Video Games & Higher Education

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Video Games,
Virtual Environments
&
Higher Education
Joanna S. Robinson
www.JoannaSRobinson.com
SOCC38H3 Gender & Higher Education
University of Toronto, Scarborough, November 12th 2006
Why talk about video games &
higher education?

The isolated teenage male gamer is a myth…
“Games are widely used as educational tools, not just for
pilots, soldiers and surgeons, but also in schools and
businesses….
Games require players to construct hypotheses, solve
problems, develop strategies, learn the rules of the in-game
world through trial and error.
Gamers must also be able to juggle several different tasks,
evaluate risks and make quick decisions….
Playing games is, thus, an ideal form of preparation for the
workplace of the 21st century, as some forward-thinking firms
are already starting to realise.”
– The Economist, August 4, 2005
“By and large, computer and video games
have been ignored by educators.
When educators have discussed games,
they have focused on the social consequences
of game play,
ignoring important educational potentials of gaming.”
- Kurt Squire, MIT
Some research on the use of video
games in education

A UK study concluded that simulation and adventure games - such as Sim
City and RollerCoaster Tycoon, where players create societies or build
theme parks, developed children's strategic thinking and planning skills.
(BBC News, March 2002)

Researchers found that doctors who spent at least three hours a week
playing video games made about 37 percent fewer mistakes in laparoscopic
surgery and performed the task 27 percent faster than their counterparts
who did not play video games. (MSNBC News, April 2004)

A detailed literature review on video games and learning can be
found here:
http://www.futurelab.org.uk/research/lit_reviews.htm
Discourse on games/vr &
education…
Positives
 Games can teach/train
valuable cognitive and
fine motor skills
 Games can be used to
practice
teamwork/cooperation
(eg. Military training)
 Online games can be a
positive social experience
 Games can reinforce
certain world views
Negatives
 Games can reinforce
certain world views!
E.g. Violence, Sexism, Racism,
Heterosexism

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Addiction
Escapism
Isolation
Anti-Social behaviour
A Feminist Perspective…
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Girls and women can benefit from becoming comfortable
with video games, as they are introductory to the sphere
of technology
Technology is constructed as ‘for men’
We are living in a time where technological proficiency
and having the confidence to try new technologies are
important skills
Online multiplayer games afford online social/virtual
communities which can give girls and women social
support and connectedness
Girls and women can explore experiences in online
multiplayer games that may not be available or are less
available to them in ‘the real world’ – this can be
empowering and effect their everyday life ideas about
themselves
Games are an ideal environment for collaborative
learning and team work (feminist pedagogy)
Potential problems with using video
games in education

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Negative perception of video games as ‘just
toys’, perpetuating negative ideas and as a
waste of time
Need to strike a balance between learning and
‘fun’
Hardware divide (graphics cards, internet
connections)
Skills divide (technology is constructed as a
masculine domain, slower typists may not be
able to keep up with discussions)
Why use video games in higher
education?
Makes learning more ‘fun’, a motivator
 Artefact that reflects culture (basis for
discussion and analysis)
 Simulations
 Virtual classrooms (distance learning etc)

(De Aguilera & Méndiz, 2003)
Video games/vr & education
examples
Sonic’s Schoolhouse
 CSI
 Trauma Center
 SimSuite
 Virtusphere
 New Media Consortium in Second Life
 The Grad Student Colony in Second Life

CSI Video Game Series
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PC & Xbox, several titles in series
Player is a trainee crime scene investigator
Learns how to analyze crime scenes and
use various tools and methods to identify
the killer
Trauma Center Video Game
• Video game made by Nintendo
• Players care for patients and
can carry out various operations
and treatments
•Teen target market
• Game designed for
entertainment, not teaching
SimSuite –
Medical Simulation Environment
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“The SimSuite Education System incorporates state-ofthe-art interactive simulation technology that provides
“hands on” reality without risks to patients”.
Computer program linked to a simulated operation room
and patient
Currently in use in the US
The VirtuSphere
• The VirtuSphere system consists of a large
hollow sphere that sits on top of a base that
allows the sphere to rotate 360 degrees.
• Wearing a wireless, head-mounted display,
users can step inside the sphere to fully
interact in immersive virtual environments.
VirtuSphere is marketed to target customers including:
- Military, law enforcement, homeland security
agencies and “first responders” (for
simulated training exercises)
- The electronic gaming industry (as the ultimate
setting for immersive gaming)
- Health clubs and athlete training
- Education and museums
- Architects, real estate professionals and others
who can use virtual walk throughs as
a powerful way to present plans
The New Media Consortium
in Second Life
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The New Media Consortium (NMC) is an international not-for-profit
consortium of nearly 200 leading colleges, universities, museums,
corporations, and other learning-focused organizations dedicated to
the exploration and use of new media and new technologies.
NMC has a campus in Second Life (a VR environment program),
where members can hold classes, have meetings and conduct
experiments/research
The Second Life
Grad Student Colony
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(First Life) Graduate students meet regularly to discuss
their research
They collaborate, share ideas and resources and have
guest speakers
More images of Second Life &
Education…
 GNWC’s Virtual Centre for Digital Media in
Second Life
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Conclusions
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Video games, simulations and virtual reality are
in their infancy
As technology advances further, we will have
more opportunities and ways to use it for
teaching and learning
Unstructured environments and structured
environments can serve different
teaching/learning purposes
Video games should be valued and perceived as
a technology/medium that can go far beyond its
entertainment roots
For thinking about on the blog:
Design an Educational Game
Assume you have plenty of $$ in your game production budget!
In your game design team, come up with the following:
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General Game concept
Game type – Single/Multiplayer/Massively Multiplayer,
PC/Console/Mobile
Game Objectives – What do you do in this game (short term goals)?
What are you working towards in this game (long term goals)?
Inclusive Game design – How will you make the game accessible to
a diverse audience? (Think about gender, race, sexuality, literacy,
technical skills, different types of learners)
Benefits - How will the game aid in teaching/learning? What skills
will it help players to learn/practice?
Further thoughts for discussion:
Video Games in your class?
How would you feel if you had video
games/VR in your classes?
 How do you think it could fit into/add to
your classes?
 What might games/VR be able to provide
you that is not available/easily done
otherwise?
 What might be some potential
constraints/obstacles?
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Thankyou…
Contact info:
Joanna S. Robinson
MA Candidate in Popular Culture
Brock University
Joanna.Robinson@BrockU.ca
www.JoannaSRobinson.com
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