1) The document discusses how today's students spend much more time playing video games and on their phones/watching TV than reading, and proposes using game design as an educational pedagogy.
2) It describes a study where one class created homemade PowerPoint games about British literature, while a control class used traditional methods, finding no significant score differences between the groups.
3) It concludes that homemade PowerPoint games can be as effective a learning strategy as traditional methods, and the study's small sample size prevented statistically significant results, suggesting larger samples could show game design as an effective pedagogy.
1. Game Design as
Educational Pedagogy
Kathy Clesson & Meghan Adams
University High School – Normal, IL
Michael K. Barbour
Wayne State University Detroit, MI
2. Video Games & Digital Media
• Today’s student has:
– spent fewer than 5,000
hours of their lives
reading
– more than 10,000 hours
playing video games
– another 10,000 on their
cell phones
– more than 20,000
watching television
Prensky (2006)
Prensky, M. (2006). Don’t bother me mom – I’m learning! St. Paul, MN: Paragon House.
3. What Does School Have To Offer?
Thursday - January 18, 2007
http://wiscassetnewspaper.maine.com/2007-01-18/media_marketing.html
4. An alternative Pedagogy
• schools typically have
access to PowerPoint
• teachers already have some
facility with the tool
• students are also familiar
with the tool
• everyone would like to be It's better because it's homemade!
able to use it for more than
just another PowerPoint
presentation
5. British Literature Project
• 2 sections of the same course
– approximately 20 students in one section
(treatment)
– approximately 15 students in second session
(control)
• taught essentially an online course in a laptop
supported environment
• unit on Shakespeare, comprising of two novel
studies
6. The Study
• Conducted on the second novel study
• Control Group
– students worked in small groups to review
the novel by using traditional methods the
teacher has used in the past
• Treatment Group
– worked in groups to create PPT Game
7. Methodology
• used scores from the first novel study
exam as pre-test scores
• used scores from this second novel study
as post-test
• compared improvement of student scores
in the treatment group with the control
group
8. Findings
• from a statistical standpoint, there were no
significant difference in student
performance (F value = 0.090 / α = 0.766)
Summary of Student Performance Data
Control Group Experiment
Group
Pre-Test 78.83% 76.61%
Post-Test 85.14% 84.36%
Average Difference + 6.32% + 7.75%
9. Conclusions
• homemade PowerPoint Games can be as
effective a pedagogical strategy as the
other learning activities commonly utilized
• very small sample size (n=35)
• extrapolate out the same difference in
scores over a sample of 700 the difference
in improvement becomes statistically
significant
10. It's better because it's homemade!
http://it.coe.uga.edu/wwild/pptgames/index.html
11. Contact Information
Kathy Clesson
Teacher
University High School – Normal, IL
kmcless@ilstu.edu
Michael K. Barbour
Assistant Professor
Wayne State University – Detroit, MI
mkbarbour@gmail.com
http://www.michaelbarbour.com
Notas do Editor
By the time they graduate high school, it is estimated that…
When was the last time your students described school as fun?
Describe the class
Control group reviewed by writing a newspaper or magazine article, a literary review, a diary of one of the main characters; by creating a PowerPoint presentation on the production history; performing a scene from the novel; creating a montage with information about three of the characters; staging a modern-day talk show that drew from the characters and plot of the novel; or drawing a graphic novel version of one of the scenes or acts. Treatment group reviewed by creating PPT Games on a different act from the novel, with one group assigned the characters and another group assigned the dramatic terms in the novel.
Essentially our research question was “Is there a difference in students improvement when you use PPT games?”
While there was no statistically significant difference when the student scores were run through SPSS, if you look at the descriptive statistics there was a slightly larger increase in the improvement of the students scores in the experiment group.
We believe this is because homemade PowerPoint games allow students to construct their own knowledge more than other forms of technology integration. We also believe that it is the process of game design, and not the homemade PowerPoint game itself, that allows for this knowledge construction. In an effort to continue to increase the amount of data we have collected, and to see if this hypothetical extrapolation will hold true as the sample size increased, we will continue to collect data again this year.
For more information about the Homemade PowerPoint Games project.