Games for a digital age: K-12 market map and investment analysis John Richards, Ph.D. Leslie Stebbins, M.Ed. Kurt Moellering, Ph.D. Winter 2013 The Joan Ganz Cooney Center at Sesame Workshop preface In 2011, with generous support from the Bill and and colleagues have helped chart a current Council’s analyses and key reports curated Melinda Gates Foundation, E-Line Media and the market map of game-based learning initia- from other business leaders, investors, Joan Ganz Cooney Center at Sesame Workshop tives, including an analysis of relevant scholars, and philanthropic sources. established the Games and Learning Publishing trends in education and digital technology Council. The goal of the Council is to understand that are likely to impact the game-based Games for a Digital Age explores the market the market dynamics for digital learning games learning market. potential of a fast moving field, tracking innovations from the commercial game industry in K-12 schools and to identify areas of innovaIn addition to this report, the Council is docu- and academic game labs, and examining Council, which is made up of a multi-sector menting significant developments on both the pockets of game-based experimentation in the leadership group of industry, research, philan- “demand” and “supply side” of the education classroom and other learning settings. The thropic, policy, and practice leaders, is devel- marketplace. Future efforts will focus on authors conclude that current approaches to oping analytical tools, business case examples, dissemination of: solving key educational challenges are ripe for and national survey reports to help build • analytic briefs focused on the creation of disruption, but that the marketplace is slow to successful research-based products, models, adapt and dominated by forces that may well based opportunities to “raise the sector.” and tools for advancing children’s learning resist high-quality digital products. While with games; games are by no means a “silver bullet” to the Games for a Digital Age advances the Council’s • practice “proof-points,” including video case current challenges that roil America’s schools, efforts to position digital games and new studies of effective uses of games in the this report is a timely reminder that our educa- forms of pedagogy as potentially important classroom; tional institutions would be wise to more allies in creating more personalized and • the development of a policy and industry robustly leverage the ubiquitous digital media— deeper learning in the decade ahead. The briefs outlining options for new national R&D including digital games—that currently pervade report draws on a wide cross-section of and industry-led investments in the effective children’s lives. expert interviews, a literature and document use of games in advancing deeper student review, and a deep dive into the market engagement and achievement; and forces that are swirling around the evolving games and learning sector. Dr. John Richards • the creation of a permanent, online resource for the education gaming field that blends the Michael H. Levine Executive Director Joan Ganz Cooney Center at Sesame Workshop 2 the joan ganz cooney center public understanding and to identify research- games for a digital age tion that are ready for new investment. The table of contents preface executive summary introduction p. 2 p. 4 p. 6 kids online 3 selling to schools moving forward p. 10 p. 28 p. 47 the joan ganz cooney center defining the k-12 games landscape references endnotes appendices p. 54 p. 60 p. 62 executive summary “Imagine if kids poured their time and passion into a video game that taught them math concepts while they barely noticed, because it was so enjoyable.” understanding the continuum from shortform to long-form games is critical. •S hort-form games provide tools for practice and focused concepts. They fit easily into the classroom time period and are espe- - Bill Gates, in his speech to the Education Commission of the States’ National Forum on Education Policy, July 11, 2012 cially attractive to schools as part of collections from which individual games can be • Long-form games have a stronger research This report analyzes the sales and market apply on the consumer side apply to the base than short-form games and are potential for digital learning games in the K-12 institutional space. focused on higher order thinking skills that align more naturally with new institutional K-12 market. Our analysis is the This report provides a blueprint for those common core standards. These games do series of fifty structured interviews conducted wishing to succeed in the institutional school not fit as easily into the existing school from June 2011 through July 2012. These inter- space. It defines the two essential areas that day or classroom time period, but are the views were with leaders from the developer must be understood to successfully sell digital source of new experimentation in the and publishing industries, and from the learning games to schools: the K-12 learning research community and a variety of government, foundation, investment, and game landscape and the K-12 institutional school contexts. research communities. market. The second part, “Selling to Schools,” defines Schools provide a significant opportunity The first part, “Defining the K-12 Learning the complex and expansive K-12 institutional for investors, publishers, and learning game Games Landscape,” concludes that: market, as well as systemic barriers to entry developers: they are a $600 billion market • Learning games are not a single type. Rather, for any new product into the market. However, (Market Data Retrieval, 2011). However, they they are best understood in terms of the we also identify recent enabling trends that are also a complex market that may seem functions they serve in the school context. should give investors, game developers, and • In terms of selling to the K-12 market, publishers optimism moving forward. 4 the joan ganz cooney center result of extensive market research and a difficult to access because few rules that games for a digital age selected as curricular needs arise. executive summary The systemic barriers to entry include: • t he dominance of a few multi-billion dollar players; •a long buying cycle, byzantine decisionmaking process, and narrow sales window; • l ocally controlled decision making that creates a fragmented marketplace of • f requently changing federal and state government policies and cyclical district resource constraints that impact the availability of funding; • t he demand for curriculum and standards alignment and research-based proof of • t he requirement for locally delivered • t he 2010 National Education Technology Plan; •a strong focus on Science, Technology, broadly, on higher-order thinking skills; already a roadmap and market that works • an increasing move in schools from print to digital materials and from a highly •a ffiliate selectively with school reform leaders to help move schools towards adoption process; content-rich, deep curricula that foster crit- • t he increasing interest in Personalized ical thinking and problem solving. This is a Learning Environments (PLEs) and adaptive longer process, but the types of games engines; and produced for such an environment are better •a n expanding base of research that shows deeper involvement with schools offers learning. game developers the opportunity to cement exclusive, long-lasting relationships with a ingly positive arena for learning games and learning-game landscape and the K-12 other digital products, including: market—offers a unique perspective that • the move to one-to-one computing in will allow marketers and investors to enter the school space. 5 supported by research. Furthermore, a the effectiveness of long-form games in here—combining an understanding of the interactive white boards; for these types of games. structured to a somewhat flexible textbook However, recent trends provide an increas- • the widespread acceptance and purchase of each of which fits easily into the singlesubject, forty-minute classroom. There is We believe that the information presented Device” (BYOD) infrastructure for learning; •p roduce collections of short, focused games, Engineering, and Math (STEM) skills, and more professional development. schools and the rise of a “Bring Your Own recommends that marketers and investors: developing market. the joan ganz cooney center effectiveness; and and access to the Internet; Ultimately, “Games for a Digital Age” games for a digital age individual districts, schools, and teachers; • the improvement of school IT infrastructure introduction “I’m calling for investments in educational technology that will help create digital tutors that are as effective as personal tutors, educational software as compelling as the best video game.” Blaster, Oregon Trail, and SimCity have seen some success in the K-12 institutional market. These games were engaging and commercially profitable. They managed to catch the attention of schools and had some success in the K-12 market at a time when personal computers were first being introduced in schools. More recently, a new generation of games has emerged and is beginning to pene- the story of a developing market trate the K-12 market; but this penetration has been slow. BrainPOP, Discovery Education, because games may be a model for how and Explore Learning have created broad Playing games is a natural and universal students should engage curricula and can collections of games and other interactives human activity. For millennia, games have aid teachers in their efforts to motivate and that teachers now access to fill particular inspired and motivated active learning. They challenge students, there is renewed interest places in the curriculum. encourage collaboration, offer performance in digital learning games by the government, challenges, compel adaptation to diverse foundations, researchers, and the invest- The perspective of foundations and inves- situations, leverage and reward practice, and ment community. Many educators and tors on learning games combines heady engage players for a lifetime. As Games and researchers see learning games as offering a enthusiasm with a “wait and see” attitude. Squire (2011, p. 18) argue “play is central to “promising and untapped opportunity to There seems to be a great deal of excite- the learning theories of Dewey, Piaget, and leverage children’s enthusiasm and to help ment in these communities for the poten- Vygotsky.” transform learning” (Thai, Lowenstein, Ching, tial of learning games in the K-12 market. & Rejeski, 2009). At the same time, the lack of success stories and easy formulas for dealing with distribu- In the past decade, digital games have become the most successful segment of the Over the past thirty years, games such as tion issues makes both somewhat reluctant market for consumer digital products. Where in the World is Carmen Sandiego?, Math to jump in. 6 the joan ganz cooney center Following this commercial success, and games for a digital age - President Barack Obama (Lee, 2011) introduction overview difficult to sell . . . it is becoming less expen- is more encouraging than not, as founda- sive to develop which is helping on the return tions, government representatives from NSF, on investment” (CS4Ed interview, April 2012). This report provides information and recom- and investors all feel games inevitably will Additionally, several investors also say that mendations for investors, game developers, succeed in the school space, with many they are particularly interested in funding and publishers hoping to succeed in the K-12 believing there may be movement in the early stage entrepreneurs in the immersive institutional space. To do this, we analyze the next several years. Tom Vander Ark expresses games space even though they are not seeing two discrete fields investors must understand: the beliefs of many: “I think it is fair to say much to fund in this space right now. first, the continuum of learning games, learning games and game-based content will including different types of games and research Optimism for the viability of learning games on their effectiveness; and second, the unique now” (CS4Ed interview, April 2012). in the K-12 classrooms comes from the very and, at times, complex landscape of the K-12 top of the funding community. According to institutional market. We have explicitly not Overall, the attitude of investors, despite their the Atlanta Journal-Constitution, Bill Gates looked at the rich consumer market for digital questions about learning games in the K-12 believes “there are lessons to be learned from learning games, nor have we examined the less space, is one of “when” and “how,” not “if.” For the enthusiasm kids have when playing video traditional adjacent markets, e.g. after school, example, Josh Cohen, Managing Partner of games, including that winning can be a moti- independent distance learning courses, game City Light Capital, sees that investors “are vator and that students should be able to design contests, or homeschooling. generally optimistic” about learning games move to the next level when ready.” In an even though he “can’t point to any winners in interview with the Constitution, Gates stated, Many of our conclusions come from extensive terms of being able to make money.” “We’re not saying the whole curriculum turns research that is exclusive to this report Nevertheless, he finds “an intuitive accep- into this big game. We’re saying it’s an (see Appendix B for the Literature Review). tance and excitement” in spite of a general adjunct to a serious curriculum” (interview Between June 2011 and April 2012, fifty “lack of proof or data” (CS4Ed interview, April with Jaime Sarrio, AJC). Last year in fact, the in-depth interviews were carried out with 2012). Vander Ark says that his firm, Learn Bill and Melinda Gates Foundation gave $20 game developers, game publishers, founda- Capital, recognizes that although “[g]ames million in grants to provide schools with tion and government funders, and non-profit historically have been expensive to make and teaching tools—including learning games. and for profit education investors. 7 the joan ganz cooney center be part of every student’s day five years from games for a digital age However, the big picture from our interviews introduction The interviewees include individuals Games and Simulations (Honey and Hilton, successful approaches to the K-12 institu- from multiple communities: 2011and the recent AERA Journal review of 300 tional market. • Game developers: companies that create research articles on the impact of learning games for third party distribution. games in education (Young, et al., 2012). Part 2, Selling to Schools: The K-12 Institutional Market, begins with a brief overview of the • University researchers: funded research This report has three parts: (1) Defining the existing K-12 institutional market and an environment. K-12 Learning Games Landscape, (2) Selling to analysis of the sales process in that market. Schools: The K-12 Institutional Market, and (3) Learning games are almost always purchased Moving Forward. to supplement the core curriculum. In many • Game publishers: companies that both create and distribute games. ways, they are no different from other supple- • Educational publishers: companies that Part 1 of the report, Defining the K-12 Learning mental materials that are purchased and materials to the K-12 market. Games Landscape, provides an analysis of the used in schools. Supplemental materials that nature of learning games themselves based succeed commercially must meet a market services industry, including venture capital, on our market research and interviews. We need (e.g., reading remediation), be easy to mergers and acquisitions, and investment use this data to provide a taxonomy and use and cost effective, fit into the curriculum, banking. overview of products and approaches in the make the teacher’s job of teaching easier, and market. We adopt a useful and, in our judg- make the student’s job of learning effective tions with an interest in education and ment, critical distinction between long-form and measurable. learning games. games (games that continue for more than a • Investors: companies from the financial • Foundations: non-profit funding organiza- class period and may extend for weeks), and The title of a recent paper, “K-12 entrepre- National Science Foundation and the Office short-form games (games that take place neurship: Slow entry, distant exit,” (Berger of Science and Technology Policy. within a single class, often for under ten & Stevenson, 2007) summarizes the some- minutes). The taxonomy and continuum of what unique dynamics of this market that This report is also driven by the focus of recent game products presented in this section currently present systemic barriers to entry studies such as the National Research clarify what types of games are being for any new product. These barriers include Council’s Learning Science Through Computer discussed and illustrate the elements of the dominance of a few multi-billion dollar • Government: program officials from the 8 the joan ganz cooney center market and sell a variety of educational games for a digital age and development efforts in the university introduction players, a long buying cycle, selling costs, a report gives an up-to-date, comprehensive byzantine decision-making process, demand view of this evolving market. for curriculum and standards alignment, Part 3, Moving Forward, takes a step back a need for professional development. Such to explain some of the macro-trends that barriers are compounded by shifting federal are producing big picture optimism for and state government policies, as well as by investors and developers. It also puts local decision-making that creates a frag- together what we have presented about mented pre-K-12 public school marketplace learning games and the current state of the of 50 states, 13,600 districts, and 99,000 K-12 market to draw two broad conclusions schools. investors should consider when making games for a digital age requirements for proof of effectiveness, and funding decisions in the K-12 space. However, the K-12 environment is evolving. The technology infrastructure is becoming 9 1. Investors should support collections of short-form games that maximize teacher been energized by changes in state policies, flexibility, align to standards, and can be technologies like the interactive whiteboard utilized during a 40-minute class. have paved the path to digital lessons, and the use of interactives is enlivening learning 2. I nvestors looking for long-form games to and engaging students. Teachers themselves support will succeed to the extent that are becoming more digitally savvy.1 Long-held they can simultaneously be involved in assumptions about the K-12 market are education reform movements that will losing validity. From our perspective, this is a re-imagine the school day to promote technologically disruptive time for the K-12 in-depth study, provide longer class market, and with disruption comes opportu- periods, involve open ended projects, and nity (Christensen, 1997). This part of the engage critical thinking skills. the joan ganz cooney center ubiquitous, a print to digital transition has defining the K-12 games landscape the nature of learning games Games have been characterized as having four traits: a goal, rules, a feedback system, and voluntary participation (McGonigal, 2011). Along these same lines, key researchers in the field have identified games as “incorporating a voluntary activity structured by rules, defining the K-12 games landscape “formative assessment based on an adaptive engage 21st century skills, it is not neces- other quantifiable feedback (e.g., points) that engine,” while the other cited products with sarily clear that these conclusions apply to facilitates reliable comparisons of in-player aspects of game mechanics such as badges, many shorter forms of learning games. performances” (Klopfer, Osterweil, & Salen, rewards, and points. Although the Software 2009, p. 11). Learning games differ from and Information Industry Association (SIIA) All games have game mechanics that are the entertainment and training games because Codie awards category is for “Games and central element of the game and, to some they “… target the acquisition of knowledge Simulations” (and researchers are sometimes degree, are integrated with the learning as its own end and foster habits of mind and careful to distinguish between simulations content. As James Gee argues in his keynote understanding that are generally useful or and games), for the purposes of this report we at the 2012 Games for Change conference, useful within an academic context” (Klopfer, have included simulations in our broad defini- the extent to which the mechanics of et al, 2009, p. 21). In this report we are only tion of learning games. creating motivation and directing attention games for a digital age with a defined outcome (winning, losing) or is intrinsic to the content of the game can looking at digital learning games—that is a greatly influence learning outcomes.2 Such a wide range of products is confusing to some form of electronic media (computer, the K-12 audience, because “games” can vary game console, or cell phone). from products that are prototypical to ones Gamification is the use of game-based elements that only leverage somewhat extraneous or game mechanics to drive user engagement The language of gaming and learning games is game mechanics to engage and to motivate. and actions in non-game contexts. In gamifica- still in flux, and there has been little agree- Confusion among types of games is of partic- tion, the game mechanics are divorced from ment between experts in the field about what ular concern when examining the research the content being taught and are instead added falls under the category of “learning game” evidence of the effectiveness of games in in the form of some sort of reward element and what is not a game, but has “game-like” learning. Most university-based research after completion of an activity. For example, a elements. Not surprisingly, the literature of evaluates learning games in environments short-form math game that involves answering games contains no agreed upon definition of a that engage students for several weeks with math questions where correct answers are learning game. When we asked our inter- immersive, challenging experiences. Thus, followed by a badge or the reward of playing a viewees what they considered a game, we when researchers argue that learning games “dunk the clown” game would be called gamifi- found no consensus. One extreme cited any are efficacious, promote critical thinking, and cation. David Dockterman, Ed.D., Chief 11 the joan ganz cooney center game that must be played by manipulating defining the K-12 games landscape Architect, Learning Sciences with Tom Snyder interactive media to support learning in its Productions/Scholastic is concerned about this broadest sense” (Stone, 2008, p. 277). lessons that can be devoted to a single topic. Nearly all games fall clearly along a use of game mechanics, stating “Gamification continuum ranging from short-form to long- (CS4Ed interview, March, 2012). created a matrix of more than 30 game charac- form with a critical distinction and a teristics or key variables to classify and char- bi-modal distribution pattern based on fitting In what follows, we define a time continuum acterize learning games. We tested this model in a class period. As noted by Rob Lippincott, for games. We also attempt to categorize and by placing current games into our matrix (see Sr. Vice President of Education, PBS, “Games provide examples of different types of learning Appendix A). The matrix is oriented toward don’t fit the time box of a class period; a games in order to better understand the value the K-12 institutional market: what will assist game succeeds when it is sticky and gobbles and market potential of each in the K-12 developers and others in determining what up more time. You want games in school to world. In practice, there are many different types of games will have a higher chance of finish quickly and speed up learning” (CS4Ed types and “degrees” of learning games, so that success in this market. interview, April 2012). The Time Continuum We placed games into these two time-based any such categorization must encompass a loosely structured family of meanings where categories, short-form and long-form. Within learning games can be grouped along this continuum and seen to possess some, but not What struck us as most important in these broad areas fall dozens of different always all, of the same traits. Some of these analyzing the matrix and reflecting on the kinds of games, ranging from three-minute more specific traits include objectives, interviews was the critical need to fit into the apps to open, immersive Multi-User Virtual outcomes, feedback, conflict, competition, inflexible time constraints of the school Environments (MUVEs) that involve lengthy challenge, opposition, interaction, and repre- calendar. The school day is divided into class game playing. In addition to the length of sentation of story (Prensky, 2001). Learning periods, and this division limits lesson length. play, the mechanics of a gaming experience games can be “purposeful, goal-oriented, rule- Furthermore, the combination of standards varies broadly, with simple “add-on” gamifi- based activities that the players perceive as and the scope and sequence tied to core cation-type reward systems falling typically fun” (Klopfer, 2008, p. 4). “They move beyond curriculum create “coverage” requirements at the short end of the time continuum, and entertainment per se to deliver engaging that place practical limits on the number of more complex, multiple-path, role playing 12 the joan ganz cooney center Based on our initial set of interviews, we games for a digital age can begin to undermine a kid’s desire to learn” defining the K-12 games landscape games (see Table 1). genre grouping that differed in part from games, the game mechanics are typically previous classification attempts by calling intrinsic to the learning experience rather attention to the need for different theories to When marketing games in the K-12 space, than placed at the end of or external to the “explain how learning operates in each knowing how games fit into the school game play itself. domain” (Squire, 2008). Though Squire’s curriculum and school schedules is critical. framework was not focused on market issues, Because of the importance of this distinction We are not the first to note the relevance of the “time” factor is relevant both for ease of for schools, we provide the following loosely time played in creating a framework for entry into the K-12 space as well as for evalu- classified collection of game types divided learning games. In 2008, Kurt Squire created a ating learning outcomes for different types of into short-form and long-form categories with examples. It is essential to keep the continuum delineated here in mind when Table 1. Framework for Examining Different Games (Squire, 2008) Timescale Openendedness Targeted games (puzzle, mini-games) 1-4 hours Weeks Linear games (Viewtiful Joe, Ninja Gaiden) 20-40 hours Open-ended, sandbox games 100-200 hours played over multiple months Persistent worlds (WoW, Everquest) 500+ hours Month 2-24 months 6-48 months Low Low High High examining the sales and marketing strategies involved in selling learning games to Modes of Creative Expression Eduational Examples Style of completion; level creation Supercharged Style of completion, machinema Full Spectrum Warrior; epistemic games In most K-12 schools the day is organized in Civ, Sim City or discussion connected to curricular mate- Style of completion, multiple solution paths, modding Modding, social engineering, game play schools in section 2 and when reading our final recommendations in section 3. 1. Short-Form Learning Games blocks of time that average 40 minutes or less. Transition time and time for instruction rial frequently leaves only 20 to 30 minutes for actually using a learning game. Short- Quest Atlantis 13 form games are interactive digital activities that fit within a single class period and have the joan ganz cooney center Time to Completion Game Genre games for a digital age games falling at the long end. In longer-form defining the K-12 games landscape some components common to all learning find such games easy to access and under- immersive game play as a critical factor games. They focus on a particular concept or stand, and the games fit neatly into the supporting a broad arena of social and cogni- on skill refinement, skills practice, memoriza- short blocks of time available in the struc- tive learning (Shaffer, 2006; Bogost, 2007). tion, or performing specific drills. tured school day. A number of individual studies have demon- Successful short-form games meet an impor- 2. Long-Form Learning Games strated that specific long-form games perform better when compared to typical tant and defined market need, whether it is by lectures. Examples from research studies an interactive white board, or by providing single class period. Typically game playing is include Supercharged!, an electrostatics game individual students with practice on a specific spread over multiple sessions or even several that showed a 28% increase in learning concept or skill. Short-form games include weeks. Long-form games lend themselves to (Squire, Barnett, Grant, & Higginbotham, drill and practice, brief simulations, visualiza- the development of 21st century skills such as 2004); Geography Explorer, a geology game tions, or simulated training tools, and different critical thinking, problem solving, collabora- that showed a 15 to 40% increase in learning types of “game-like” interactive learning tion, creativity, and communication. Squire (McClean, Saini-Eidukat, Schwert, Slator, & objects. These types of games have the poten- underlines the distinction between the sophis- White, 2001); Virtual Cell, a cell biology game tial to be embedded in personalized learning ticated learning skills developed through that showed a 30–63% increase in learning environments or adaptive engines that immersive experiences versus games where (McClean et al., 2001); and River City, a game combine data and feedback loops that are students are rewarded for memorizing vocab- that showed a 370% increase in learning for becoming increasingly popular in schools. ulary words or performing math drills. Squire D students and 14% increase for B students views games such as Civilization III as having (Ketelhut, 2007). This type of game product is starting to the potential to push students to engage gain traction in the K-12 market, due in part actively in problem solving, reflection, and Recent research also points to the signifi- to its alignment to standards and to exten- decision making related to historical and polit- cance of the engagement factor produced by sive product lines that cover many topics ical situations (Squire as quoted in Klopfer, long-form learning games. Engagement within the curriculum or meet an impor- Osterweil, Groff, & Haas, 2009). Other fosters motivation and keeps students tant, albeit narrow, market need. Teachers researchers concur, and view long-form, involved in the learning experience. While 14 the joan ganz cooney center Long-form learning games extend beyond a games for a digital age demonstrating a concept to the whole class on defining the K-12 games landscape Game Taxonomies focused on extrinsic rewards for skills prac- games has proven to be a significant barrier tice, longer form games where game play and to their widespread adoption. As Dave McCool, In a comprehensive review of the research learning are closely connected have been co-founder, President and CEO of Muzzy literature on learning games, Tobias and proven to be even more engaging than Lane Software explains, “For us, with Making Fletcher (2011) conclude that the findings on following a learning task with an external History3, it was a matter of having a product learning from games and the transfer of that reward (Habgood & Ainsworth, 2011). that was deep and narrow and was only learning to external tasks are “less robust than needed for content that was covered for one one might wish.” They call for the development The authors of a report issued by the week of the curriculum” (CS4Ed interview, of a taxonomy of games in order to help clarify Committee on Science Learning at the February 2012). In our interview, Scott Traylor, future research on what types of outcomes National Research Council concluded that CEO and founder of 360KID, argued that long- might be expected from what types of games simulations and games have great potential form games can more easily fit into the home- and for what types of students. From our inter- to improve science learning in the classroom work side of the equation and that class time views we believe it also is critical to develop because they can “individualize learning to can be reserved for discussing results of the such a taxonomy in light of the distinction match the pace, interests, and capabilities of homework activities, strategies, and content between short-form to long-form games. each particular student and contextualize learned (CS4Ed interview, March 2012). This learning in engaging virtual environments” “flipped classroom” model addresses the Taxonomies have attempted to classify (Honey & Hilton, 2011). The authors also classroom time factor in that teachers can learning games for a variety of goals. They echoed previous research demonstrating the control how much time is spent on discussion typically focus on efficacy research and on appeal and engagement of learning games, sessions. However, there remain challenges determining whether a particular game type and indicate that games can help support with connectivity for students from lower- is effective for particular types of learning. An new inquiry-based approaches to science income households. As more schools experi- early attempt by Herz (1997) divided games instruction by providing virtual laboratories ment with various forms of online and into the following types: or field learning experiences that overcome blended learning, a better fit between available • Action practical constraints. class time and long-form games may emerge. • Adventure • Puzzle 15 the joan ganz cooney center The time required for playing long-form games for a digital age many educational software products have defining the K-12 games landscape • Role-Playing taxonomy synthesizes previous attempts to and wrong answers, differentiate instruction • Simulations develop a list of types of learning games. according to student responses, provide data for teachers and administrators, and can be The game map developed for this report 1. Drill and Practice used in conjunction with teacher-led classroom activities. One of the most successful builds on previous attempts at game taxono- drill and practice programs from the late developed by Squire, 2008; Wilson, et al. 2009; ical short-form games. They are focused on 1980’s, MathBlaster, is still available from Liu & Lin, 2009; Frazer, Argles, & Willis, 2008; the acquisition of factual knowledge or skill Knowledge Adventure.4 and others). However, it is primarily related to development through repetitive practice. marketing into the institutional market for Small tasks such as the memorization of Motion Math5 produces learning games that learning games, and only secondarily on vocabulary word definitions, math facts, or are played on mobile devices or tablets. issues of learning games and efficacy. This touch typing skills are the focus of drill and Motion Math HD, the first Motion Math practice games. Many online interactive drill product, is a fractions number line game and practice programs provide some sort of developed at the Stanford School of game mechanic to bolster student engage- Education and launched successfully in 2010 ment. Sometimes the game mechanic is inte- with investment and foundation support. grated into the learning content and some- The learning piece—e.g. understanding frac- times it comes at the end of a group of tions, percentages, decimals, and pie activities in the form of gamification such as charts—is directly connected to the game providing the student with a small reward or mechanic so that, for example, learners steer the opportunity to play a quick game after a bouncing ball to the correct spot on a achieving a certain score on the content- number line. Motion Math is standards- learning portion of the tool. Some drill and based and grounded in research that, among practice games also provide an instructional other things, suggests that learning is component in addition to the quiz or practice enhanced when physical experiences piece, are able to provide feedback on right connect to intellectual content, and that Genre types The following categories or genres were created with the assumption that some degree of overlap between categories is inevitable: 1. Drill and Practice 2.Puzzle 3. Interactive Learning Tools 4. Role Playing 5.Strategy 6.Sandbox 7.Action/Adventure 8.Simulations 16 the joan ganz cooney center Drill and practice activities are the prototyp- games for a digital age mies, (including more recent taxonomies defining the K-12 games landscape Study Island6 produces a variety of web- understanding of a specific process. Typically based drill and practice programs. These players must unravel clues to achieve a win include assessment and skills practice in all state, which then allows them to level up. major subject areas and are aligned to state Foldit8 is a puzzle learning game focused on a pre-test and are then provided with drills protein folding. Designed by a research team that target their needs and level. Then, after at the University of Washington’s Center for successfully completing lesson units, Game Science, this game’s objective revolves students are rewarded with a choice of short around folding the structure of selected motivational games. The program further proteins using various tools provided within provides teachers with assessment data. the game. Researchers analyze the highest games for a digital age and Common Core standards.7 Students take scoring solutions to determine whether 2. Puzzle Games there is a native, structural configuration 17 that can be applied to the relevant proteins learning games work best when there is no separation between game play and content learning. in the “real world.” Scientists can then use skills often involving shapes, colors, or such solutions to solve real-world problems symbols that the player must directly or by targeting and eradicating diseases and indirectly manipulate into a specific creating biological innovations. This game pattern. Tetris is an example of a classic makes use of crowdsourcing and distributed puzzle game. computing as well as gamification to make the program more appealing to a wider audi- As with Tetris, puzzles are typically short-form ence. Learners using the game are given a in design. A new variety of long-form puzzle score and can join groups and share solu- games present a series of related puzzles that tions. Remarkably, a team of gamers used contain a variation on a single theme such Foldit to solve the structure of a retrovirus as pattern recognition, logic, or the from an AIDS-like virus that had previously the joan ganz cooney center Motion Math is standards-based and grounded in research Puzzle games emphasize problem-solving defining the K-12 games landscape stumped scientists (University of understand what they are, how to make use of specific time period in history and grapple Washington, 2011). them for limited parts of the school day, and with challenges that occurred at the time how to use them to meet specific learning being studied in order to more fully compre- goals such as memorizing math facts or hend concepts such as slavery or civics. 3. Interactive Learning Tools learning about George Washington. Multi-User Virtual Environments (MUVEs) are Interactive learning tools or objects are short BrainPOP has also added a new product for a form of role-playing and simulation games integrated into a larger curriculum. These younger children called BrainPOP Jr., which that enable participants to access virtual items can have game-like properties or can be incorporates games into each brief anima- worlds, interact with online artifacts, repre- connected to games or rewards. In the K-12 tion. The site now links their own interactives sent themselves online via an avatar, world, learning objects can be short anima- to various free learning games available communicate with other participants, and tions, videos, interactive quizzes, or other tools. through a portal called Game-Up. take part in experiences that model real world environments (Dede, Nelson, Ketelhut, Clarke & Bowman, 2004). with interactive items like quizzes attached. Role-playing games portray some sequence Early role-playing games such as Oregon Trail10 Its short animations and interactive tools of events within the game world which gives were immensely successful in schools. In this cover science, social studies, English, math, the game a narrative element. Players have a simulation, students played roles that arts, music, health, and technology and have range of options for interacting with the required successful navigation of the onerous been aligned with curriculum standards by game world through their characters and conditions that pioneers encountered in the state. The site was marketed initially to can take multiple paths or double back and Westward expansion. parents and became very popular in the revisit times of places they have previously consumer market, transitioning gradually into explored (Hitchens & Drachen, 2009). Role- schools. Similar to the drill and practice games playing games are particularly useful for mentioned above, these short-form anima- subjects such as social studies, for example, tions fit easily into the school day. Teachers where students can be immersed in a essentially more than 1,000 animated lessons 18 the joan ganz cooney center 4. Role Playing BrainPOP , frequently thought of as a game, is 9 games for a digital age pieces of online instruction that can be easily defining the K-12 games landscape iCivics11 is a web-based learning game content to state standards. iCivics is a free immersive games into the formal education founded by former Supreme Court Justice resource to schools. environment, the challenges specific to middle Sandra Day O’Connor. It is designed to school students, and issues of engagement Similarly, Mission U.S.12 is a series of multi- and teacher reluctance to learn new technolo- active participants in U.S. democracy. iCivics player games that immerse players in U.S. gies. As the product was created, the devel- includes role-playing games that simulate historical content. “For Crown or Colony?” opers addressed these issues to the degree such things as being “President for a Day” or places the player in the role of a printer’s possible and tried to solve the challenges of arguing a case before the Supreme Court. apprentice in 1770 Boston. In “Flight to scalability. In the end, after years of successful This game is aligned to state standards and Freedom” the player is a slave in Kentucky in research and development, River City did not includes teacher materials, lesson plans, 1848. It is funded by the National Endowment have the kind of funding needed to go to and PowerPoint presentations. Its modular- for the Humanities and the Corporation for market on its own and could not find an ized format is especially appealing to Public Broadcasting with several partners in industry partner willing to take the product to teachers, allowing them to select specific the non-profit sector. market, even when it was offered for free. River City13 is a research-based project funded CSI14, also funded by the NSF as well as Rice by the National Science Foundation (NSF) that University, CBS, and the American Academy involves an interactive computer simulation of Forensic Sciences, is a series of role-playing for middle grade science students to learn games based on the CSI television series scientific inquiry and 21st century skills. It designed to teach students the process of combines the look and feel of a learning forensic investigation and problem solving. game with content developed from National CSI is known for its extremely high quality Science Education Standards and the graphics and navigational features that rival National Educational Technology Standards. games in the consumer market. The creators of River City were well aware of Martha Madison15, a new game currently being the challenging nature of introducing designed by Second Avenue Software, also uses games for a digital age teach civics and inspire students to be 19 pieces of the content and connect that the joan ganz cooney center iCivics provides opportunities to engage in role-playing games such as Executive Command. defining the K-12 games landscape role-playing to teach students. It is focused on engaging girls in STEM learning and careers. platform, which allows for publishing to a diverse array of applications including tablets, computers, consoles, and mobile devices. Martha Madison is being designed to align with emerging Common Core standards in science. 5. Strategy Strategy games are multiplayer games involving resource management, planning, and strategic deployment (Frazer et al., 2008). social studies and history. systems” (Squire 2008, p. 179). Civilization V16 is an incredibly popular Making History II: The War of the World17 consumer strategy game (over nine million is a multiplayer strategy game developed by units sold worldwide) developed by Firaxis. Muzzy Lane Software that takes place in the Players strive to become “Ruler of the World” years up to and including World War II. by establishing and leading a civilization Players take control of nation-level trade and from prehistoric times into the space age, diplomacy, industrial and technology devel- and make strategic decisions regarding opment, transportation infrastructure, and diplomacy, expansion, economic develop- military movement and deployment. The ment, technology, government, and military product originally targeted schools, but conquest. caught on in the consumer space. Muzzy 20 Lane sold 50,000 copies of this game at $39.99 Civilization has made inroads into the K-12 a piece, with about 10-20% of these sales market albeit with some reservations. At going to the K-12 classroom. (K-12 discounts issue: historical accuracy, and whether for packs of 5 and 10 and units of 25 for $500 students are in fact learning the properties of were also sold.) A sequel, Making History: The complex systems or just simple heuristics Great War, takes place in the years up to and that help them succeed in the game (Squire & including World War I. Durga, in press). The game exposes players to historical content and asks them to balance 6. Sandbox multiple variables, as well as make tradeoffs related to financial, military, technological, Sandboxes are open-ended exploration envi- and cultural issues. Under the best of circum- ronments rather than linear, goal-oriented stances, students use the game “…as a model games. They are characterized by multiple user the joan ganz cooney center The game is being created using the Unity 3D to think about history and the design of social games for a digital age Civilization V is a strategy game that exposes players to historical content. The most successful strategy games are in defining the K-12 games landscape paths and open-ended structures. These games to see how it was created, make changes and tend to be highly learner centered, designed to upload a new version. Lure of the Labyrinth is designed for middleschool pre-algebra students. It includes a foster 21st century skills including problem- large number of math-based puzzles wrapped frequently allow players to experiment with the place blocks to build anything they can imagine into a narrative game in which students work mechanics of game play. Some Sandbox games in order to survive monsters that come out at to find their lost pet and save the world from also allow different content to be placed within night. This popular product has sales of more monsters. The developers have created exten- the Sandbox “container, versatility that can than 7 million units and an educational adap- sive resources to help teachers incorporate often appeal to teachers. Sandbox games follow tation, MinecraftEdu.19 The adaptation further the game in their teaching. Originally devel- in a tradition of student construction that offers custom versions designed for teachers oped in 2007 at the MIT Education Arcade, derives from the Logo programming movement and students, onsite workshops and in-service Lure of the Labyrinth is designed to be used by in the 80’s and 90’s, which despite never training, and world-building tools that make it students outside of the classroom. Teachers becoming commercially successful, has easier to incorporate curricular content. A video and students then use class time to discuss certainly captured the imagination of case study of its use in the classroom is the strategies students used and concepts researchers and educators (Feurzeig, Papert, available at on the Joan Ganz Cooney Center discovered in playing. Bloom, Grant & Solomon,1969; Papert, 1980). website. 20 This game is designed to foster collaborative Scratch18 is a programming language that 7. Action/Adventure skills and includes a messaging system as a function of game play, giving the students the makes it easy to create interactive stories, animations, games, music, and art that Action/Adventure games typically involve opportunity to share strategies and work in follows in the Logo tradition and was devel- players traveling to an unknown space or teams. Lure of the Labyrinth also provides oped by the Lifelong Kindergarten Group at environment, often in the role of a traveler or teachers with assessment data on student work. the MIT Media Lab. A critical component is warrior. Some action/adventure games the Scratch Online Community where include fighting games, and most action/ students are able to share and augment adventure games are massive multiplayer projects, download others’ work, open it up online games (Harushimana, 2008). 8. Simulations A learning simulation is the manipulation of 21 the joan ganz cooney center Minecraft is a consumer game where players games for a digital age solving, collaboration, and creativity, and defining the K-12 games landscape vocabulary while interacting with non-player operates on time, space, or magnitude to cant amount of resources to develop, but can characters and other students in the envi- exert change. Kurt Squire argues that “if it is fit easily into a classroom curriculum. ronment. The MiddWorld game framework is not a simulation on some level, it is probably Molecular Workbench21 is a collection of free, also designed so that the games can be repli- not a good educational game” (CS4Ed inter- interactive, scientific simulations and learning cated for other languages and cultures in view, June 2012). Many simulations clearly modules developed by the Concord addition to their initial versions for Spanish lack the dynamics typical of games, but some Consortium with support from the National and French. overlap a great deal with games types such as Science Foundation (NSF). The simulations are strategy and sandbox. In an early analysis of typically used within a larger curriculum Whitebox Learning23 designs simulations simulations as learning tools (and the Sim where they can help demonstrate concepts using CAD to provide a simplified version of a series by Maxis in particular), Star expresses discussed in class such as gas laws, diffusion realistic development process such as concern about the assumptions and simplifi- heat transfer, chemical reactions, and fluid building a bridge or dragster while simulating cations built into any simulation (Star, 1994). mechanics, and student progress can be the scientific method. Students can then tracked (Project WISE at University of analyze, test, and evaluate what they’ve built Often, simulations do not have the true California, Berkeley; Linn 2012). Molecular through virtual game play that involves, for mechanics that would characterize them as Workbench also acts as a tool for students to example, a drag race or monster truck rally. games, but for the purposes of this report both create their own simulations in order to Like many learning simulations, the Whitebox longer simulations and brief simulations are demonstrate their own learning of scientific Learning System was created as a complement being included in the broad category of concepts. to hands-on activities; students explore learning games. Short, two or three minute designs in the simulated environment and simulations or visualizations have been devel- MiddWorld Online22 is a web-based quest and then go on to build real world models based oped for many content areas, but are probably role-play simulation. Students immerse on these explorations. most common in the K-12 sciences or more themselves in culturally accurate environ- broadly in Science, Technology, Engineering, ments (such as going to a café in Paris and EcoMUVE24 is a curriculum research project and Math (STEM) fields. Simulations are ordering coffee), while practicing their at Harvard’s Graduate School of Education common in adult training environments as language skills and using target language that uses immersive simulations to teach 22 the joan ganz cooney center well. Short simulations can require a signifi- games for a digital age a model of some event in such a way that it defining the K-12 games landscape middle school students about causal schools have combined games with other patterns within ecosystems. The project learning objects into collections. We distin- includes two one-week computer based guish three types of collections by the modules that take place in a four-week manner in which the teacher or student curriculum, and uses a Multi-User Virtual accesses specific objects. Environment (MUVE) that has the look and feel of a commercial videogame. Also similar 1. Digital Repositories games for a digital age to a commercial gaming environment, here students explore and collaborate in teams, Curated digital repositories are libraries of but their purpose is to learn science by short-form games and other learning exploring and solving problems within a objects that consist of extensive product realistic simulation. The curriculum uses a lines and cover large areas of curriculum. jigsaw pedagogy in which each student plays These libraries have structured metadata a different role (e.g., water quality specialist, that facilitate search, and their objects are naturalist, microscopic specialist, investi- typically aligned to standards. BrainPOP’s gator) and data is generated from student repository (described earlier) is in 20% of all activities that provide embedded assessment schools in the United States and is designed (Dede, 2012). to be as flexible as possible to fit the needs grade level, including content drawn from of a classroom teacher. As General Manager over 1,500 public media producers and 350 of BrainPOP Din Heiman describes, “The local stations. The collection includes story of BrainPOP is all about appealing to resources from the PBS series NOVA, teachers” (CS4Ed interview, February 2012). Frontline, American Experience, The Electric Short-form games are being used more PBS LearningMedia is a repository of classroomready digital resources searchable by content area and grade level. Company, and Sid the Science Kid as well as frequently in schools, but they can be difficult for teachers to find and apply to fast PBS LearningMedia25 offers a repository of resources funded by NASA, the National moving classroom situations. The most tens of thousands of classroom-ready, digital Science Foundation, the National Institutes of successful efforts to bring games into resources searchable by content area and Health, the Department of Education, the the joan ganz cooney center Collections of Short-Form Games 23 defining the K-12 games landscape Library of Congress, National Public Radio and services to assist teachers in using the progressions with embedded assessments to the National Archives. Recently digital collection. The company has also created help students learn math skills. Teachers are content from Annenberg Learner, part of the Reflex, an online game-based system that provided with dashboards that allow for Annenberg Foundation, was added to the helps students learn basic math facts. ongoing progress monitoring. Each student receives diagnostic assessments to measure collection. The collection is aligned to the Common Core State Standards and is avail- 2. Adaptive Engines current math fact skills and is then provided with 10-minute daily sessions of adaptive able free to all preK-16 classrooms. It includes instruction in either English or Spanish. The and in-depth lesson plans. PBS also offers culty implicit as players move to new levels. program targets both accuracy and speed professional development courses related to An adaptive engine manages this progression using a research-validated algorithm. Fastt the collection and the ability to customize it through a game, personalizing the experience Math is aligned to the common core. for schools and districts for and/or providing students with material that seamless integration into local systems. is challenging but that the user is capable of Dreambox works with three central elements: solving. According to Josh Cohen, managing a robust curriculum, an intelligent adaptive ExploreLearning26 has an extensive library of partner of City Light Capital, adaptive platform, and a highly engaging environment. interactive, online math and science simula- learning platforms“… take student data and According to their CEO, Jessie Woolley-Wilson, tions called “Gizmos” for grades 3-12. These give feedback so that the student is essen- they do not consider themselves a gaming called Gizmos are designed to supplement tially being quizzed and seeing what they get company because their focus is on learning existing curricula and are correlated to state right and what they get wrong. Gaming does as the primary objective, whereas for many standards, connected to over 200 textbooks, two things, it is a massive data aggregator gaming companies, fun comes first (CS4Ed and include more than 450 interactives and it is really fun and engaging” (CS4Ed interview, March 2012). Dreambox does use searchable by standard, grade, textbook, and interview, April 2012). separate rewards, but they contain learning activities such as more math games. This topic. Gizmos are currently being used in all 50 states and have been the subject of a Fastt Math Next Generation27 teaches math provider also does not try to hide the learning number of research studies. ExploreLearning fact fluency, using an adaptive technology involved, instead leveraging the fact that kids offers training and professional development that creates individualized learning are extremely motivated by their own 24 the joan ganz cooney center At the heart of gaming is the increasing diffi- games for a digital age videos and interactives, audio and photos, defining the K-12 games landscape language, science, and workforce readiness for independently, as it guides the student developed an intelligent, standards-aligned K-16. It can be used as a teacher-aided instruc- through the math curriculum in a logical adaptive platform that collects data with tional tool or as a one-on-one tutoring resource order. Throughout the puzzle games in every click to demonstrate what a student with minimal guidance. Skills Tutor provides MangaHigh, students are able to rank their knows and does not know and build a differentiated instruction, diagnostic testing, performance and teachers are provided with personal learning path. The path is not tied to prescriptive assignments, and automatic data on student proficiency. age or grade and is not linear for all students. reporting. It also has a management system Dreambox focused on what is viewed as the that enables teachers to assign lessons by stan- “hot” area of K-2, but now has expanded up to dard and to monitor progress on real-time grade 5. usage. The program can be used with smart As comprehensive core curricula move from mobile devices and aligns to state and national print to digital, many supplemental mate- standards. rials including games are embedded as Knewton is an online adaptive learning platform that is currently designed to support 3. Integrated Digital Curricula components. Digital curricula are designed MangaHigh has created a large collection of for networked classrooms where every courses. The company’s main focus is on the free math games that were originally devel- student has a computing device. These backend, developing a sophisticated algo- oped for the U.K. market and are now offered sophisticated curricula and connected tech- rithm that allows for individualization. The in the United States. MangaHigh’s most nology elements are aligned to standards, company does not appear to be developing powerful game is Prodigi, a mathematics may be personalized, generally allow much content, but rather is outsourcing that adaptive engine that features thousands of searching for specific topics by level of diffi- job to other organizations. Recently Knewton math problems with solutions and hints that culty, and form a foundation for the broader and Pearson announced a partnership that adapt to each student’s ability and learning acceptance of learning games in the class- should provide access to the K-12 market. speed. Students, teachers and parents can room (Dede, 2012). customize Prodigi by skipping items that have Skills Tutor28 is a division of Houghton Mifflin already been mastered in the classroom, or Time To Know30 is a comprehensive digital Harcourt. It provides an online supplemental focus on areas that need specific attention. If teaching platform that contains integrated adaptive engine for math, reading, writing, necessary, students can use Prodigi core curriculum in reading and math for the 25 the joan ganz cooney center college level students in developmental math 29 games for a digital age mastery and achievement. Dreambox has also defining the K-12 games landscape The most important factor in the failure to for mobile devices that are designed to be platforms are designed to operate in one-to- achieve scale for long-form games such as played for 1 to 3 minutes a dozen times a one classrooms, deliver a personalized curric- River City had to do with trying to fit a long- day. These games are being developed in ulum to every student, and provide support for form game into an unaccommodating school reaction to limited classroom time, limited the teacher to manage all classroom activities structure. Clarke & Dede report that River access to technology, and the rise of mobile (cf. Dede & Richards, 2012). The Time To Know City failed to achieve scale in schools and tablet devices in the classroom. curriculum contains open-ended explorations, because it needed to be a more flexible practice environments, games, videos and product that could retain its success in a Klopfer et al. (2009, pg. 2) have put forward other digital learning objects. variety of contexts, and that this flexible the idea that eventually long-form games will robust-design approach has intrinsic limits: bring about changes in the organization of The Discovery Education Science Techbook31 the school day to provide for in-depth, longer- are core curriculum digital products for [S]ome essential conditions that affect the success form activities such as immersive games. The elementary and middle school science that of an educational innovation cannot be remediated successful reading intervention program have been adopted in a number of states through ruggedizing. Further, in the shadow of Read 180 from Scholastic, Inc. that including Florida, Texas, and Oregon. A “tech- high stakes testing and accountability measures combines whole group and small group book” contains a large collection of online mandated by the federal No Child Left Behind instruction with adaptive software requires a learning tools and games ranging from legislation, persuading schools to make available 90-minute time block and has been imple- videos, quizzes, animations, simulations, and multiple weeks of curricular time for a single mented in schools that have adjusted their puzzles, all aligned to standards, made intervention is very hard (2009, pg. 230). time blocks to accommodate the program. Similar to these findings at Harvard, the reading intervention product serving a critical won the 2012 CODIE award for the best MIT Education Arcade has found that their need. Examples of schools shifting the struc- educational product. long-form immersive games are not being ture of the school day to accommodate a new adopted easily into the schools because of technology program are rare. Ultimately, the time factor. Recently the Arcade has games that fit into a discrete school period been working on math and biology games have a higher chance of success, while longer the joan ganz cooney center complete K – 8 science curriculum. Discovery Class Time and School Reform 26 32 However, Read 180 is a research-proven completely searchable, and organized into a games for a digital age upper elementary grades. Digital teaching defining the K-12 games landscape games have yet to gain acceptance. It is clear interviews demonstrated significant interest that changes in the basic organization of the by the research, foundation, and government school day and the relationship between communities to make reform possible. classroom time and homework are still a long However, in the next section of this report, we way off. Most teachers will continue bending analyze the sales and marketing processes the technology to fit their needs rather than for the distribution of digital games to the other way around. schools as they are today. learning built into good games that could and should be applied to school learning. “If games for a digital age James Gee enunciates a dozen principles of implemented in schools they would necessitate significant changes in the structure and 27 nature of formal schooling as we have long keynote address to the 2012 Games for Change Annual Conference33 goes further in re-defining the changes that will be needed in how classroom time is managed in the next wave of education reform. Such challenges to achieving scale have resulted in bringing the research-funded gaming community in line with other efforts to reform public schools. Even though school reform requires a long-term effort, our the joan ganz cooney center known it” (Gee 2007, p.30). Gee’s recent selling to schools In this section, we examine the dynamics of the institutional K-12 market, both as a primer for investors and game developers who are new to the market, and as a means for analyzing traditional barriers to entry. We also look ahead and offer a picture of how current levels of funding and selling to schools “T he stigma of games seems to have pretty much fallen away at this point. It is a much more friendly market than it was ten years ago. The time issue is a factor and maybe cost, but less so.” expected, which in turn translates into additional funding largely determined by per pupil allocation. Here, the market divides into public and private segments, and typically, start-ups need to target either the public or the private market. However, the market further segments by grade level and curriculum area. Because purchasing authority is determined by rank—superin- legislation will be affecting the market other students. The challenge is to provide tendent, principal, curriculum coordinator, in the short and long term. Specific these benefits while maintaining educa- and teacher, buying decisions are mostly a recommendations are restated at the tional quality. function of product pricing. The following end of each section. discussion analyzes school demographics, funding, the importance of district size, and significant positive changes in technology Total expenditures for K-12 public schools 29 infrastructure. are more than half a trillion dollars, with Here, games are sold into schools as supple- the vast majority of funding going to sala- mental materials.34 They complement the ries and benefits. As such, products and class content, either replacing particular services that can draw from the salary and units or focusing on specific concepts or benefits portion of budgets have a much topics. However, selling anything to schools There are 54 million students enrolled in larger growth potential. Doing this means is a difficult and time consuming process; public and private schools in the U.S. An addi- items that either make the teacher more products take a long time to become estab- tional 1.5 million homeschoolers constitute efficient—able to handle more students—or lished, but once successful, they persist in 3% of the market (see Table 2). The National provide services directly to students, the market for years and can produce stable Center for Education Statistics (NCES) proj- thereby freeing the teacher to engage with and reliable revenue. K-12 is a large market ects steady growth in enrollments to 57.9 1. Demographics the joan ganz cooney center The K-12 Institutional Market games for a digital age - Dave McCool, Co-Founder, President and CEO, Muzzy Lane and steady growth in student enrollment is selling to schools million students in 2020 (NCES 2011a, Table 1, Table 2. Public and Private school enrollments and teacher population.35 p. 31). During this time, private school enroll- Private Total Schools 99,000 33,000 132,000 The teacher population has grown from 3.0M in 1995 to 3.7M in 2008 and is projected to Students 48,023,000 5,488,000 53,511,000 grow to 3.9 million in 2020 (NCES 2011a, Table Teachers 3,210,000 437,000 3,647,000 16). The Department of Education projects more than a million new teachers will be Staff 6,355,000 779,000 7,134,000 needed in the next eight years because growth Homeschoolers 1,500,000 is occurring at the same time as the baby games for a digital age Public ments will decline slightly. boomer component of the teaching profession per pupil spending will grow from the current amount of funding its local schools will ents an opportunity for companies engaged in $10,439 to $11,905 in 2020 (in constant 2008 have (see Figure 1). As a result, per-pupil teacher professional development. dollars). Overall, public school spending is spending varies widely, with economically projected to increase from $513.8B to $627B in healthy states and more affluent communi- 2020, (NCES 2011a, Table 18, p. 55). ties more likely to devote resources to Public school students make up 86% of the educational technologies. Because funding school and homeschool population, and public school teachers are 89% of all teachers. 2. Funding In most years, approximately 92% of school for education is dependent on tax revenues, funding has come from state and local education budgets are the last to suffer in a sources. These funds are largely spent on recession, and the last to recover. capital outlays and salaries. On average, Increases in the student population feed into 48% of funding for education comes from The relative contributions of state funding the positive long-term outlook for the K-12 state sources and 44% comes from local (48%), local funding (44%), and federal funding market because funding is largely determined funding; however, average household (8%) have remained constant for some time.36 by a per pupil allocation. NCES projects that income in a community directly affects the While federal dollars constitute only 8% of 30 the joan ganz cooney center is retiring. This demographic dilemma pres- selling to schools total funding, this money is very important to and adult education. The ARRA funding also Act (ESEA, currently designated “No Child Left the technology vendor community because it included $39.7B from the education portion of Behind”) and its ten Titles, and parts and the supports supplemental programs and the “State Fiscal Stabilization Fund” designed Individuals with Disabilities Education Act services that often include technology. to augment depleted state budgets. (IDEA). The third source, the E-Rate, is administered by the Universal Service Administrative Furthermore, in 2009 the American Recovery Federal funding for K-12 education comes prin- Company (USAC) under the direction of the provided a onetime additional $97.4B to cipally from three distinct sources. The FCC. Other agencies, such as the National education department budgets for direct K-12 Department of Education administers two of Science Foundation, NIH, and NASA support program support as well as postsecondary these: the Elementary and Secondary Education research in education and have Small Business Innovation Research (SBIR) programs that are designed to support Research and Development Figure 1. Federal, state and local funding for education 1987 to 2008. games for a digital age and Reinvestment Act (ARRA), “the Stimulus,” that has the potential for commercialization. 700,000,000 3. Policy and Funding: Looking Forward 31 600,000,000 Local State Federal 2007–08 2006–07 2005–06 2004–05 2003–04 2002–03 2001–02 2000–01 1999–2000 1998–99 1997–98 or 2014. Cuts in both overall public education 1996–97 0 1995–96 and state level—is not promising for FY 2013 1994–95 100,000,000 1993–94 educational technology—at both the national 1992–93 200,000,000 1991–92 fervent, the current funding situation for 1990–91 300,000,000 1989–90 tive new models for education has been 1988–89 400,000,000 1987–88 Although political rhetoric in favor of innova- budgets and in funds earmarked for technology speak to other priorities and to the economic stresses dominating U.S. government and state-level policy. the joan ganz cooney center 500,000,000 selling to schools While the U.S. Department of Education is will be likely to fund the current law as-is publisher, knowing what funding you can projecting rising costs for K-12 educational until reauthorization or new legislation is align with can be critical for having sales. institutions in the form of almost 260,000 passed. Experienced companies in the K-12 space new children to educate in the 2011–2012 Despite this overall downturn in funding, analyze their products and services to create 2011), the Center on Budget and Policy there is promise for educational technology. collateral that aligns product features with Priorities reports that in the coming fiscal Technology will receive an increasingly specific grant requirements. This alignment year, “at least 23 states have enacted identifi- larger proportion of the shrinking pool of includes narrative for grants that school able, deep cuts in Pre-K and/or K-12 funds if it can further demonstrate value in personnel can use in proposals. This is an spending.” Even those products being terms of both educational effectiveness and essential component of the marketing collat- purchased with more generally allocated cost efficiency. eral, and generally involves at least one dedicated person assigned to assist districts with funds may see a drop in institutional sales 4. Opportunities with Grants grant-writing. come from non-technology funds, the Much of school funding for products and 5. Districts: Size Matters picture is not encouraging. services is derived from state and federal over the coming year. In those areas where games for a digital age school year (Williams, Leachman, & Johnson, 32 sales of technology products and services The single most important factor affecting Additionally, educators are in a “wait and see” funding criteria for both formula and compet- K-12 marketing and sales is the size of the period as the reauthorization of ESEA (NCLB) itive requirements. Furthermore, schools can district. Examining the educational tech- is debated. Because it is an election year and use grant funding to purchase products and nology market from a geographical or district consensus among the different parties who services only if what they purchase meets the funding viewpoint risks overlooking the vast control the branches of Congress will be requirements outlined by the federal or state majority of districts nationwide. Of the 13,600 difficult, any reauthorization of this largest departments of education. Companies selling districts nationwide, the largest 26 claim funding vehicle for K-12 education reform to the K-12 market can assist districts in 12.3% of the students, and the largest 6.4% will be unlikely to occur until after November navigating, sourcing, and writing state, (874 districts) have 53.5% of the students (see 2012. Until that time, continuing resolutions federal, and foundation grants. If you are a TABLE 3). The remaining 93.6% of the districts the joan ganz cooney center grants to school districts that meet certain selling to schools 25,000 students or more), in spite of the fact to have sophisticated IT infrastructure and of the districts in the country have fewer than that these districts have 33% of the students. may be outsourcing critical functions. These 2,500 students enrolled. At the other extreme, there are 6,400 districts are very likely to have need of IT infra- districts with fewer than 1,000 students—a structure services, including cloud computing There are 874 districts with at least 10,000 lack of volume that makes it hard to justify that can provide backup and security. students. Nationally, 6.4% of public school any targeted sales to this segment. The districts have 53% of the students. sweet spot is the 3,500 districts with One additional market approach is to target between 2,500 and 25,000 students. They education service agencies. These are The sales process is very different depending have approximately 50% of the students in consortia formed by smaller districts in on the size of the district. Larger districts the country. order to consolidate their buying power. These “intermediate units” are influential often require several years of “pilot testing” before anything can be rolled out district- District size also has an impact on technology and an important sales target. They are wide, and employ a formal purchasing infrastructure. Smaller districts, particularly known by different names and acronyms in process that may involve several levels of those with under 2,500 students, are unlikely different states. For example, in New York tions. Smaller districts may still have a formal Table 3. Student population in districts with more than 10,000 students purchasing process, but the decision-process may be much simpler. When 6% of the districts contain over 50% of the student population, they also have over 50% of the money. The larger publishers have dedicated personnel selling to the largest school districts. Smaller companies and startups do not have the capacity or time to sell to the largest 2% of districts (those with Districts Students Districts Size # of % of # of (millions) % of 100,000 or more 26 0.2% 5.9 12% 50,000 to 99,999 61 0.4% 4.2 9% 25,000 to 29,999 193 1.4% 6.6 14% 10,000 to 24,999 594 4.4% 9.0 19% Total 874 6.4% Total 54% 33 the joan ganz cooney center approval and multiple committee presenta- games for a digital age contain only 47% of the students. Two-thirds selling to schools these are BOCES; in Texas ESCs; and in schools they visit still have horrific infrastructures activities and real-time assessments. BYOD Georgia and Michigan they are RESAs. Most (CS4Ed interview, April 2012). is being embraced by schools throughout the country as a way of achieving one-to-one of these belong to the Association of initiatives (Devaney, 2011a). This tactic is a rooms where every student has a computer natural solution for schools seeking to meet have become increasingly common in U.S. the challenges of the move to digital curri- schools. This trend has accelerated in the cula and to move forward on the goals In the past, schools were not receptive to past four years, abetted by a price drop for all contained in the National Education technological innovation because many devices and the increasing popularity of Technology Plan. lacked the basic technology infrastructure. tablets and mobile devices in schools. 6. Infrastructure Seventy-seven percent of children ages 12 This lack of resources blocked any attempt to One-to-one computing is ubiquitous to 17 own cell phones (Pew, 2012), and about including games or simulations. In our judg- throughout higher education where almost a third of these are smart phones that have ment, this picture is changing dramatically. all students now carry around multiple many of the same capabilities as laptops. Together, these changes comprise a tech- devices. Today, K-12 is finally embracing this Even kindergarten students now have nology-driven disruption. This is a time of goal of one-to-one due to the increasing access to mobile devices. As such, the BYOD change in the classroom. As noted by Vic acceptance of digital curricula, the need to movement could have a dramatic and Vuchic, Associate Program Officer at the prepare students for 21st century skills in a compelling effect on how student-computer Hewlett Foundation, digital world, and the encouraging research ratios are measured and understood. The results of one-to-one initiatives (Greaves, impact on the market for software and Wilson, Gielniak & Peterson, 2010). digital content and resources could also be The buzz driving the VC community may be significant. The resulting increase in access because the infrastructure is possibly maturing to a level where you can do distribution and reach at b) The Rise of “BYOD”: “Bring Your Own and cost-savings should increase demand a reasonable cost. There may be enough districts Device” (BYOD) involves students bringing and provide resources for applications. At and enough infrastructure that it takes a lot less their own cell phones, tablets, and laptops the same time, the likely diversity of capital to have a fair impact. But the majority of into the classroom for use in educational devices in a given classroom or school may 34 the joan ganz cooney center base curriculum on digital resources, games for a digital age a) Moving to One-to-One: One-to-one class- Education Service Agencies. selling to schools have a great impact on developers who will multiple devices; the incentives to do so will d) Internet Access: The U.S. Department of need to ensure some degree of standardiza- change as standards begin to emerge and Education reports that as of 2008, effectively tion of display, navigation across platforms, demand and competition grow. all public school computers were connected to the Internet and the current student to screen sizes, and operating systems. However, the BYOD trend may have lopsided rapid and widespread acceptance, purchase, The move towards universal connectivity is effects on hardware and software spending and installation of interactive whiteboards largely due to the E-Rate program. Across the from district to district, and issues such as in the education community has almost no board, connectivity is continuing to improve, security, privacy, the digital divide, and precedent. In a recent survey of technology although gaps in support and technology adequate teacher professional development leaders, interactive white boards were iden- infrastructure continue to plague schools. will need to be addressed for BYOD to gain tified as the most useful classroom tool ground quickly. Further, more focused (MDR, 2012). Resnick, 2011 reports that more e) Related Industry Trends in IT: Overall trends research is needed to shed light on the real than 63% of teachers have their own interac- in the hardware and software industries have nature of educational software and platform tive white board, and another 7% share one an important influence on the direction of use by older students, who may be more with one or two other teachers. technology purchases by K-12 institutions. mobile services, resources, software, and The interactive whiteboard market continues Several notable developments affecting business-to-consumer products on their own to increase, growing by 15% in 2011 for total education include: (or their parents’) initiative. The related possi- revenues of $1.4 billion, and it is predicted to • Cloud-based services: The growth and expansion bility of one-to-one classrooms on a larger, grow more than three-fold over the next 5 of storage and resources, virtualization tools, district-wide scale could also affect how years (FutureSource Consulting, 2011). Even in and improved Internet access have made it vendors—content vendors especially— the current economy, digital sales of interac- easier for companies to offer key software approach their digital offerings. At the tive white boards, online digital content, LMS/ products and services online. In turn, this moment, many content publishers are not SIS, and mobile devices are up, and print sales trend has lowered costs for implementation fully up to speed in offering useful formats are down. and training on new software for schools and likely to take advantage of free online and and easy interfaces for their products across educators (Anderson & Rainie, 2010). 35 the joan ganz cooney center computer ratio is less than 3:1 (see Figure 2). games for a digital age c) Interactive White Boards: The incredibly selling to schools Figure 2. The student to computer ratio, and the percentage of public school computers from 1994 through 2014 (projected)37 educational products become increasingly sophisticated in tracking incredibly finegrained student-, educator-, school-, and 8 district-level information (Johnson, Smith, 7 Levine & Haywood, 2010). 6 • Social networks and community websites: 5 The increasing acceptance, use, and consumer understanding of collaboration 3 technologies and platforms for educators 2 and students to share ideas, resources, 1 2014 2012 2010 2008 2006 2004 2002 2000 1998 1996 reviews, and information on an up-to-the1994 0 second basis has led to these resources being co-opted for educational purposes. 7. Recommendations With this overview of the current realities • Mobile technologies: A flourishing ecosystem of third-party developers who supply useful institutional markets for their products and of the demographics, funding, and techno- apps (Adkins, 2011). logical possibilities in the K-12 market, •C heap data storage: Whether they are tied to our recommendations for learning game tional applications for mobile devices. cloud-based services or on-site servers, data investors, publishers, and developers are Although mobile technology was not a main storage and management systems have that they should: focus of institutional spending in 2009-2010, continued to become more scalable and • target the 3,500 districts with between 2,500 a new pool of entrepreneurs and established cost-effective, both of which are key companies (e.g., Apple and Nokia) have been elements for schools. Available data storage paying increased attention to potential K-12 is also important for vendors, as applications has sparked interest in educa- and 25,000 students; • assist districts in navigating, sourcing, and writing state, federal, and foundation grants; 36 the joan ganz cooney center Student to Instructional Computer Ratio Percent of Public School Instructional Computers with Internet Access games for a digital age 4 selling to schools • target education service agencies. These are 1. Market Segmentation In the 1980s, basal curriculum accounted for as much as 75% of spending on instructional consortia formed by smaller districts in a) Core vs. Supplemental Materials: The distinc- materials. By 2000, spending on basal and tion between “core,” or what is commonly supplemental had become equal. Now interactive white boards, as these are called “basal,” curriculum and “supplemental” supplemental instructional materials, becoming ubiquitous in classrooms; and curriculum is critical within the education including testing and assessment and refer- publishing industry. The core curriculum is the ence materials, are at least double the basal.38 order to consolidate their buying power; • support learning games that can be used on • anticipating BYOD, support learning games main carrier for content in a course and typi- mobile devices. cally has a defined scope and sequence. In addition, the line between what is Traditionally, the core was the textbook for the considered basal and what is considered course, which often came with a variety of supplemental is being blurred. Some other materials, such as videos, software, and schools are finding that their needs are teacher professional development. better met through picking and choosing The Dynamics of Selling to K-12 In this section we present the common games for a digital age on inexpensive computing devices and 37 supplemental materials than through a market categories for institutional sales. As Supplemental materials literally supple- New Schools Venture Fund, “One of the ment basal materials, and can take a variety problems with going to scale is that the of forms, including for example, a four- Because purchase of supplemental materials distribution channel is very tricky to figure week module that covers a particular topic can sometimes be funded through nontradi- out” (CS4Ed interview, April 2012). District in depth, a video that shows a dramatic tional instructional materials budgets, distribution channels not only are distin- event, a game that provides practice for a supplemental content needs to be linked to guished by district size, as mentioned skill or concept, or a consumable workbook. standards. In the future, vendors may need to above, but also by grade level and curric- It is rare for a teacher to make an individual meet other curriculum requirements such as ulum area. decision on the core curriculum, but scope and sequence, as well as appropriate teachers do frequently choose supple- reading level. Today, publishers are required mental materials on their own. to submit a worksheet correlating their monolithic basal product. content to standards. This is challenging to the joan ganz cooney center noted by Valerie Sakimura, Senior Analyst, selling to schools complete for digital materials, particularly cannot use state money to buy it, which virtu- make up about 90% of the basal programs games, given the non-linear, adaptive inter- ally excludes it from consideration by other adopted in the 22 adoption states; adoption of faces involved with online content. districts in the state. Typically multiple prod- digital materials has been slow (Tullis, 2008). ucts are approved for adoption. In this way, b) State Adoption of Instructional Materials: adoption gives the publisher a “hunting c) Content Areas: District budgets are allo- Twenty-two states follow a formal adoption license”, but it is still necessary to convince cated to specific curriculum content areas. process to review and approve K-12 textbooks individual districts to purchase your product. Typically, different curriculum coordinators Winning adoption in the influential states of expertise. Historically reading/English align with state standards and meet state Florida, Texas, and California makes the language arts (ELA) and mathematics regulations relating to a range of require- adopted product much more valuable in all together had the lion’s share of the curric- ments. In most states, local school districts states and almost guarantees its success. The ulum budget, and with the advent of high- can use state funds only for approved and adoption process includes a strict schedule stakes testing, even more emphasis has been adopted resources, though some states spanning more than six years. There is a placed on these two areas. A 2011 educa- require only a percentage of the funds be lengthy review process to verify each state’s tional technology survey by The Software & used for approved resources. standards alignment, adherence to other Information Industry Association (SIIA) on state regulations, and district quality reviews. digital products and services preK-12 Roughly $7 billion is spent each year on K-12 Political trends, such as the role of drill and reported a stronger emphasis on reading, instructional resources, and adoption state practice in math education, can also play a English and language arts (47% of total) than purchases make up roughly 1/3 or $2.2 billion role in adoptions. has been reported in other market studies that combined digital and print products of the total (Tullis, 2008). The adoption process is a high-stakes game with significant risks, The minimum cost of submitting a product for (SIIA 2011). The SIIA survey also found costs, and rewards for vendors. Adoption is “all adoption is estimated at $1 million per subject higher overall sales in Science (19%) and or nothing.” If a textbook is adopted, it can be area, per state. For basal reading or math- lower sales in social studies/history and sold as core curriculum in the adopting state. ematics, the cost can be as much as $50 other content areas (5% each). Overall find- If a textbook fails to be adopted, a district million nationwide. Print-based materials still ings from the SIIA report, Resnick 2012, and 38 the joan ganz cooney center the process is to ensure that core materials games for a digital age have responsibility over their own area of and other core resources. The primary goal of selling to schools the American Association of Publishers 2010 2. Channel Analysis extreme, less costly items can be purchased by teachers using a restricted budget or their surveys, all show a dominance by English/ own money. language arts materials’ revenue from sales Direct sales (where the company controls the of content, with arithmetic/mathematics in sales channel), can be separated into four second place for all studies. basic channels (see Table 7). The least expen- Sales price determines channel, customer, sive items are sold by mail order or through a type of product and sales cycle. company’s web site. More expensive products provide simulations, probes, and interac- are sold (in order from lowest to highest price Indirect sales or “sales outsourcing,” uses an tivity may contribute to the outcome for of product) through telesales, an inside sales external company (a third party), to complete science materials in the SIIA survey. It force, or a field sales force. Expensive prod- the sale. This keeps overhead low and allows should be noted that all of the studies were ucts can take up to eighteen months for a a small company such as a game developer to undertaken before rather significant digital sale to close and require a direct relationship concentrate on what they do best. Typically, science adoption competitions in both sell to a superintendent. At the other the third party will take a percentage of the games for a digital age The particular capability of technology to 39 Texas and Florida. the overall market for digital instructional content approaches $3B in the U.S., with revenue from market segments for digital content areas as follows: Table 7. Correlation of sales price, cycle, typoe of product, customer and direct sales channel (all figures are rough approximations).39 Sales Channel Field Sales Inside Sales Telesales Mail Order/Web Customer Superintendent District and Site Admin Principal/ Teacher Teacher Type of Product Sold Enterprise/ Integrated Single Solutions Packaged Products Packages Products Sales Cycle 18 Months 6–12 Months 90 Days 30 Days Typical Sale $50,000+ $5,000 to $25,000 $1,000 to $2,500 $100 to $500 • English/language arts is close to $1.4B. • Mathematics is near $696MM. • Science is close to $553MM. • Social studies is close to $160MM. • Other content areas are close to $160MM. the joan ganz cooney center The report of the SIIA survey estimated that selling to schools sale. Indirect sales is particularly effective if there is demand—because, for example, a product has received positive publicity. Third parties have no commitment to your products and will sell whatever the customer is requesting. Going to indirect sales does not reduce the need for a solid marketing effort— Table 8. Typical school buying cycle for major products July–November Determination of need and selection of products to review December–March Request for Proposal (RFP) process March–May Review of RFP responses and vendor selection June–August Issuance of purchase order by district In anticipation of new budgets beginning in 4. Market Leaders For inexpensive items, a company can use a July, major content conferences occur in the distribution outlet, including catalog sales. spring. These conferences are designed to In the educational market a few huge players Resellers and Value Added Resellers (VARs) are produce leads for sales in the following fiscal dominate in all content categories (see Table 9). similar in scale to telesales, handling products year. For products that are ready to launch, the This certainly presents barriers to entry that for with a typical sales price of $2,500–$5,000. timing of these conferences is critical. new players can appear insurmountable. As Laurie Racine, Co-Founder and Managing force and may specialize in particular large That said, purchasing decisions in the Director of STARTL, puts it, “Distribution in K-12 districts where they know the terrain. education market are highly decentralized, is a key problem because of the big three with patterns and dates that vary from state publishers” (CS4Ed interview, April 2012). These to state and even from district to district publishers have products and services in almost within a state. It is common in the education every K-12 market segment and have expanded Generally, the buying cycle in education follows market to have funds encumbered long through aggressive acquisitions, particularly in a predictable seasonal calendar and a July 1 before they are spent. Vendors are compelled the last ten years. In the arena of learning games through June 30 fiscal year. In addition, struc- to continuously market and sell to schools in and interactives, they have successfully part- tural constraints designed to protect public order to remain involved in the process. The nered or outsourced work to game developers monies and reinforce competitive bidding buying cycle for major products typically such as Tabula Digita and 360KID. affect the timing and length of the sales cycle. involves four stages (see Table 8). 3. The School Buying Cycle 40 the joan ganz cooney center Independent agents are parallel to a field sales games for a digital age if anything, it actually requires more. selling to schools In addition, second tier companies have also The other large category of major players in Wisconsin-Madison, “Huge textbook been fairly active in mergers and acquisitions. education are the testing businesses such as: publishers dominate the market and squash Private equity has also taken an interest in the ETS, Scantron, College Board, and Princeton innovation and the smaller publishers sweep education space, as seen in the acquisition of Review. Scantron purchased GlobalScholar in around the edges but with little innovation. BlackBoard and Edline and the sale of 2011, just after Global Scholar had acquired The model of point-by-point purchase by the Archiplelago Learning. Spectrum K12. teacher, individual, or parent and how to sell to this market needs to be resolved” (CS4Ed More than half of those interviewed interview, June 2011). This is particularly giant companies such as Microsoft, Adobe, mentioned market dominance by large important given that teachers spend over Oracle, IBM, NBC, Discovery, and NewsCorp, publishers as a major impediment to the $500 annually of their own money on class- who normally are not in the education success of learning games. The consensus room materials (NSSEA Retail Market space, have taken a significant interest in was that this dominance hinders innovation. Awareness Study, 2010.) education during the last decade. NewsCorp According to Constance Steinkuehler, Senior acquired Wireless Generation in 2010 for Policy Analyst at the Office of Science and Further, the sheer size of the “big three” makes example, for approximately $360 million Technology Policy in the Executive Office of them slow to adapt to new trends in educa- in cash. the President of the United States and an tional games. As Scott Traylor, CEO and founder assistant professor at from the University of of 360KID, has found: “The larger publishers 41 2011 2010 Company Total Revenue K-12 Revenue Total Revenue K-12 Revenue Pearson $9,058 M $3,993 M $8,759 M $3,500 M McGraw-Hill $6,246 M $949 M $6,072 M $1,109 M HMH $1,1295 M $1,295 M $ 1,507 M $1,507 M and are having a lot of trouble transitioning from print and do not understand what makes a good game. The smaller more nimble players who make engaging learning games have trouble getting into the adoption cycle or at least seen by districts, administrators or teachers who might be interested in their game” (CS4Ed interview, March 2012). the joan ganz cooney center often take two or three years to move forward Table 9. 2010 and 2011 revenue for the largest companies in the K-12 institutional market.40 games for a digital age In addition to the education market players, selling to schools Given this, one way for newer or smaller Partnerships outside of the Big Three also media production, particularly in games, companies to enter the market is to partner have the potential for creating success: part- more efforts can succeed if the right partners together or with one of the Big Three—a nerships with universities, foundations, come together” (In Press). significant opportunity for current investors media conglomerates, and smaller publishers. to pursue. For example, Muzzy Lane sees Each relationship brings diverse expertise, partnering with a large publisher as a good resources, and an increased reach. strategy going forward because the Big Three Partnerships with academic institutions can a) Standards Alignment: Throughout the 1990s, have long ago figured out distribution and provide a research base for a project and legislative activity relating to education sales issues, and because the big entities are create credibility, and in terms of iCue, part- focused on raising academic standards and finally ready to enter the learning games nerships with distribution companies such as holding schools accountable for student market to some degree. Co-founder and pres- Blackboard and online universities provided performance (NCES, 2003). By the late 1990s, ident Dave McCool reports with enthusiasm distribution that eventually helped NBC the vast majority of states had developed that this partnership is working well. “[Muzzy Learn get off the ground when they were standards for English/language arts, math, Lane] started very much on a supplemental unable to work successfully with textbook science, and social studies. These standards line with McGraw Hill, but now they are companies. Partnerships with foundations directly impacted curriculum, as well as looking for more interactive stuff, not just brought in needed resources as well. “high-stakes” statewide assessments. By the nicely and blend with the other activities” Klopfer and Haas explain the benefits of tering tests in 4th and 8th grades, and 46 (CS4Ed interview, February 2012). Likewise, partnerships: states were issuing district report cards annu- Emantras, a company in the education “[M]ost of these companies, individuals, and ally (NCES, 2003). market in K-12, higher education, and virtual nonprofits know little about schools, teachers, schools as well as in healthcare publishing, students, or the market forces operating on The federal No Child Left Behind (NCLB) Act has had some success partnering with larger each of them. At best they know only one of 2001 increased attention given to standard- companies— in their case Pearson, McGraw- piece of this puzzle. It is hard to know more ized testing by mandating assessment and Hill, Cengage Learning, and others. than that. But given the volume of interest, accountability for all states. A measure of and the growing expertise in educational Annual Yearly Progress (AYP) 42 the joan ganz cooney center year 2000, almost all states were adminis- games for a digital age digitized textbooks. Games really fit that bill 5. Key Market Demands selling to schools became a critical school-level evaluation with ways to help students achieve required profi- solving. The assessments that are now punishments instituted if schools failed to ciencies. Short-form skills practice games such being developed for the CCSS are trying to achieve AYP goals. Since the passage of NCLB, as MotionMath, Sokikom, and Dreambox, as well address these shortcomings. each state has created its own process for as other curricular materials that are aligned developing and implementing standards. to state standards, are seeing increased adop- States have been quick to adopt the Common Standards for what students are expected to tion in schools as well. Core in order to affirm their commitment to the federal “Race to the Top” school reform know varies greatly from state to state. efforts. Presumably, states that move to CCSS sure students are able to pass state standard- (CCSS) were released in June of 2010 to will continue to assess using tests designed ized tests, and this has created both a chal- provide an agreed-upon set of state-led for their old state standards until the CCSS lenge and a market for any basal or supple- educational standards in English/language assessments are released, with the result that mentary curriculum resource that is effective arts and mathematics for grades K-12. Led during the transition there will be confusion in helping teachers assist their students in by the National Governors Association for publishers attempting to create materials meeting the goals of NCLB legislation. Center for Best Practices and the Council of targeting assessments. Finding the right mix According to Steinkuehler, “Schools don’t Chief State School Officers, the CCSS has of standards alignment—whether to existing have money unless they can tie the instruc- now been adopted by all but five states state standards or to the Common Core—is tional materials to standards. And teachers (Alaska, Minnesota, Nebraska, Texas, and one more factor that needs to be attended to cannot justify a purchase unless it will Virginia). Frameworks for Common Core in designing useful learning games for contribute to learning standards” (CS4Ed Standards for science are expected to be schools. But, the eventual establishment of a interview, June 2011). released by 2014 or 2015. The limited nature single set of standards for all states and the of the high stakes tests based on the state subsequent process of aligning content to one Such standards present both challenges and standards has impacted the ability to set of standards will lower the cost of entry opportunities for learning games. Short-form develop the kind of engaging, immersive and open the market to smaller companies. drill and practice games that include forma- experience that fosters difficult-to-assess tive assessment and teacher feedback are 21st century learning skills such as b) Platform Compatibility: Increases in BYOD becoming more attractive to teachers seeking creativity, collaboration, and problem initiatives and the use of interactive 43 the joan ganz cooney center The final Common Core State Standards games for a digital age Schools have focused their efforts on making selling to schools whiteboards, tablets, mobile devices, and standards, producing cross-platform products (National Staff Development Council, 2011). As laptops in the K-12 school setting is forcing is expensive and often involves different more teachers are becoming supportive of both schools and technology developers to development teams for each major platform using games in the classroom, initial as well as support mixed device environments. The issue type. Thankfully, such issues are likely to be ongoing professional development support with this is that each tool enters the market resolved in the next few years, lowering the will likely be paired with the purchase of new bundled with a different level of software and cost burden of making products available to digital curriculum products such as interactive cross-platform compatibility, and providing multiple devices and browsers. tools or learning games. In a recent survey c) Professional Development: Teacher support (Millstone, 2012), results indicated that the Schools must ensure that their wireless infra- goes a long way toward determining the long- majority of teachers first learn about using structures have enough bandwidth and that term success of any game in the classroom. digital games in the classroom from in-service their device management capability is suffi- However, according to Victoria Van Voorhis, professional development workshops (46%), cient to handle the increased demand from CEO of Second Avenue Learning, “Teachers followed by self-directed study (35%). multiple devices. School administrators must can also be a big barrier. They are not familiar be aware that they might buy new technolo- with gaming and are unclear about how to In 2012, Congress appropriated $3.1 billion for gies that are not able to communicate or use games in the curriculum—are they for teacher programs that are designed to connect with each other or with other compo- independent practice, group work, or inte- improve the quality of teachers in the K-12 nents that already exist in the school infra- grated learning?” (CS4Ed interview, June 2011). classroom. These funds account for 4.5% of structure. In turn, developers must ensure that Professional development to familiarize the total discretionary budget of the U.S. their products can run on multiple platforms teachers with games is essential for ensuring Department of Education. The programs and be hosted in multiple infrastructure envi- that they can successfully integrate learning include monies to support professional devel- ronments. To do so, developers are often games into their classrooms. opment in technology integration. The funds are distributed by the U.S. Department of required to create and maintain different versions of a game or simulation for each Teachers themselves include among their top Education to states and local education agen- major platform type. Despite progress being four priorities for further professional develop- cies, and in some cases they are distributed made in universal design and interoperability ment “using technology in the classroom” directly to individual teachers. 44 the joan ganz cooney center platform can present significant challenges. games for a digital age sponsored by the Joan Ganz Cooney Center even forward/backward compatibility within a selling to schools d) Research on Effectiveness: The No Child equivalent of a “placebo” in a medical approach to product evaluation is effective Left Behind (NCLB) Act requires that schools setting). Maintaining both treatment and in gathering sufficient enough information use federal money only on products and control groups is difficult given the turnover about efficacy to guide the design and services that have an established research of student populations. The SBR requirement evolution of a particular product, base through “Scientifically Based Research” that statistical analysis of quantitative (SBR). SBR is, in essence, a randomized trial measures be standardized using large similar to the clinical trials required for samples ignores the risk of finding no effect pharmaceuticals. In an effort to avoid poor due to imprecise measurement, misuse of the The K-12 market is unique and it can be diffi- quality evaluations, NCLB designates any product, or irrelevant variables in the cult to access. We recommend that learning type of research that does not meet SBR research environment. game investors, publishers, and developers consider the following: Unfortunately, the requirements of NCLB • Market games as supplemental material. product to be used in schools, but using SBR fail to acknowledge that evaluating • Keep in mind that English/Language arts in the education field is fraught with chal- different types of products requires budgets are larger than any other curric- lenges, and it should be noted that SBR is different kinds of evaluation design and ulum area, with math a somewhat costly and time-consuming. However, as devalues valid research methods that are distant second. NCLB now stands, SBR is required on all useful in ferreting out product effectiveness new products (Richards & Walters, 2008). and supporting product development. sales of learning games. Doing this keeps Any developer of a game needs to under- Formative evaluation, ad hoc measures, and overhead low and allows a small company stand the complexity and limitations of SBR various quasi-experimental procedures such as a game developer to concentrate in order to comply with its requirements. provide useful information about the effec- on what it does best—develop great tiveness of a new product at relatively low learning games. • Consider using a third party to complete Among the numerous challenges are the cost, and they can greatly aid in improving difficulties of randomly assigning subjects to the product, even though they lack the companies roll out new products and treatment and control groups in a classroom putative rigor of SBR. Few products are full- market them in the spring, in anticipation setting and creating a true control group (the grown at birth, and an iterative, multimodal of a new budget as of July 1. • Remember the buying cycle: successful 45 the joan ganz cooney center important to document the efficacy of any games for a digital age requirements as being of poor quality. It is 6. Recommendations selling to schools • Develop partnerships to leverage the • Consider developing short- or long-form resources of the Big Three publishers and games that can be used as homework to universities, foundations, media conglomer- avoid the constraints imposed by discrete ates, and other small publishers. blocks of class time. • Create and market short-form games that are aligned to state standards and the soonto-come Common Core standards. platforms and in multiple infrastructure environments. • Integrate teacher training and professional games for a digital age • Ensure that products can run on multiple development opportunities with any new learning game. 46 • Remember that any learning game that Scientifically Based Research standards mandated by the No Child Left Behind Act. • Develop collections of short-form games that allow teachers great flexibility for using them within the 40 minute classroom period. Develop long-form games in conjunction with engaging schools in large and small reforms to reallocate school time to allow longer game playing and more immersive learning. the joan ganz cooney center receives federal money must adhere to the moving forward Investment in Education Technology The majority of our interviewees were excited and enthusiastic about the potential of learning games in schools. This optimism was balanced by the realities of the market. Josh Cohen, Managing Partner of City Light Capital, says that his organization is actively looking at companies in the marketplace, “But our excitement will be based on two things: their ability moving forward companies received investment capital 127 from $100 million the previous year. to a higher performance outcome from a times in 2011, an increase from the 106 Amplify is focused on digital curriculum learning standpoint. And to the extent that funded in 1999, and well above the annual with analytics that are aligned to the those two things happen we will be signifi- averages of the past decade (Global Silicon Common Core using a tablet-based cantly more interested than we are today” Valley Advisors, 2012). The survey also platform.41 (CS4Ed interview, April 2012). Tom Vander Ark, reported that while the number of compa- partner at Learn Capital, explains their invest- nies funded increased, the capital raised on In some of the interviews investors talked ment in Blue Duck Education (MangaHigh) as average was $9.0 million per company, about skirting the institutional market alto- such: “Toby Rowland [CEO] would say proce- which was down 30.4% from $13.0 million gether. Dr. Bobbi Kurshan, President of dural fluency is their strength, they have devel- per company in 1999. Educorp Consulting said, “We just closed on oped games around the mechanics of math- a deal in January [2012] on a new gaming The National Venture Capital Association company. It was a combination of digital Toby would also be quick to say that adoption reported similar findings (see Figure 3), assets and investment from the Vancouver and monetization has been a challenge. There discovering that investment in education Aquarium and FableVision, a spinoff called is so much free stuff out there… and the use- technology companies has tripled in the Sparkbridge in Boston. … We looked at both barriers like adoption have been a tough combi- past decade rising from $146 million in 2002 the school market and the afterschool nation in the game space” (CS4Ed interview, to roughly $429 million in 2011. The learning market (museums, boys and girls April 2012). increase in funds began to pick up signifi- clubs) and we ended up creating something cant speed beginning in 2009, with invest- in the afterschool space after doing a lot of In 2011 there was a notable rise in invest- ments increasing by $150 million from the research” (CS4Ed interview, March, 2012). ment capital in educational technology, previous year, even though the economy This mix of enthusiasm and caution is including in learning games. According to a was entering a recession (National Venture captured best by Josh Cohen, Managing national market survey done at the time by Capital Association, 2011). A recent signifi- Partner of City Light Capital. When we GSV Advisors, investors funded educational cant investment by News Corp was asked him about the excitement over games technology companies at levels not seen announced in August of 2012. News Corp and the educational market he said that since the late 1990’s. Education technology plans to invest $180 million in Amplify, up people “…are taking that leap of faith. Matt 48 the joan ganz cooney center ematics rather than using math as a barrier. … games for a digital age to prove that people using their product leads moving forward LeBlanc’s Friends television character’s will probably be great. There is a little bit of though all the elements are exciting to theory of food: meat is good and jam is the ‘meat and jam’ mentality out there, some folks” (CS4Ed interview, April, 2012). good so if you put meat and jam together it which may turn out to be disgusting even This expansion of venture investment into educational technology is matched with Foundation-based university and game Figure 3. Venture Capital investment in education technology companies, 2002 through 2011. developer collaboration. ATT has contributed $3.8 million to expand GameDesk42, a nonprofit organization based on research at 100 the University of Southern California. The 400 Institute of Play, a nonprofit video game insti- 80 tute, will manage the new Games, Learning games for a digital age 500 200 60 Cumulative: 438 40 100 20 Number of Deals 300 million in grants from the John D. and Catherine T. MacArthur Foundation, the Bill & Melinda Gates Foundation, Electronic Arts, and the Entertainment Software Association. Macro-Trends Support Optimism Cumulative: $1.97 billion Much of the optimism about the role of Sum of equity invested Note: Data include educational technology companies in elementary and secondary education, higher education, lifelong learning, and informal education. 2011 2010 2009 2008 2007 2006 2005 2004 2003 0 2002 0 Number of deals games in education results from specific macro-trends that point to learning games becoming an increasingly, large part of the K-12 landscape. These macro-trends have been noted at various points in this report. Source: National Venture Capital Association, Thomson Reuters 49 They are: the growing ubiquity of tablets and mobile devices, the National Education the joan ganz cooney center Millions of dollars and Assessment (GLASS) Lab43 with $10.3 moving forward Technology Plan, the current emphasis on STEM and 21st Century Skills Challenge launched by the Joan Ganz Cooney Center and E-Line Media in partnership with STEM and 21st century skills, the print to The recent focus on improving STEM skills the Department of Education’s Digital computing, and the emergence of personal (Science, Technology, Engineering and Math) Promise Initiative, the Entertainment learning environments. and fostering higher order thinking skills (21st Software Association, AMD Foundation, century skills) has generated an interest in Microsoft, and PBS-CPB Ready to Learn. This learning games as a potential tool for helping competition is aimed at motivating students improve teaching and learning in these impor- to develop an interest in STEM learning and There is widespread agreement among tant areas. The federal government, through careers by asking them to participate in a investors, educators, school administrators, the Department of Education, the National video game design competition. and the Department of Education about Science Foundation (NSF), and other agencies, changes on the horizon for the K-12 market. is pushing for more attention to be focused on The growth of tablets and mobiles, apps and helping students develop STEM skills. Tablets and Mobile Devices collections of short-form games, and intelli- Print to Digital Transition games for a digital age digital transition, the deployment of cloud 50 There is a shift in existing budgets for classPresident Obama himself has called for the room materials away from printed and seen as a positive trend for supporting improvement of STEM education, and his toward digital materials. Ricci & Worlock learning games going forward. Several of 2013 budget for the Department of Education (2012), predict that the trend toward the those interviewed referenced the increased and his Blueprint are focused on strength- purchase of digital textbooks is slow but use of mobile devices and apps by younger ening STEM44 education and fostering higher steadily increasing, with the digital textbook children, and this increase was confirmed in order thinking skills. Additionally, President market predicted to approach almost 25% of two recent market research reviews (Gutnick, Obama’s 2009 “Educate to Innovate” total textbook sales by 2014. New state laws Robb, Takeuchi & Kotler, 2010; Chiong & campaign includes partnerships with and policies compel the adoption of digital Shuler, 2010). industry, foundations, universities, and non- materials, and the move toward more online profits to support STEM and 21st century skill learning and the development of virtual development in schools. One piece of this classes and schools are also having some campaign is the National STEM Video Game influence. Notable examples of new the joan ganz cooney center gent adaptive platforms that provide data is moving forward learner centered, as PLEs can directly connect Indiana, and West Virginia. These policy instructional data systems for a much more with learner interests and allow students to advancements open public funds tradition- refined analysis of performance. be actively involved in the design of their ally allocated to printed textbooks to educa- The relevance and importance of evidence- learning experiences. This approach is unlike tional technologies, including content, plat- based decision-making continues to grow as a differentiated activity that might place a forms, and device-specific applications, as the districts move to digital instructional mate- student into one of three levels of difficulty. presence of dedicated readers and tablet rials motivated by the desire to save money, In PLEs, learners can select the appropriate computers dramatically increase in schools increase student engagement, and provide technologies and resources to support their around the nation. These changes in state more timely and flexible resources. Costs own learning and they can call on a network laws will have a significant impact on the and the drive to improve learning outcomes of peers, teachers, and others to aid them creation, sales, and distribution of textbooks are accelerating this push. While concerns in this. Ongoing assessments are embedded and digital content going forward, including about quality, Internet access, infrastruc- in the learning process, and teachers steer the potential for interactive materials and ture, teacher professional development, and learners toward being independent, setting learning games. slow-moving school bureaucracies may their own goals, and actively reflecting on slow the process of change, they will not their own learning. As Stephen DeBerry, significantly impede this global trend. Partner, Kapor Capital explains, “Junyo is an The Deployment of Cloud Computing interesting example [of an investment they Universal connectivity, coupled with cloud- Personal Learning Environments (PLEs) just made]. It has the same incredible predictive analytics that Zynga has, and applies it provided data and computing services will have a profound impact on the creation, Learning games have great potential to help to education. …We think this is a really big sales, and distribution of textbooks and bring the model of adaptive, personalized idea because education delivery right now digital content going forward. Many large learning environments (PLE) to fruition (SIIA, broadly uses the same mechanism for districts have made the move to the cloud. 2010). These PLEs rely on adaptive learning everyone, although everyone learns differ- This not only eases the burden of deploying engines and are intrinsic to many long-form ently” (CS4Ed interview, March 2012). interactive materials and learning games in learning games. They are particularly attrac- classroom and non-classroom environments, tive to educators because they are truly 51 the joan ganz cooney center but can provide access to administrative and games for a digital age legislation include laws in Texas, Florida, moving forward The National Educational Technology Plan curriculum area and grade range. Many Short-form games provide tools for practice administrators and teachers confuse short- and focused concepts and fit easily into the The National Educational Technology Plan form and long-form games depending on classroom. While most lack the depth and calls for a PLE—a validated, integrated system what experiences they have had. This confu- research base of long-form games, it appears that provides real-time access to learning sion could impact the success of selling they are gaining traction in the classroom. results, that connects to levels of difficulty and learning games to schools. Unfortunately, for particular types of skill development, they have a useful though assistance, and that contains self-improving interactions with learners. PLEs should be able to build upon—and integrate with—learning Investors should support collections of short-form games that maximize teacher flexibility and are aligned to standards. management systems and digital teaching Collections of short-form games can be (In 2011, it was estimated that 75% of all particularly attractive to schools because they districts had implemented some form of LMS. have the ability to fit well into the current Projected LMS sales for 2013 were $375 million K-12 classroom structure and are easier to (Simba Information, 2011)). align to standards. Product lines composed of Recommendations Investors should support long-form games that are affiliated with education reform initiatives; particularly those initiatives that re-imagine the school day in ways that promote in depth study, longer class periods, open ended projects, and critical thinking skills. collections of short-form games and other materials are starting to experience success Long-form games come from stronger in the institutional market. These types of research terrain and are focused on higher The single most important thing investors games also have the potential to be order thinking skills. As we have demon- can do to move learning games successfully embedded in personalized learning environ- strated above, these games are starting to into the K-12 space is to keep in mind how a ments or to be leveraged by adaptive engines receive more attention and support. To the game will be used in the classroom setting. that combine instruction with the use of data degree that classrooms shift from a hyper- It is crucial when approaching the institu- and feedback loops that are becoming focus on high stakes testing and free up the tional market to clearly communicate the increasingly popular in schools. structure of the learning day to aid in type of game being sold, as well as the fostering 21st century skills, long-form 52 the joan ganz cooney center platforms that are now widespread in schools. somewhat limited role to play. games for a digital age features to increase effectiveness through moving forward games will have a place in the classroom. Of particular relevance for learning games, any product trying to make its way into the Until those changes occur, long form games NETP calls for fundamental changes in the institutional market. Therefore, it is incum- that manage to enter the institutional space structure of the school day, including longer bent upon game developers to consider how will need to bend to fit the existing space, and more school days, access to learning their product meets the goals of teachers rather than expect that the classroom will online, flexibility in schedules, and a reduc- and students, how it will be flexible and naturally shift to embrace the requirements tion in the use of “seat time” to determine adaptable enough to fit into the school day, of long-form games. student advancement. In addition, the plan and how it can be used easily. However, the National Education Technology collaborative activities to spur learning, using Plan (NETP, 2010), Transforming American technology to improve content such as virtual Education: Learning Powered by Technology, online environments and games, and using offers investors in learning games hope. NETP data to inform and improve instruction calls for applying the advanced technologies (Devaney, 2011). games for a digital age focuses on using social interactions and 53 that are used in everyday life to the education Making games work in the classroom teaching and learning, to scale up effective requires an understanding not only of issues practices, and to use data to improve student specific to learning games, but also of the learning. The model of learning described in systemic barriers to entry and constraints of the plan focuses on personalized learning the K-12 environment for any supplemental experiences and on linking what is taught to product in the K-12 space. The dominance of what students need to learn. It calls for the a few entrenched players, the long buying use of state-of-the-art technologies, for cycle, the multi-layered decision making “Universal Design for Learning,” and for using process, the fragmented marketplace, the the affordances of technology to support demand for curriculum alignment, the continuous and lifelong learning. requirement of a research base, and the need for professional development all will impact the joan ganz cooney center system in order to foster more effective references Adkins, S., (2011). Ambient Insight’s U.S. market for Christensen, C. (1997). The innovator’s dilemma. Devaney, L. (2011a). Bring your own devices mobile learning products and services: 2010-2015 New York: HarperCollins. catching on in school eSchool News. Retrieved from http://www.eschoolnews.com/2011/04/ Forecast and analysis. Ambient Insight Comprehensive Report. Dede, C. (2012). 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Review of Educational Research, 82, 61-89. the joan ganz cooney center Wilson, K.A.,Bedwell, W.L., Lazzara, E.H., Salas, endotes 12 http://www.ket.org/missionus 23 http://www.whiteboxlearning.com 13 http://rivercity.activeworlds.com 24 http://ecomuve.gse.harvard.edu watch?v=lwQgAkHC7NE 14 http://forensics.rice.edu 25 www.pbslearningmedia.org 3 http://making-history.com 15 http://www.secondavenuelearning.com 26 http://www.explorelearning.com 4 http://www.knowledgeadventure.com 16 http://www.civilization5.com 27 http://teacher.scholastic.com/math-fact- 1 PBS/Grunwald Associates (2010.) and Bill and Melinda Gates Foundation (2012). 2 http://www.youtube.com/ 5 http://motionmathgames.com 17 http://making-history.com 28 6 7 http://www.studyisland.com 19 http://scratch.mit.edu 20 http://www.mangahigh.com 30 www.timetoknow.com 31 http://www.discoveryeducation.com/ http://www.joanganzcooneycenter.org/ publication/national-survey-and-video- portfolio company of Thoma Bravo LLC. 60 29 http://minecraftedu.com Learning. Archipelago Learning recently merged with Plato Learning and is now a case-studies-teacher-attitudes-about8 9 10 32 http://read180.scholastic.com 33 http://new.livestream.com/g4c/ http://mw.concord.org/modeler 21 http://www.oregontrail.com/hmh/site/ oregontrail 22 http://www.middleburyinteractive.com/ products/middleburyprep.php 11 techbook digital-games-in-the-classroom/ http://fold.it/portal http://www.brainpop.com www.skillstutor.com http://www.icivics.org jamespaulgee the joan ganz cooney center Study Island is a division of Archipelago 18 games for a digital age fluency/fastt-math-next-generation endotes 34 There are a couple of notable exceptions to definitions of “supplemental” vary across this generality. For example Quest to Learn these sources. For our analysis, we have in New York City is a school with a games- included testing, assessment, and reference based curriculum. material (in contrast with Outsell), and excluded furniture/fixtures and equipment 35 http://www.instituteofplay.org/ 43 2012/06/2498glass-lab-press-release 44 http://www2.ed.gov/policy/elsec/leg/blueprint/index.html (in contrast with Resnick et al., 2012). NCES, 2011. Public school data tables 70, 85, 91, 92, 2009/2010. Private school data table 40, 2007. 39 The sales channel analysis in TABLE 7 is adapted from information produced originally by Kevin Custer, Partner in ARC, 36 Source NCES 2011 tables 35, p.68 and 180, p.260. Capital Development and an industry veteran. Custer’s original analysis was adjusted by CS4Ed based on interviews 37 From NCES 2010, p. 614 Table 425, NCES and conversations with more than a dozen 2011 p. 173, Table 108—trend line from experienced professionals who have a 2009 to 2014 interpolated. history of selling to the institutional market. The historical data is generally accepted in Source: Hoovers (Dun & Bradstreet) 40 the industry, and was confirmed in the accessed June 7, 2012 and annual reports. industry interviews (in particular, Richard HMH filed and reported out of bankruptcy Casabonne, CEO Casabonne Associates and in 2012. Some of these revenues are for former President Leapfrog Education and International sales. SVP at Harcourt, CS4Ed interview, May 2012). Data for 2010 and 2011 are from Associated Press, 2012. 41 Resnick, Sanislo & Oda, 2012, and Ricci and Worlock, 2012 (Outsell). Note that the http://www.gamedesk.org 42 61 the joan ganz cooney center 38 games for a digital age table 63 65, Fall 2009; Home school data appendix a: game map: institutional requirements N N il l e P (L uzz on le g & Fo A rm dv ) ent ur Ro e le Pl ay in g W hy v N in ec ra ft La by r N M in th CS I N G M am ec es ha ta ni r c Pl ay in g Pu Ac zz tio le n/ & Ad ve nt ur Sa e nd bo x Ro le Pl ay in g iC iv ics Ri Ci ty Ci v il iz bo x at io n V Ro le ul at io n Si & mu St la ra ti te on gy R Si ole m P ul la at yi io ng n & Si m ul at io n M id d W or ld Tr ai l on Hi Or eg W hi te Si m gh Si m ul at io n le Pu zz an ga N M Po pt N Fo ld it Ph ys le ts ro pi ca as te r Bl at h M ur eU N In Le ter ar ac ni tiv ng e To ol s Pu zz le ic e D (w rill ith P Ad rac ve tic nt e ur e) Dr ill -P ra ct ic Si e m (S u ho la rt tio ) n Fu t N 1. Role Played in School Basal/Core Curriculum N N N N N N N N N N Y Y Y Y Supplemental/ After School/At Home Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Test Prep N N N Y N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N N Y Pre-K-2 N N N Y N Y N N N N N N N N N N N N N Grade 3-5 N Y Y Y N Y N Y Y N N N N N N N Y N Y Y Y N Y Y Y Y Y Y Y Y Y Professional Development games for a digital age St u dy Isl an d Dr ill - Pr ac t M at h Dr ill ot io n M A. Institutional Requirements Long Form Pr ac t ic e Short Form ve r appendices 2. Grade Level N Y Y 6th Only N Y Grade 9-12 Y Y Y N Y N Y Y Y Y Y Y N Y N N Y Y N Teachers N N N N N N N N N N N N N N Y N N N N Reading/ELA N N Y N N Y N N Y N N N N N N Y N N Y Math Y Y Y Y N Y Y Y Y N Y N N N N Y Y Y Y Science Y N N N Y Y Y N N N Y N Y N Y N Y Y Y N N Y Y N Y N Y Y N Y 3. Content Area Social Studies N N Y N N N Y Y Phys.Ed/Hlth Y Y N N N N Y N N N N N N N N N N N Y Art - Visual and Performance N N N N N N N N N N N N N N N N Y Y Y N N N Assessment N N N N N N N N N N N N N N N N Foreign Languages N N N N N N N N N Y N N N N N N N N N 21st C. Skills/Tech N N Y N Y Y N N Y Y Y Y Y Y Y Y Y Y N Vocational Training N N N N N N N N N N Y N N N N N N N N Re-use with different subjects e.g. Starlogo N N N N N N N N N N N Y N N N N Y Y N Combines two or more subjects N N N N N N N N N N Y N N N Y Y Y Y N 62 the joan ganz cooney center Grade 6-8 N appendix a: game map: institutional requirements (continued) N Y N il l e P (L uzz on le g & Fo A rm dv ) ent ur Ro e le Pl ay in g W hy v in th in ec ra ft Y M Y La by r N CS I Y G M am ec es ha ta ni r c Pl ay in g Pu Ac zz tio le n/ & Ad ve nt ur Sa e nd bo x Ro le Pl ay in g iC iv ics Ci ty Ri il iz bo x at io n V Ro le ul at io n Si & mu St la ra ti te on gy R Si ole m P ul la at yi io ng n & Si m Ci v M id d W or ld Tr ai l on Hi Or eg W hi te ul at io n Si m gh Si m ul at io n le Pu zz an ga N M Po pt N Fo ld it Ph ys le ts ro pi ca as te r Bl at h M ur eU Y In Le ter ar ac ni tiv ng e To ol s Pu zz le ic e D (w rill ith P Ad rac ve tic nt e ur e) Dr ill -P ra ct ic Si e m (S u ho la rt tio ) n Fu t Y 4. School Integration Alignment with Standards Y N N Y N N N Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y N Y Y Gaming Literacy Required N N N N N N N N N N N Y N N N N Y N N Teacher Facilitation Needed N N N N N N Y N N N Y N Y N Y Y Y N N Time involved in playing: < 1 class period or > 1 class period <1 <1 <1 <1 <1 <1 >1 >1 >1 >1 >1 >1 >1 >1 >1 >1 >1 >1 >1 CD-ROM or Download Application N N D BOTH N N D N CD D N BOTH CD N N N D N N Online - Web/LMS/Social Networking Site N Y Y Web Y Y N Y N W W N N Web Y Y Y Y Y Video Game Console N N N N N N N N Y N N N N N N N N N N Handheld Game Console (e.g. PSP, DS) N N Y N N N N N N N N N N N N N N N N Mobile (Tablet, Phone) Y Y Y N N under dev. N N N N N N N N Y N N N N iPad/ iPhone PC/Mac Handheld & PC/Mac PC/Mac PC/Mac PC/Mac PC/Mac N PC/Mac/ iPad/iPhone PC/Mac PC/Mac PC/Mac PC PC/Mac Handheld & PC/Mac PC/Mac PC/Mac PC/Mac PC/Mac N Y Y N Y Y Y N N Y Y N N Y Y Y N Y Y 5. Platform Hardware Requirements Internet Connection Needed 63 the joan ganz cooney center Pedagogy Built In games for a digital age St u dy Isl an d Dr ill - Pr ac t M at h Dr ill ot io n M A. Institutional Requirements Long Form Pr ac t ic e Short Form ve r appendices appendix a: game map: game characteristics W hy v il l e P (L uzz on le g & Fo A rm dv ) ent ur Ro e le Pl ay in g N N N N Y Y Y N N Y Y N Y Y Y N Y N Y Y Y Y Y Y Y Y Y Y N Y Y N N Y N N N N Y Ri Y N N Y Y N N M La by r in ec ra ft in th CS I G M am ec es ha ta ni r c Pl ay in g Pu Ac zz tio le n/ & Ad ve nt ur Sa e nd bo x Ro le Pl ay in g ics iC iv Ci ty at io n V Ro le ul at io n Si & mu St la ra ti te on gy R Si ole m P ul la at yi io ng n & ul at io n Tr ai l Hi bo x Si m gh Si m ul at io n le Pu zz Si m il iz Y Y Ci v Y Controlled (as Opposed to Open Ended) W hi te Fu t Help/Hints/Instructional Supports M St u N W or ld Y N id d Y Y Practice Without Penalty? M Y N on N N N Or eg N Y Y an ga N Y M Y Y N Fo ld it Po pt Y at h Ph ys le ts ro pi ca as te r Bl ur eU Y Y 1. Game Origin Consumer N Institution Both Consumer and Institution N Y Y Y N N N Y Y Y Y Y Y Y Y N N Y Y N Y Y Y Y Y N Y Y Y N Y Y Y Y Y N Y Y Y N N 2. Game Rules/Structure S S S BOTH BOTH S BOTH BOTH M BOTH BOTH M S M BOTH M BOTH BOTH Turn-based N N N N N N N N Y N Y N N N N N N N N Y Finite Answers e.g. Multiple Choice Y Immediate Feedback on Failures/Successes Y Goal Completion vs. Expansion of Play GC Y Y Y N Y Y N Y N N N N N Y N Y Y Y Y Y Y Y Y Y N Y N Y Y Y Y GC GC GC GC GC GC GC E GC GC GC GC GC E E GC 3. Gamification/Reinforcers Points as End Goal Y Y Y Y N Y Y Y Y N N N N N N N N N Points as Currency N N N N Y N N Y N N Y N Y N Y Y N Y Badges/Awards/Trophies N Y N Y Y N N N Y N Y N Y N Y N Y Y Rankings and Leaderboards Y Y N N Y Y Y N N Y N N Y N N N Y N Levels Y Y N Y Y Y Y N Y N N N N N Y N Y N Exchange of Virtual Goods N N N N Y N N N N N Y N N N Y Y Y Y Produces an Artifact N N N N N N N N Y Y N Y N Y N Y Y N 64 the joan ganz cooney center Single or Multi-player games for a digital age N N M In Le ter ar ac ni tiv ng e To ol s Pu zz le ic e D (w rill ith P Ad rac ve tic nt e ur e) Dr ill -P ra ct ic Si e m (S u ho la rt tio ) n dy Isl an d Dr ill - Pr ac t M at h Dr ill ot io n B. Game Characteristics Long Form Pr ac t ic e Short Form ve r appendices Fu t Ci v Ri iC iv CS I La by r B. Game Characteristics Social Network Supported N N N N Y N Y Y Y N Y N N N Y Y Y Y Develops & Encourages Mentoring Relationships N N N N N N N N Y Y N Y N Y Y Y Y Y Social/Friending Component N N N N Y N Y N Y N N N N N N Y Y Y Conflict or Competition Present Y Y N N Y Y Y Y N Y Y N Y N Y Y Y N Strong Resemblance to Real World N N N N N Y N N Y Y N Y Y Y N N N N Augmented Reality N N N N N N N N N N N N N Y N N N N at h id d in ec ra ft in th ics V il l e W hy v G M am ec es ha ta ni r c M at io n bo x Ci ty il iz ve r Tr ai l gh W or ld on W hi te M Or eg an ga ca Hi ro pi Fo ld it Po pt M at h as te r ts Bl ur eU Ph ys le M M dy Isl an d ot io n ic e Pr ac t Pr ac t Pl ay in g P (L uzz on le g & Fo A rm dv ) ent ur Ro e le Pl ay in g Pl ay in g Pu Ac zz tio le n/ & Ad ve nt ur Sa e nd bo x Ro le Ro le ul at io n Si & mu St la ra ti te on gy R Si ole m P ul la at yi io ng n & Si m ul at io n ul at io n Si m Si m le Pu zz In Le ter ar ac ni tiv ng e To ol s Pu zz le ic e D (w rill ith P Ad rac ve tic nt e ur e) Dr ill -P ra ct ic Si e m (S u ho la rt tio ) n Dr ill - Dr ill - Short Form 4. Degree of Collaboration/Social games for a digital age St u M appendices appendix a: game map: game characteristics (continued) Long Form 5. Simulation Characteristics 65 the joan ganz cooney center appendix a: game map: type of learning W hy v il l e P (L uzz on le g & Fo A rm dv ) ent ur Ro e le Pl ay in g G M am ec es ha ta ni r c in ec ra ft in th Y N N Y N N N N N Y N Y N Y Y Y Y Y Y N Y Y N N N Y N Y Y Y Y N N Y Y Y N Y Y N Y Y Y N Y Y Y Y Y Y Y Y N Y Y Y Y N Ci v Ri iC iv N N N Y N N N N N N Y Y N N Y Y Y Y Y N Y N N Y N N N N N Y N N N Y N Y N Y N Y Y N Y N M La by r Y Y M Pl ay in g Pu Ac zz tio le n/ & Ad ve nt ur Sa e nd bo x CS I N Y Y Y Y Y Y Y Y Y N Y N N Y Y Y N N Y Y N N N N N N N N N N Y N N N N N Conceptual Skills Y N N N Executive Function/Orgnizational N N N N Physical Skills (visual or motor) Y Skill Practice Y Y Pattern and Rule Recognition Y N 21st Century Skills (critical thinking, problem solving, collaboration, creativity, communication) N N Social/P.O.V./Empathy Development N Distributed Cognition/xpertise in developing knowledge cultures N Habit of Mind (e.g. scientist at work probing, observing environment.) 2. Advanced 66 the joan ganz cooney center Y N M Ro le Pl ay in g ics Ci ty il iz bo x at io n V Ro le ul at io n Si & mu St la ra ti te on gy R Si ole m P ul la at yi io ng n & Si m ul at io n id d W or ld Tr ai l on Or eg W hi te Si m gh Hi an ga Fo ld it Si m ul at io n le Pu zz ca ro pi Po pt ts Ph ys le as te r Bl at h M ur eU N In Le ter ar ac ni tiv ng e To ol s Pu zz le ic e D (w rill ith P Ad rac ve tic nt e ur e) Dr ill -P ra ct ic Si e m (S u ho la rt tio ) n Fu t Y 1. Basic games for a digital age St u dy Isl an d Dr ill - Pr ac t M at h Dr ill ot io n M C. Type of Learning Long Form Pr ac t ic e Short Form ve r appendices Y N N Y - free or $2.99/mo Free Free Y** New release not avail. Y - $495 N Y Y Y N N Y Not avail. N N Y Y N N Y N the joan ganz cooney center ** 6 Installs: $163 50 User Network: $700 at h at h Ri iC iv N Student Class $250 Free N Y N Free N N N N Ci ty at io n bo x Y N N N N N N N N N Y N N N Professional Development N Y N N N N N N N N N Y N Y Y N Free Free Y - $20 Free Free N Y N Y Free N N Y Y N Y N Y N in th V il l e W hy v G M am ec es ha ta ni r c in ec ra ft M N La by r Tech Support N CS I ics ve r il iz Ci v Tr ai l W or ld W hi te id d on gh ca Hi ro pi an ga Po pt as te r ts Bl Ph ys le M M ic e Pr ac t Pr ac t Pl ay in g P (L uzz on le g & Fo A rm dv ) ent ur Ro e le Pl ay in g Pl ay in g Pu Ac zz tio le n/ & Ad ve nt ur Sa e nd bo x Ro le Ro le ul at io n Si & mu St la ra ti te on gy R Si ole m P ul la at yi io ng n & Si m ul at io n ul at io n Si m Si m le Pu zz In Le ter ar ac ni tiv ng e To ol s Pu zz le ic e D (w rill ith P Ad rac ve tic nt e ur e) Dr ill -P ra ct ic Si e m (S u ho la rt tio ) n Dr ill - Dr ill - Short Form games for a digital age * E.g. $5,000/year for middle school reading & math M Y* ur eU Or eg Y Freemium M Single Use Fo ld it N Fu t Site License dy Isl an d ot io n D. Business Model St u M appendices appendix a: game map: business model Long Form 67 appendices appendix b: games & learning literature review Games & Learning Literature Review I. Bringing game-based learning to scale: The business challenges of serious games . . . . . . . . . . . . . . 70 Leslie Stebbins, M.Ed., MLIS Summit on educational games: Harnessing the power of video games for learning . . . . . . . . . . . . . 70 John Richards, Ph.D. Bringing simulations and games to scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Moving learning games forward: Obstacles, opportunities & openness. . . . . . . . . . . . . . . . . . . . . . 71 Getting serious games into the K-16 Classroom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 The more we know: NBC news, educational innovation, and learning from failure . . . . . . . . . . . . . . 72 Game changer: Investing in digital play to advance children’s learning and health . . . . . . . . . . . . . . 72 September 2012 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 II. Scaling game-based learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 Essential facts about the computer and video game industry . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 The US market for self-paced eLearning products and services: 2010–2015 forecast and analysis . . . . . 73 Video games in the 21st century: The 2010 report . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Infographic: Video game industry statistics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Learning science through computer games and simulations . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Video games and learning: Teaching and participatory culture in the digital age . . . . . . . . . . . . . . . 74 Educational video game design: A review of the literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Computer games and learning—where next? The breadth and scope of the use of computer games in education . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Relationships between game attributes and learning outcomes: Review and research proposals. . . . . . 75 Committee for learning science: Computer games, simulations, and education workshop . . . . . . . . . 76 The effectiveness of instructional games: A literature review and discussion . . . . . . . . . . . . . . . . . 76 Our princess is in another castle: a review of trends in serious gaming for education . . . . . . . . . . . . 77 References and resources for using education games and simulations in the classroom . . . . . . . . . . . 77 68 the joan ganz cooney center IV. Research on effectiveness of learning games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 games for a digital age III. Market data—gaming industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 appendices appendix b: games & learning literature review Games & Learning Literature Review Deep learning properties of good digital games: How far can they go? . . . . . . . . . . . . . . . . . . . . . 77 Good video games and good learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Leslie Stebbins, M.Ed., MLIS The ecology of games: Connecting youth, games, and learning . . . . . . . . . . . . . . . . . . . . . . . . . 78 John Richards, Ph.D. Design factors for educationally effective animations and simulations . . . . . . . . . . . . . . . . . . . . . 79 Best practices for using learning games & simulations in the classroom: Guidelines for K-12 educators. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Designing assessments and assessing designs in virtual educational environments. . . . . . . . . . . . . . 79 Reality is broken: Why games make us better and how they can change the world . . . . . . . . . . . . . . 80 September 2012 V. Design properties of effective games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Digital media: New learners of the 21st century . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Fear, apprehension, stereotypes, oh, my! Exploring teachers’ reactions to virtual gaming . . . . . . . . . . 80 A framework for addressing challenges to classroom technology use . . . . . . . . . . . . . . . . . . . . . . 81 Families matter: Designing media for a digital age. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Learning by playing: Video games in the classroom. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Engineering play: A cultural history of children’s software . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Using civilization simulation video games in the world history classroom. . . . . . . . . . . . . . . . . . . . 83 Making learning meaningful: An exploratory study of using multi-user environments (MUVEs) in middle school science . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 69 the joan ganz cooney center games for a digital age VI. Barriers & opportunities: children, parents, and teachers . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 appendices appendix b: games & learning literature review Introduction Research on game-based learning is still in its infancy, but initial studies and anecdotal findings suggest enormous potential for engaging properties of effective games, and the barriers Summit on educational games: Harnessing the power of video games for learning. and opportunities ahead. Federation of American Scientists. (2006). effectiveness of games for learning, design Scaling Game-Based Learning students and improving learning. Early forays http://www.fas.org/gamesummit/ This article includes a full report, fact sheet, Carmen Sandiego?” became widely popular in Mayo, M. (2011). Kaufman Foundation/MIT. awareness of key research challenges and the 1980s, but other successes in the past http://www7.nationalacademies.org/bose/ opportunities for educational games, to twenty years have been rare. Challenges Gaming_Sims_Commissioned_Papers.html provide stakeholders with a coordinated related to distribution, acceptance, and finan- roadmap. The roadmap is designed to raise understanding of them and to encourage Computer and video games have enormous developers to shift their efforts to the potential to transform both informal and consumer side of the gaming industry. A formal learning, but this potential is not Bringing simulations and games to scale. number of changes in the past few years have being realized due to business challenges Chapter 6, pages 105–188, in National led researchers and industry leaders to grow including distribution, consumer accep- Research Council. (2011). Learning science increasingly encouraged about the potential tance, and financial sustainability. See also: through computer games and simulations. for learning games in schools, as the attitudes “Response to Merrilea Mayo’s Paper Bringing Committee on Science Learning: Computer of parents and educators appear to be shifting Game Based Learning To Scale: The Games, Simulations, and Education, Margaret and recent studies and pilots of new learning Business Challenges of Serious Games” by A. Honey and Margaret L. Hilton, Eds. Board games have seen positive results. Alan Gershenfeld, and “Bringing Game on Science Education, Division of Behavioral Based Learning To Scale: A Response” by and Social Sciences and Education. This annotated bibliography focuses on recent Scot Osterweil. (Both available at URL listed Washington, DC: The National Academies Press. research and reports related to the learning above.) http://www.nap.edu/openbook.php? dialog and interdisciplinary partnerships. record_id=13078&page=R1 70 the joan ganz cooney center cial sustainability have led educational game game industry, the issue of sustainability, the games for a digital age PowerPoint, R&D challenges report, and “The Oregon Trail” and “Where in the World is Bringing game-based learning to scale: The business challenges of serious games. into the educational arena by games such as appendices appendix b: games & learning literature review This chapter considers the potential to scale up model of sales and distribution . . . to schools the use of simulations and games for science and school districts and (2) a model of sales academic researchers, designers, learning learning. It includes an overview of current and distribution to parents, students, and scientists, and educational practitioners could market penetration of games in formal and individuals for informal learning. Success in play an important role in scaling up research informal learning contexts, identifies barriers to the second model, elements of which could and development of games and simulations. increased distribution and sales, and discusses be emerging, could prove to be a way to alternative future pathways to scale. enable access to the first model. Moving learning games forward: obstacles, opportunities & openness Conclusions reached: (chapter excerpt): their children’s educational progress could Klopfer, E., Osterweil, S., and Salen, K. (2009) • Several barriers slow large-scale . . . use. . . . constitute a large and important initial Cambridge: MIT, The Education Arcade. There is not yet a coherent market for either market for increased sales and use of . . . http://education.mit.edu/papers/ games or simulations in schools that is games. However, parents may have ques- MovingLearningGamesForward_EdArcade.pdf analogous to the textbook market. Increased tions about the educational value of . . . use of games and simulations in schools . . . games, and these questions could poten- This white paper provides an overview of the will require clear alignment with curriculum tially be addressed through the creation of a current state of the field of game-based and professional development support for respected, independent, third party system learning and proposes strategies for those teachers. These issues are dealt with to evaluate and certify educational wishing to enter the domain. primarily at the local level in highly decen- effectiveness. 71 require a sustained approach. Because a tions. If districts, schools, and universities game or simulation needs to be updated and Van Voorhis, V. (November 2010). GoogleTechTalks. express interest, this will encourage the improved on an ongoing basis, it is not http://www.youtube.com/watch?v=q7_aOnFRnkc development and use of these new learning enough to simply develop and launch a technologies. standalone game or simulation. An ongoing Van Voorhis discusses the “challenges in development, research, and support effort is taking learning games and interactive media required for dissemination at scale. from the margins to the mainstream across • There appear to be two basic . . . models for reaching scale: (1) a traditional top-down • Simulations and games for science learning the joan ganz cooney center to scaling up the use of games and simula- Getting serious games into the K-16 Classroom tralized structures, posing a serious barrier games for a digital age • Parents of K-6 students concerned about • Partnerships that include industry developers, appendices appendix b: games & learning literature review and-health/ why, given the efficacy data that we have between NBC and MIT in launching iCue, an about serious games, aren’t they being inte- interactive learning venture that combined Children as young as 4 are immersed in a new grated into the educational experience of social networking, online video, and gaming gaming culture, but many parents, educators, today’s students? Drawing on her years as a into one multimedia learning site. iCue was an and health professionals, concerned over classroom educator, a leader in creating new exciting project that provided NBC with the violence, sexual content, and reports of addic- media for integration into school curricula, possibility of reaching younger viewers, and tion, do not consider games to be a positive force and a business strategist, she offers a unique MIT with the venue to test new educational in children’s lives. “Game Changer” addresses and multi-faceted perspective. Van Voorhis methods. iCue was ultimately a failure. In the this critique, offering a new framework to use believes that solving the challenges of design book, the authors, members of the MIT devel- games to help children learn healthy behaviors, and implementation in serious games are opment team, review the lessons learned traditional skills such as reading and math, essential to scaling the potential learning about new media and the challenges of and 21st-century skills such as critical thinking, outcomes. More importantly, she observes bringing innovation to the K-12 space. global learning, and programming design. The that serious games have not been developed Included are the challenges of an education report specifies how increased national invest- with business models informed by effective system overly focused on “teaching to the test,” ment in research-based digital games might publishing and financial sustainability strate- television producers uncomfortable with inno- play a cost-effective and transformative role gies. Van Voorhis provides suggestions for vative media, and confusion about the educa- and provides comprehensive action steps for addressing these issues while focusing on the tional market and how it works. media industry, government, philanthropy, and academia to harness the appeal of digital games proven learning outcomes games offer K-16 educators and students” (abstract from GoogleTalks). Game changer: Investing in digital play to advance children’s learning and health. Thai, A. M., et al. (2009). New York: The Joan to improve children’s health and learning. Market Data—Gaming Industry The more we know: NBC news, educational innovation, and learning from failure http://www.joanganzcooneycenter.org/publica- Klopfer, E. and Haas, J. (2012). Cambridge: tion/policy-brief-game-changer-investing-in- Essential facts about the computer and video game industry. MIT Press. digital-play-to-advance-childrens-learning- Entertainment Software Association (2011). Ganz Cooney Center at Sesame Workshop. 72 the joan ganz cooney center This book is a story about the collaboration games for a digital age the K-16 spectrum.” Her essential question is appendices appendix b: games & learning literature review http://www.theesa.com/facts/pdfs/ESA_ http://www.ambientinsight.com/Reports/ period, the entire U.S. economy grew at EF_2011.pdf eLearning.aspx a rate of less than two percent. This report discusses sales, demographic, and The US market for self-paced eLearning prod- usage data about video and computer games in ucts and services reached $18.2 billion in 2010. try’s value added to the U.S. Gross Domestic the United States. For example, the report The demand is growing by a five-year Product (GDP) was $4.9 billion. states that: compound annual growth rate (CAGR) of 5.9% •F or the four-year period of 2005–09, direct and revenues will reach $24.2 billion by 2015. employment for the industry grew at an However, growth is much higher in specific annual rate of 8.6 percent. Currently, segments. For example, growth rates in the computer and video game companies • The average player is 37 PreK-12, healthcare, and association segments directly and indirectly employ more than • 58% of video game players are male are 16.8%, 16.3%, and 14.3% respectively. 120,000 people in 34 states. The average • 47% most often play puzzles, board games, (Though not the same as learning games, the salary for direct employees is $90,000, market for self-paced eLearning products has resulting in total national compensation of relevance to the learning games market.) $2.9 billion. games game shows, trivia, or cards online • 91% of parents are present when their children’s games are purchased • 45% of parents play video games with their children at least weekly • $25.1 billion was spent by consumers on games in 2010. Video games in the 21st century: The 2010 report. Ambient Insight Market Report. Jackson, N. The Atlantic. (June 3, 2011). Siwek, S. Entertainment Software Association. (2010). http://www.theesa.com/facts/pdfs/ VideoGames21stCentury_2010.pdf The US market for self-paced eLearning products and services: 2010–2015 forecast and analysis. Infographic: Video game industry statistics. • Sixty-seven percent of U.S. households hold individuals who play video games. • The average age of a video game player is 34, and he or she (probably he: 60 percent are • From 2005 to 2009, the entertainment software industry’s annual growth rate exceeded 10 percent. Over the same male) spends an average of eight hours every week playing video games. • Seventy-six percent of parents believe that 73 the joan ganz cooney center • 55% play on phone or handheld devices games for a digital age • 72% of American household play computer • I n 2009, the entertainment software indus- appendices appendix b: games & learning literature review the parental controls available in all new learning science through interaction with video game consoles are useful. Further, digital simulations and games. It considers teach the younger generations of gamers parents impose time usage limits on video the potential of digital games and simula- might be. [Squire] is particularly interested in games more than any other form of enter- tions to contribute to learning science in whether video games themselves might be tainment. Eighty-three percent of parents schools, in informal out-of-school settings, among one of the more effective mediums to place time limits on video game playing, and everyday life. The book also identifies the teach through. Incorporating ten years of his whereas 75 percent place limits on Internet areas in which more research and research- own research as well as work done by other usage. based development is needed to fully capi- researchers, academics, and game designers, talize on this potential. Learning Science will Squire makes the case for game play as a way guide academic researchers; developers, of learning and presents it in an accessible publishers, and entrepreneurs from the manner. He also makes predictions for the digital simulation and gaming community; future of education and how games and other and education practitioners and policy digital media forms will fit into learning prac- makers toward the formation of research and tices” (abstract). National Research Council. (2011). development partnerships that will facilitate Committee on Science Learning: Computer rich intellectual collaboration. Industry, Games, Simulations, and Education, government agencies and foundations will Educational video game design: a review of the literature. Margaret A. Honey and Margaret L. Hilton, play a significant role through start-up and Dondlinger, M. J. (Spring/Summer 2007). Eds. Board on Science Education, Division of ongoing support to ensure that digital games Journal of Applied Educational Technology, 4(1). Behavioral and Social Sciences and and simulations will not only excite and http://www.eduquery.com/jaet/JAET4-1_ Education. Washington, DC: The National entertain, but also motivate and educate.” Dondlinger.pdf Video games and learning: Teaching and participatory culture in the digital age. Much attention has been directed to the use of video games for learning in recent years, in part Squire, K. (2011) New York: Teachers College Press. due to the staggering amounts of capital spent Academies Press. http://www.nap.edu/openbook. php?record_id=13078&page=1 This book reviews the “available research on on games in the entertainment industry, but 74 the joan ganz cooney center Learning science through computer games and simulations. games for a digital age Research on Effectiveness of Learning Games “The book explores what the best ways to appendices appendix b: games & learning literature review educational games and their learning successful integration of gaming in education player attention and hold it for lengthy periods content. . . . The results showed that children is the work of Consolarium, which uses of time as players learn to master game learned more from the intrinsic version of games as the center of a curriculum topic complexities and accomplish objectives. This the game. . . . [T]hese studies offer evidence and serves as stimuli to support learning review of the literature on video game research for the genuine value of an intrinsic investigations. focuses on publications analyzing educational approach for creating effective educational game design, namely those that present design games. The theoretical and commercial elements conducive to learning, the theoretical implications of these findings are discussed” underpinnings of game design, and learning (abstract). outcomes from video game play. Relationships between game attributes and learning outcomes: Review and research proposals. Wilson, K. A., et al. (2009). Simulation Gaming, “Games are an effective and cost-saving Royle, K. and Colfer, S. (2010) Developmental method in education and training. Although Habgood, M. P. J. and Ainsworth, S. E. (2011). and Applied Research in Education (CeDARE) much is known about games and learning in Journal of the Learning Sciences, 20(2), 169–206. and British Educational Communications general, little is known about what compo- and Technology Agency (BECTA). nents of these games (i.e., game attributes) http://www.wlv.ac.uk/default.aspx?page=25083 influence learning outcomes. The purpose of “The concept of intrinsic motivation lies at 40, 217–66. this article is threefold. First, we review the the heart of the user engagement created by digital games. Yet despite this, educational This document provides a comprehensive literature to understand the ‘state of play’ in software has traditionally attempted to overview of the use of computer games in the literature in regards to learning outcomes harness games as extrinsic motivation by education. Issues covered include the preva- and game attributes--what is being studied. using them as a sugar coating for learning lence of games in our culture, the challenges Second, we seek out what specific game attri- content. This article tests the concept of to integrating educational games into the butes have an impact on learning outcomes. intrinsic integration as a way of creating a current curriculum, and current gaps in the Finally, where gaps in the research exist, we more productive relationship between research literature. An example of the develop a number of theoretically based 75 the joan ganz cooney center Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. Computer games and learning—where next? The breadth and scope of the use of computer games in education. games for a digital age also because of games’ ability to captivate appendices appendix b: games & learning literature review proposals to guide further research in this area” (abstract). Committee for learning science: Computer games, simulations, and education workshop. National Research Council. (October 2009). Gaming_Sim_October_Agenda.html • Dede, C. Learning context: Gaming, gaming This report documents a review of 48 empirical research articles on the effectiveness of simulations, and science learning in the instructional games. It also includes summa- classroom. http://www7.nationalacademies.org/ ries of 26 other review articles and 31 theoret- bose/Dede_Gaming_CommissionedPaper.pdf ical articles on instructional gaming. Based on • de Jong, T. Learning with computer simulations: Evidence and future directions. • Clark, D.B., Nelson, B., Sengupta, P., and this review the following 5 conclusions and 4 recommendations are provided. Conclusions: (1) The empirical research on the instructional D’Angelo, C. Rethinking science learning effectiveness of games is fragmented, filled through digital games and simulations: with ill-defined terms, and plagued with meth- These workshop papers and presentations Genres, examples, and evidence. odological flaws. (2) Some games provide represent current knowledge on learning http://www7.nationalacademies.org/bose/ effective instruction for some tasks some of games and simulations from prominent Gaming_Sims_Commissioned_Papers.html the time, but these results may not be general- researchers. • Barab, S.A. The Quest Atlantis project: A 21st See especially: alacademies.org/bose/Gaming_Sims_ games are the preferred instructional method • Kafai, Y. B. State of evidence: How can games Commissioned_Papers.html in all situations. (4) Instructional games are more effective if they are embedded in The effectiveness of instructional games: A literature review and discussion. instructional programs that include debriefing Hays, R. T. (2005). (Technical Report No. 2005- play increases the effectiveness of instruc- 004). Orlando, FL: Naval Air Warfare Center tional games. Recommendations: (1) The deci- Training Systems Division. sion to use a game for instruction should be S.A. (2009). Assessment of student learning in http://www.dtic.mil/dtic/tr/fulltext/u2/ based on a detailed analysis of learning science simulations and games. http://www7. a441935.pdf requirements and tradeoffs among alternate org/bose/Kafai_Gaming_Presentation.pdf • Horwitz, P. (2009). Interactive curriculum and assessment: The road to scaling? • Quellmalz, E. S., Timms, M. J., and Schneider, nationalacademies.org/bose/Schneider_ and feedback. (5) Instructional support during instructional approaches. (2) Program the joan ganz cooney center programs. (3) No evidence indicates that learning? http://www7.nationalacademies. 76 izable to other games or instructional century curriculum. http://www7.nation- and simulations be used to increase science games for a digital age http://www7.nationalacademies.org/bose/ Gaming_CommissionedPaper.pdf appendices appendix b: games & learning literature review managers and procurement officials should actions, including meta-game social collabora- along with the learning that can accompany insist that instructional game developers tive elements” (abstract). them. Gee notes that “the most important properties of entertainment digital games demonstrate how their game will support that allow them to achieve powerful learning instruction. (4) Instructor-less approaches (e.g., References and resources for using education games and simulations in the classroom. web-based instruction) must include all SIIA/FETC (2008). involved) and of creating commitment and ‘instructor functions’” (abstract). http://tinyurl.com/3pstoju attachment to play and learning in the game. instructional objectives. (3) Games should be used as adjuncts and aids, not as stand-alone effects, in the sense both of learning to play the game (and the content and skills thereby Our princess is in another castle: A review of trends in serious gaming for education. Comprehensive annotated bibliography on serious games that really use the power of learning games and simulations including gaming, then these features will have to be Young, M. F. et al. (March 2012) Review of research, case studies, and links to learning present and implemented well. In the end, I Educational Research vol. 82 (1), 61–89. games and key websites related to learning am not sure this can always be the case when games. we leave the domains (content) usually over 300 research articles related to video games and academic achievement. While Design Properties of Effective Games covered in entertainment games, though this is a matter for future research. That it can be done in some domains is certainly suggested by the fact that it has already been done to a some encouraging evidence was found to history, and physical education, there was Deep learning properties of good digital games: How far can they go? Civilization or SimCity, games that connect to little research evidence at this point in time Gee, J. P. (2009). Arizona State University. domains (e.g., history, geography, urban plan- that video games impact learning in science http://www.jamespaulgee.com/node/37 ning) that we think of as serious. How far this support learning games for language learning, certain extent in entertainment games like paradigm can be extended is, again, an open and math. The authors call for researchers to distinguish between simulations and games This study by noted educational games and focus their research questions on the researcher James Paul Gee discusses the “situated nature of game-player-context inter- merits of good digital games and their design question.” Gee elaborates on the following properties in 77 the joan ganz cooney center This review article analyzes the findings of games for a digital age I would argue that if we are to make deep appendices appendix b: games & learning literature review this work: Gee, James Paul (2007). 13. Explore, Think Laterally, Rethink Goals •Property 1: Does game play allow and http://www.academiccolab.org/resources/ 14. Smart Tools and Distributed Knowledge documents/Good_Learning.pdf 15. Cross Functional Teams encourage the player to “psych out” and take 16. Performance Before Competence advantage of an underlying rule system to accomplish personally held goals to which the Gee asks the question: How can we make player is emotionally attached? learning in and out of school, with or without using games, more game-like in the sense of microcontrol that creates either a sense of using the sorts of learning principles young Ed. Salen, K. Cambridge: MIT Press. embodied intimacy or a feeling of reach in people see in good games every day when and http://mitpress.mit.edu/solr/The%20 power and vision? if they are playing these games reflectively and ecology%20of%20games • Property 3: Does the game offer the player strategically? experiences that meet the conditions for This book “aims to expand upon and add nuance to the debate over the value of good games incorporate: games—which so far has been vociferous but and help players find and use effectivity– 1. Identity overly polemical and surprisingly shallow. affordance matches between smart bodies 2. Interaction Game play is credited with fostering new or tools and worlds? 3. Production forms of social organization and new ways of 4. Risk Taking thinking and interacting; the contributors models to make learning from experience 5. Customization work to situate this within a dynamic media more general and abstract? 6. Agency ecology that has the participatory nature of 7. Well-Ordered Problems gaming at its core. They look at the ways in encourage the player to enact his or own 8. Challenge and Consolidation which youth are empowered through their unique trajectory through the game, thereby 9. Just in Time and On Demand participation in the creation, uptake, and creating his or her own story?” 10. Situated Meanings revision of games; emergent gaming litera- 11. Pleasantly Frustrating cies, including modding, world-building, and 12. System Thinking learning how to navigate a complex system; • Property 4: Does the game allow, encourage, • Property 5: Does the game use modeling or • Property 6: Does the game allow and Good video games and good learning. 78 the joan ganz cooney center Gee explains the following learning strategies that good learning? games for a digital age • Property 2: Does the game allow the player The ecology of games: Connecting youth, games, and learning. appendices appendix b: games & learning literature review and how games act as points of departure for Wilson, L. (2009). SIIA. participation in socio scientific inquiry in other forms of knowledge, literacy, and social http://tinyurl.com/lerpeo ecological sciences. Design-based methods were used to refine and align the enactment of organization.” (from abstract) virtual narrative and scientific investigations implementation of learning games in class- to a challenging problem solving assessment Design factors for educationally effective animations and simulations. rooms including getting support from teachers and indirectly to achievement test items that and administrators, addressing issues related were independent of the curriculum. In study Plass, Ja. L., Homer, B. D., and Hayward, E. O. to technical infrastructure and professional one, one-sixth grade teacher used the curric- (2009). Journal of Computing in Higher Education, development, and implementation using ulum in two of his classes and obtained larger 21, 31–61. appropriate pedagogies. gains in understanding and achievement than his two other classes, which used an expository text to learn the same concepts and skills. principles for the design of animations and Designing assessments and assessing designs in virtual educational environments. simulations that assure their educational effec- Hickey, D., Ingram-Goble, A., and Jameson, back were introduced. In study two, the same tiveness. In addition to established principles, E. (2009). Journal of Science Education and teacher used the curriculum in all four of his new and revised design principles are Technology, 18(2), 187–208. classes; the revised curriculum resulted in presented that have been derived from recent http://www.gamesforchange.org/images/ even larger gains in understanding and research. Our review focuses on the visual uploads/Hickey,_Jameson,__Ingram- achievement. Gains averaged 1.1 SD and 0.4 design and interaction design of these visual- Gobel_2009.pdf SD, respectively, with greater gains shown for “This paper reviews research on learning from dynamic visual representations and offers “This study used innovative assessment prac- feedback. Principles for assessing designs and tices to obtain and document broad learning designing assessments in virtual environ- outcomes for a 15-hour game-based curric- ments are presented” (abstract). ulum in Quest Atlantis, a multi- user virtual environment that supports school-based the joan ganz cooney center Best practices for using learning games & simulations in the classroom: Guidelines for K-12 educators. 79 out, and two forms of virtual formative feed- students who engaged more with formative izations and presents existing research as well as questions for future inquiry” (abstract). Further treatment refinements were carried games for a digital age This report provides a blueprint for successful appendices appendix b: games & learning literature review together an intellectually stimulating view of collaborate with peers worldwide, and human culture past, present, and future. And empower them to direct their own McGonigal, J. (2011). New York: Penguin Press. while not downplaying the potential for learning. The documentary dives into cutting- negative consequences, such as ‘gamer edge educational and cognitive research to “As addictive as Tetris, McGonigal’s pene- addiction,’ McGonigal makes an inspiring explore how increasingly powerful forms of trating, entertaining look into gaming case for the way games can both enhance digital media impact today’s learner. Viewers culture is a vibrant mix of technology, our personal happiness and help society” meet some of the country’s most noted educa- psychology, and sociology, told with the (from review by Publishers Weekly, November tional experts and thought leaders in the digital vision of a futurist and the deft touch of a 22, 2010). education realm, including Nichole Pinkard, storyteller. For the nearly 183 million Americans who will spend an average of 13 hours a week playing games, McGonigal’s book is a welcome validation of their Barriers & Opportunities: Children, Parents, and Teachers Henry Jenkins, Katie Salen, and Mimi Ito. The film criss-crosses the nation to showcase reallife examples of how digital media is exploding in educational environments, from the innova- pation with games is detrimental to society PBS Learning Matters. Wisconsin classroom that uses mobile devices and culture, McGonigal argues persuasively http://www.pbs.org/teachers/ and location-based networking to model civic that games are in fact improving us. ‘Game digitallearners/watch/ activity and teach history” (from abstract). argues, ‘it’s a 21st Century way of thinking This one-hour PBS documentary “takes viewers and leading.’ And games, she argues, partic- to the frontlines of what is rapidly becoming an ularly the new wave of Alternative Reality education revolution. The film explores how Fear, apprehension, stereotypes, oh, my! Exploring teachers’ reactions to virtual gaming. Games, are not about escapism but a exceptional instructors are increasingly using Sprague, D. R. and Kayler, M. (2011). Proceedings powerful new form of collaboration and digital media and interactive practices to ignite of Society for Information Technology & community building. The book moves effort- their students’ curiosity and ingenuity, help Teacher Education International Conference lessly from Herodotus to Halo, stitching them become civically engaged, allow them to 2011 (2248–2253). Chesapeake, VA: AACE.? design isn’t just technological craft,’ she that employs game-based learning to a 80 the joan ganz cooney center tive Quest 2 Learn public school in Manhattan or who may worry that our growing preoccu- Digital media: New learners of the 21st century. pursuits. But for those who don’t understand, games for a digital age Reality is broken: Why games make us better and how they can change the world. appendices appendix b: games & learning literature review their children from chatting online and Researchers have begun to explore the impact menting technological innovations in the class- visiting social networking sites. . . . [O]nly of game-based learning. Most of this research room: (a) Research & Policy factors, (b) District/ half of parents are playing with their kids on has focused on what children learn while School factors, (c) factors associated with the newer platforms such as video game engaged in virtual games. This study looks at Teacher, (d) factors associated with the consoles: They report spending more time what 61 teachers learned as they explored a Technology-Enhanced Project, (e) factors associ- with their children engaged in traditional Massively Multiplayer Online (MMO) virtual ated with the Students, and (f) factors inherent activities . . . watching television, reading gaming environment of their choice over a to Technology itself. books and playing board games. More than half of parents are concerned about the four-week period. Data included individual health, but fewer than 1 in 5 parents think conclusion of the experience. Teachers Takeuchi, L. (June 2011) Joan Ganz Cooney their kids spend too much time with digital discussed reactions to the games. The results Center. http://www.joanganzcooneycenter.org/ media. . . . Lack of exercise and online show that teachers were fearful and had diffi- publication/families-matter-designing- privacy are parents’ greatest concerns. Most culty trusting strangers they encountered. media-for-a-digital-age/ believe that video games help children foster effect of media usage on their children’s skills that are important to their academic They were goal-oriented and found the openThe report profiles how parents’ personal achievement. Rule setting peaks at age 7. experiences with media are one of the key Parents with children older than 7 are more A framework for addressing challenges to classroom technology use. factors shaping the approaches they take in likely to set parent controls on their guiding their children’s media consumption. computers. Groff, J., and Mouza, C. (2008). Association for the A national survey . . . found that nearly two- Advancement of Computing in Education Journal, thirds [of parents] limit media consumption Recommendations from the report include: 16(1), 21–46. on a case-by-case basis. . . . 57% recognize • Tailor media platforms that take into account endedness of the MMOs to be overwhelming. that digital media presents ways for children children’s social, cognitive, and physical The authors discuss six central factors, each to converse and connect with friends and development. with its own critical variables, that interact with family, but two-thirds of parents restrict • I nvestigate co-viewing for video games, 81 the joan ganz cooney center and individual narratives written at the Families matter: Designing media for a digital age. reflective logs, web-based group discussions, games for a digital age one another to produce barriers to imple- appendices appendix b: games & learning literature review becoming powerful tools for intellectual linked to children, learning, and play. Ito gives will encourage adults to engage with children exploration. The school is the creation of an account of a pivotal period in the 1980s to further enhance their learning. Katie Salen, a professional game designer and and 1990s, which saw the rise of a new cate- professor of design and technology and gory of consumer software designed specifi- faulted for children spending less time social- Robert Torres, a learning scientist, as well as a cally for elementary school aged children. izing face-to-face with peers and family. small group of curriculum and game ‘Edutainment’ software sought to blend Producers should design content that drives designers. The school hopes to make learning various educational philosophies with inter- participants to interact and play together. feel more relevant to students and more active gaming and entertainment, and • Design for healthy development including connected to the world beyond school by included such titles as Number Munchers, using game-based learning. The article Oregon Trail, KidPix, and Where in the World provides a snapshot of current thinking and Is Carmen Sandiego? • Foster teamwork—Digital media are often exercise, imaginative play, and socializing. • Develop Industry Educational Standards reactions to game-based learning including from report.) the ideas and experiences of Michael Levine Drawing from observations of kids’ play, inter- of the Cooney Center, James Gee a faculty views with software developers, and adver- member at Arizona State University, E.O. tising and industry materials, Ito identifies Wilson, Michelle Obama, and others. three educational philosophies and genres in Learning by playing: Video games in the classroom. children’s software that connect players in Corbett, S. (September 15, 2010). New York Times http://www.nytimes.com/2010/09/19/ Engineering Play: A Cultural History of Children’s Software. consumption: instruction, focused on trans- magazine/19video-t.html Ito, M. (2009). Cambridge: MIT Press. mission of academic content; exploration, tied http://mitpress.mit.edu/catalog/item/ to open-ended play; and construction, aimed default.asp?tid=11869&ttype=2 at empowering young users to create and Magazine. This article provides an overview of the role software production, distribution, and manipulate digital media. of games in learning focusing on “Quest to Learn,” a pilot school in New York organized “In Engineering Play, Mizuko Ito describes the around the idea that digital games are central transformation of the computer from a tool The children’s software boom (and the bust to the lives of today’s children and are associated with adults and work to one that followed), says Ito, can be seen as a 82 the joan ganz cooney center including recent work by Common (Summary games for a digital age e-books, tablet devices, and other media that appendices appendix b: games & learning literature review microcosm of the negotiations surrounding traces the history of gaming in education new technology, children, and education. The including successful programs in the 1980s story she tells is both a testimonial to the and provides an analysis of what history transformative power of innovation and a games “got right,” what they did not, and cautionary tale about its limitations” (from how to use these games in the classroom. abstract). Whelchel, A. (February 2007 ). World History Clarke, J. and Dede, C. (2005). Paper prepared for Connected. http://www.historycooperative.org/ the American Educational Research Association journals/whc/4.2/whelchel.html Conference, April, Montreal, Quebec. http://citeseerx.ist.psu.edu/viewdoc/ This articles examines three particular games for a digital age Using civilization simulation video games in the world history classroom. Making learning meaningful: An exploratory study of using multi-user environments (MUVEs) in middle school science. 83 summary?doi=10.1.1.115.5609 series, and Rise of Nations, in order to Many researchers are exploring the types of discuss why it is important to recognize learning that occur in informal out-of school that these games have a substantial impact technology use (such as video game play), yet on the layman’s understanding of history, the content of these environments tends not how they present topics important to the to align to national standards for academic world historian, and methods by which content. This paper presents research on how these games can be used to not only a multiuser virtual environment centered on teach historical concepts but also instruct content related to national standards and students how to critically evaluate and assessments in biology and ecology offers deconstruct historical representations new types of immersive learning for engaging found in popular culture. The article grades 7 and 8 students in learning science. the joan ganz cooney center titles, Civilization III, the Age of Empires Games and Learning Publishing Council Members: About the Authors: Milton Chen John Richards, PhD is Founder and President of Kurt Moellering, PhD, serves as the Editorial Courtney Allison Consulting Services for Education, Inc. (CS4Ed). Supervisor at Consulting Services for Education Dee Chambliss CS4Ed (www.cs4ed.com) works with publishers, and oversees all company online and print Christopher L. Curran developers, and educational organizations, as publications. He has provided editorial oversight Alex Chisholm they negotiate the rapidly changing education for CS4Ed publications including white papers Virginia Edwards marketplace to improve business-planning and reports for the Department of Education, Michael Gallagher processes, to find funding to help schools the Software & Information Industry Alex Games purchase products and services, and to develop, Association, Time to Know, and other compa- Din Heiman evaluate and refine products and services. He is nies. Most recently at CS4Ed, he was the copy Robert M. Lippincot Adjunct Faculty at the Harvard Graduate School editor for Digital Teaching Platforms published Laird Malamed of Education teaching Entrepreneurship in the in 2012 by Teacher’s College Press. Kurt is also Deborah McGriff Education Marketplace. the editor of The Thoreau Society Bulletin and the former Book Review Editor for Studies in Scot Osterweil Liz Perle Leslie Stebbins is the Director for Research at Larry Rosenstock Consulting Services for Education. She provides David Samuelson research and analysis on issues relating to K–12 Kurt Squire education, higher education, and publishing. She Albert Wenger has more than twenty years of experience in higher education with a background in library and information science, instructional design, and teaching. She has an M.Ed. from the Technology Innovation & Education Program at the Harvard Graduate School of Education and a Masters in Information Science from Simmons College. American Fiction. Games for a Digital Age: K-12 Market Map and Investment Analysis is licensed under a Creative Commons Attribution-NonCommercialNoDerivs 3.0 Unported License. The mission of the Joan Ganz Cooney Center is to foster innovation in children’s learning through digital media. The Cooney Center catalyzes and supports research, development, and investment in digital media technologies to advance children’s learning, and is committed to the timely dissemination of useful research. Working closely with its Fellows, national advisors, media scholars, and practitioners, the Center publishes industry, policy, and research briefs examining key issues in the field of digital media and learning. A full-text PDF of this report is available for free download from www.joanganzcooneycenter.org. Attn: Publications Department The Joan Ganz Cooney Center Sesame Workshop 1900 Broadway New York, NY 10023 p: (212) 595-3456 cooney.center@sesameworkshop.org Suggested citation: Richards, J., Stebbins, L., & Moellering, K. (2013). Games for a Digital Age: K-12 Market Map and Investment Analysis. New York: The Joan Ganz Cooney Center at Sesame Workshop. This report has been produced in partnership with E-­Line Media with generous support from the Bill and Melinda Gates Foundation and the John S. and James L. Knight Foundation. Any opinions, findings, and conclusions or recommendations expressed in this publication are those of the authors and do not necessarily reflect the views of E-­Line Media, the Bill and Melinda Gates Foundation and the John S. and James L. Knight Foundation. 1900 Broadway New York, NY 10023 (212) 595-3456 cooney.center@sesame.org www.joanganzcooneycenter.org Managing Editor: Catherine Jhee Design: Goat & Bear Partners Copy Editor: Kendra Rainey