by the Supreme Court. Most educators are probably familiar with Brown v. Board of Education so selecting this game would be an interesting way to familiarize yourself with the activity. In the image below, you will see some of the embedded content explaining the case.

Again, you can argue either side of the case and for those interested in the process of argumentation it probably makes sense to try arguing both positions. You select an avatar and in the following image you are asked to select the side you want to take.

This image shows the basis for the game play. You are dealt three argument cards. You then fill out your hand by selecting two more cards – more arguments, strategies, or actions. You make an argument, attempt to refute a position taken by your opponent, remove a weak argument if you are down to only one and know you need a more substantial position, and more. The actions you can take are based on the action cards you have available so you must do the best you can with the arguments and the actions you have available. You earn points based on how the court judges the strength of your decisions. There are four rounds to the competition.

After four rounds, a winner is declared. The game/simulation then explains the outcome of the actual trial.

iCivics was founded by Judge Sandra Day O’Connor in 2009 based on her concern that citizens lacked sufficient understanding of how democracy works. iCivics offers various games among other resources devoted to this goal. [ description from Digital History]

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Games?

If you follow my  work, you can probably guess that I spend little time promoting the educational value of digital games. But, I realize that games are an important learning option promoted by many in the ed tech community. Because I make a serious effort to influence other practicing and future educators, I try to be analytical when I find my own priorities in disagreement with what others propose.

I think I see games as adding unnecessary layers to the learning process. It is not that games are not productive, it is that this productivity comes at a cost. Games provide an experience to interpret, but my analysis suggests that it takes several layers of activity to generate this experience. Game play itself represents one layer. Playing a game requires engagement with the scenario of the game, following the rules of the game, generating the actions required by the game, etc. Expending the mental effort to engage in the scenario according to the rules of the environment provides experiences. The second layer involves an interpretation of these experiences. One must process this experience to identify facts, principles, rules, etc. Finally, one must integrate these nuggets with existing internal knowledge.

Contrast this series of activities with direct instruction. One interpretation of direct instruction might be that an author or a presenter attempts to identify facts, principles, rules for you and you then must engage in only the final stage of the learning process. There is some amount of interpretation of the external experience, but there is also some “preprocessing” by the individual serving as the source. There is no “game play” layer at all.

I am more a fan of simulations (or life) as a way to provide experiences. There is some effort involved in engaging a simulation or living, but I would describe this effort as authentic with some future transfer value. When we see value in providing learners experiences in processing primary sources as a component of learning, it makes more sense to me to engage with experiences that are as close as possible to the future experiences we expect learners to have to process.

I am also a fan of direct instruction. Why not skip the outer layers and provide learners in as succinct a fashion as is possible the facts, rules, principles we want them to understand and retain. Learning, when you get right down to it, is about the processing of an input by each learner. Each individual must do the work to modify his or her existing models of the world or find links between new experiences and what they already know. These are not easy tasks and overburdening learners with other simultaneous requirements may be damaging to the success of this final and most important stage.

Surprisingly, I have developed and evaluated learning games. My interest was in the development of reading skills. I still see this as a little different. The external “layer” of learner experience in such games is reading. Applying (or attempting to apply) the skill of interest served the goal of the game. There were no layers to get through to get to the priority process.

It also seems possible I am just not a game person. I do believe our own experiences play a role even in how we understand professional pursuits. I seldom play games that involve mental skill as a form of entertainment. If people want to socialize, I would rather talk rather than play cards and talk. I recognize that games provide a certain motivational component for some people. There than may be the trade-off to be considered – motivation vs. added cognitive demands.

Having said all this, I do recognize the serious approach some take to developing and evaluating games. I tend to promote learners be exposed to a variety of learning experiences with consideration given to the proportion of each activity. This has more to do with learning to learn rather than the acquisition of content knowledge/skills.

One of my colleagues, Richard van Eck, has been a noted supporter of serious games for some time. In a recent Educause Review column, he contemplates the past ten years of his experience with educational games. I certainly encourage any ed technologist to review his comments as they provide a solid overview of the topic.

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ISU Researcher Claims Video Games Experience Allows Causal Link to Violence

I read several stories on violence and video games today (CNN, Washington Post). Comments to these stories note that the link between violence and video game activity is not causal, but these folks probably did not read study cited because the logic of this study cannot be dismissed with the traditional position that pre-existing characterstics were not considered. Media interest in video game violence has re-emerged in response to a study published by Craig Anderson and associates. Anderson is from the Psychology Department at Iowa State. I was trained in this department many years ago so I pay some attention when my alma mater pops up in the news.

ISU Center For The Study of Violence announcement offers some insight into the argument for causality. Researchers assess pre-exposure level of violence and use as a covariate still demonstrating that exposure to violent video games among 9-12 year-olds still differentiate later evidence of violent tendencies.

I was able to locate the study online (from Pediatrics) through our library. The key finding and the statistical method is explained in the following quote from the study.

.. the finding that across 2 very different cultures HVGV predicts physical aggression 3 to 6 months later, even after controlling for previous aggressiveness and gender.

It is important to note the method used in this study does not manipulate access to aggressive content as would be the case in a true experiment. The method attempts to discount for nonrandom assignment by accounting for a measure of the pre-existing level of aggressiveness. Pre-existing agression predicts interest in violent video, but accounting for this correlation still leaves significant group differences.

As far as the quality of the research method goes, it is difficult to offer a better example than Bandura’s bobo doll studies from the 1960’s.

[youtube:http://www.youtube.com/watch?v=uMwOexrV6fM&feature=related]

Yes the narration is not in English. Watch the behavior of the children after they view the models.

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APA Games Review Mixed

A press release from the 2008 convention of the American Psychological Association summarized papers presented on the topic of video games. The results seem mixed:

  • playing video games can improve cognitive and perceptual skill
  • surgeons who played video games requiring spatial skills and hand dexterity and then performed a drill testing these skills were significantly faster
  • those who played more entertainment games did poorer in school and were at greater risk for obesity
  • those playing violent games were more hostile, less forgiving and believed violence to be normal compared to those who played nonviolent games.

Many types of games and many different consequences.

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