Misconceptions of games in education
I currently have the pleasure of playing through IBM’s Business Process Management (BPM) and Service Oriented Architecture (SOA) game, Innov8. I met with a colleague who also had a chance to see the demo, talk to the IBM team, and play the game (although I question whether or not he’s even downloaded the beta).
He felt that the game was not a good educational tool, a good learning experience. People often have this reaction the first time they see an educational game or game-like tool. People also seem to bring up the same reason my colleague mentioned: it can’t standalone, at least not well. “It’s too linear, the students can’t make any decisions”. “There’s so much more that goes into BPM/SOA that the game doesn’t address”. “If only I could customize it and add more decision points”.
I’m not sure if I consider most of these complaints valid. Yes, in an *ideal* world the game would be all these things and more. But these things aren’t easy to design, develop, and implement. It’s not like words on a page or pictures and text on the web. I tried convincing my colleague that the game isn’t a standalone learning tool, and that the things he talks about (more decisions, more background on SOA/BPM, linear story, etc) can still take place OUTSIDE the game. The IBM team that put this together even told us that the game is one piece in a 3-piece learning module. There’s an introduction session to address the pre-requisite knowledge needed to play the game, then there’s the game (with 3 different levels), then there’s the debrief. I tried to tell my colleague that the facilitation piece AFTER students play the game is where you can address all your concerns via a discussion which becomes one of the key learning moments in the process. I don’t think I did a very good job convincing, but I did find a Jim Gee quote that could help with the same argument in the future:
Effects (good or bad) flow not from the game but from game + context. Played strategically, with reflective interactions with parents and peers, they have good cognitive effects…
I’m not trying to pick on just a single colleague here, I’ve heard this argument from other folks as well when they first examine a learning game. I’m not sure why educators have this preconception of a learning game being a perfect standalone learning experience. Instructors don’t solely rely on a lecture in a classroom, they often have electronic support like video, images, or slides, they have assignment support like readings, as well as labs and activities. I can’t quite make sense of where this notion comes from…