Digital Game-Based Learning in STEM Subjects
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Beyond Textbooks and Lectures: Digital Game-Based Learning In STEM Subjects Center for Excellence in Education McLean, Virginia “Why read about ancient Rome when I can build it?” (Moulder 2004) Sarina Rapini Summer Intern 2012 Texas A&M Bush School of Government and Public Service Abstract: This paper focuses on the growing movement of digital game-based learning and the empirical evidence surrounding new research. How digital game-based learning can benefit STEM subjects (science, technology, math, and science), simulate intricate, real-world challenges and facilitate higher orders of learning is explored. Unique features of games that traditional education cannot provide as well as the barriers of implementation are discussed. The paper concludes by encouraging open source initiatives and suggesting further research in several specific areas before game-based learning is implemented on a large scale. The State of the Science Classroom With so much diversity in a single nation, it comes as no surprise that we have many different learners in the same classroom. There is a diverse and complicated mix of students with different abilities, motivation, interests, and upbringing. While Johnny sits in the back of science class feeling lost and confused, Jill is feeling bored and belittled by the lack of challenges. Johnny may learn best with a hands-on experiment while Jill does not find the tradition lecture stimulating. One brave teacher not only has 23 other Jills and Johnnys, but also must finish the day’s curriculum in 50 minutes and hope the students absorb enough to pass the required state and national tests so she can keep her job. While standardized testing is currently the most efficient and easy method of evaluating student knowledge, it has also trapped learners into a system of isolated facts and events. It cannot accurately measure a student’s creativity, collaboration, interpersonal communication, innovative thinking, or system thinking (Rothman 2011). In the wake of standardized testing, school philosophy has become ‘basic skills for all.’ Rather than adapting the curriculum to the learner, we are forcing learners to adapt to the curriculum. Another problem in the equation is rapidly evolving technology. Today’s students, also referred to as “digital natives,” have grown up with powerful computers and advanced smartphones (Thai et al. 2009). Digital natives absorb multiple sources of information, quickly and simultaneously. Technology not only assists them in everyday life, but has become part of 2 | P a g e the way they express and define their lives. In 2007, Pew Research Center found that “of the 93 percent of 12 to 17 year olds who now use the Internet, nearly two-thirds use it not just to access information but also to create it and share it—uploading their own digital creations, writing blogs, or maintaining personal Web pages” (Jerald 2009). YouTube stars, bloggers, digital artists, machinima creators, fan fiction writers, and online community members have made media novelties and a name for themselves on the Internet.1 As a result, a divide is growing between the digital world and the classroom. The current school system is not set up to foster the creativity that is being produced in the virtual world. School systems resist and push away this creativity by banning phones, social networking sites and games for reasonable safety and liability concerns. However, to stay connected and understand digital natives, schools need to adapt to the world the students are living in. How do games fit into all of this? Reminiscing about the times of Pac-Man and Pong, one might realize how quickly game technology is evolving. While the early games of the 8-bit era were simplistic in design, games today are full immersive virtual environments with realistic graphics, engaging character dialogue, and dynamic storylines the player can control. The world students are living in at school is very different from the ones at home. Yet “the promise of games is that we can harness the spirit of play to build new cognitive structures and ideas of substance” (Klopfer et al. 2009). This paper explores digital game-based learning as a way to bring higher learning objectives into junior high and high school classrooms while also bridging the digital gap. The first section will discuss the crucial new 21st century skills needed for global competition and 1 Machinima is the creation of animated movies using a real time, 3D virtual environments. “Machinimists” often use video games to make these animations, which they share on YouTube, game forums, and other online communities. Fan fiction includes stories or poems written about existing media, including games, books, movies, or television shows. Popular fan fiction writers often have large fan bases and extremely engaging, erudite stories on sites like www.fanfiction.net. Machinima and fan fiction make up what is often called “fan labor.” 3 | P a g e why current teaching methods and tools need to evolve. The second section will discuss several leaders in digital game-based learning and the current use of games as a vehicle for learning. The third section will explore what games can offer traditional education, which has a heavy emphasis on the passive consumption of knowledge in lecture format. The fourth section will explore why games are impressive mediums for facilitating higher learning objects in STEM subjects. The fifth section will explore some of the ways games can be implemented into education, as well as the barriers. The sixth section offers policy suggestions, particularly in the field of research. STEM Education in the United States Benjamin Bloom, who proposed the well-known Bloom’s Taxonomy of learning objectives in the late 1950s, would probably agree that classrooms are stuck in the “knowledge” stage of simple memorization and defining. Other more advanced objectives, such as analyzing, evaluating and synthesizing, are often ignored for lack of time and relevance to the standardized test. For example, students may know all the phases of mitosis, but the significance or importance of such a process is largely unmentioned. However, these higher order skills are crucial for the 21st century’s information-based economy. As a modern movement, many researchers have created several different taxonomies of what should be included (Partnership for 21st Century Skills 2009, Jerald 2009, Voogt and Roblin 2012). However, communication, collaboration, innovation, system thinking, technology literacy, and global system awareness are skills that are most commonly noted. Students need to be able to “work with incomplete information, adapt to changing conditions, manage complexity, and fluidly create and share knowledge” (Rosebaum et al. 2007). These skills are not mutually exclusive from Bloom’s Taxonomy, which states that higher order skills include analyzing (compare, categorize and 4 | P a g e examine), synthesizing (design, hypothesize and invent) and evaluating (critique, assess, and appraise) (Clark 1999). Despite efforts to push advanced learning, the American school curriculum remains in the 19th century as the United States’ global position in STEM declines. While there was a two-point gain in National Assessment of Educational Progress (NAEP) scores from 2009 to 2011 for 8th graders in science, 65% of those students are performing under or only at basic standards while a mere 2% meet advanced standards (Nation’s Report Card 2011). This is also reflected in the Program for International Student Assessment (PISA) scores as the United States scored lower than the Organization for Economic Cooperation and Development (OECD) average in both math and just barely average in science (Fleischman et al. 2009). In fact, America’s 2009 mathematics score was not measurably different from the score in 2003. On the science literacy scale, in which levels 4, 5, and 6 represent higher order skills, only 29% of American students performed at levels 4 and above, meaning the majority of students display very basic science literacy (Fleischman et al. 2009). Science, technology, engineering, and math are vital to the American economy. The Department of Commerce found that “technological innovation has been responsible for as much as 75 percent of the growth in the American economy since World War II,” and “the societal return on investment from publicly funded research and development are estimated to range from 20 percent to 67 percent” (Atkinson and Mayo 2010). STEM innovation also leads to job growth, competitive advantages, and higher standards of living. While the United States’ test scores have stayed stagnant, the STEM labor market has not. Technology’s rapid growth has steadily increased the demand for engineers and innovators. As America fails to produce enough domestic STEM talent, firms are forced to look overseas for foreign workers and, by 2002, 20% 5 | P a g e of STEM occupations were filled with foreign-born workers (Atkinson and Mayo 2010). However, “we may not be able to rely on high-skill foreign STEM talent too much longer, as other sending nations, like China and India, successfully grow their own tech economies and universities” (Atkinson and Mayo 2010). Therefore, improving STEM education has become a national movement. Many have realized that the United States cannot improve unless the methods and tools of learning are upgraded. National movements, such as Educate to Innovate, focus not only on improving the United States position in STEM but also on new methods to help