This was the subject of a big technical research report I did for English. I was fairly unbiased when I began the research, and I've learned a lot, coming to some very surprising conclusions.
In order to correctly understand this post you have to pretend you are two people. One of you has to be an educator, and everything you read here has to be read as a teacher. The other of you has to be a video game player who understands what I'm talking about- the second person isn't as important, as I'll use language that you can all understand.
Video Game history
Video games have really only become mainstream since the 1980s. Its only been in the last 4-5 years when we have gotten a lot of studies looking into video games. Video games have a pretty broad definition- there are arcade games, simulation games and other games. Arcade games are like tetris, super mario, etc. These aren't considered to be 'good games' as far as cognitive processes are involved. Simulation games are like flight simulators, or discovery games- there is usually a lack of structure in these games, and no projection of identities, I'm not looking at these games either. The 'other' catagory is subdivided into simulations, RPGs, Adventure, and shoot'em'ups. Simulations can be like Civilization, or the Sims. RPGs are Zelda and final fantasy. Adventure are similar to RPGs but there is more of a focus on solving puzzles. And shoot'em'ups like Halo, Half-life, etc. Additionally, I need to say that I'm talking kind of abstractly about video games. I'm never talking about a game in particular, or saying that all video games meet what I say about them, instead I'm talking about how video games could potentially be.
How people learn
The National Research Council did this big book in 1999 looking at how people learn. It has been used heavily in developing curriculum for schools. Here is a list of some things that have to be met in order for effective learning to take place.
- active dynamic process rather than a passive product of experiences
- better when motivated intrinsically rather than extrinsically
- it is experienced within its context
- accompanied by metacognitive processes
- builds on existing knowledge
I should also make a note here about Bloom's Taxonomy. The lower three levels are about memorizing, being able to restate in your own words, and being able to use an idea or facts. The higher levels are about being able to build, design, create, or make wise decisions. The lower three levels are easy to teach and to test, but aren't motivating or enjoyable. The higher three levels are motivating and are enjoyable.

I could have made a new graphic for that pyramid thing, but I went a-google-ing and found this really awful picture that I use here on purpose. See how on the side it says "high school" for the bottom two, undergrad for the middle two and grad school for the top two? That is so so terrible. For learning to be good it has to be all over that pyramid, it can't stay in one spot.
Video GamesI have a few more things to say about video games before delving into cognitive stuff. One of the big ways video games differ from other games (arcade and simulation) is an assumed identity. You play as a warlord, political candidate, CEO, or a sleuth, etc. Your character has personality traits that may or may not be the same as your own, this interaction of your personality with the character's personality make a projected identity which helps out a lot while learning. There is this guy called James Gee that wrote a book about this. Much of what I'm writing is derived from his book. He has a whole chapter about identity interaction in video games.
We will look at how video games (potentially, we aren't talking about ever single one out there) fit each of the things talked about by the National Research Council and with Bloom's Taxonomy.
Intrinsic MotivationIntrinsic motivation is doing something because you just love it, hobbies fall into this category. If you do something because you are getting credit or money for it then its motivated extrinsically. There is a very complex way these two interact (certain extrinsic rewards/punishments can destroy intrinsic motivation).
Video games don't seem to have a problem with this. The video game industry is $7 billion a year (in 2004), which is bigger than the film industry. The player has to spend about 30 bucks on the game which costs 40+ (usually) hours to beat, and people keep on buying them. There seems to be a lot of intrinsic motivation at play here. Why else would people be playing so much? You don't hear very often "I'll take or to the zoo once you finish this level." or "I'll take you out for ice cream once you beat that game."
Active Dynamic ProcessThis is pretty closely tied to motivation. when one happens the other is concurrently present. When a child is in the backyard and has a stick and is doing something with the stick and the leaves, you'd probably think that child is playing. He probably thinks he is playing. He's actually learning (how things fall, how things break, how they tear, what water or dampness do things, which things stain your hands, which things make different kinds of sounds)- all very actively and dynamically. When the learner doesn't realize learning is going on, its a lot funner and sticks a lot better. Players aren't usually aware of the things they learn in video games (I'll get to that in a bit), even though learning is taking place.
In his first chapter James Gee talks about how video games were "difficult and life-enhancing." This is how all learning is supposed to be, both frustrating, and fun. While video games are becoming more difficult and more time consuming (remember the industry is getting better and making more money), schools solve their problems by making things shorter and easier. Schools seem to be doing more of what doesn't work. Video games are become more active and dynamic.
Experienced within ContextVideo games and the schooling system are polar opposites here too. Every subject matter that someone could study can be called a language with its own vocabulary, rules, connotations, and function. Everything from basketball to physics to film production is such a language, James Gee calls it a
semiotic domain. In school, students traditionally learn math in its own context, that is, abstractly. Biology is studied as an abstract science, not as a scientist or a doctor would use biology. Things are studied in school outside their semiotic domain. (one or two "appication" problems at the end of the chapter don't cut it- the difference is that concepts are learned inside the context, not applied later on)
There are a lot of games to use as examples here. Google Madison 2200. Its an epistemic game that has the player go through a bunch of stuff to design a downtown part of a mall. Urban planning basically. However you don't learn about employment rates, target ages, road construction etc abstractly, you learn about them while you are playing the part of a city ecologist. If you've played other games, I'm sure you can think up an analogy or two by yourself.
MetacognitionI swear- this word isn't in any of the spell checkers. Metacognition is about monitoring yourself while you do an activity- learning for example. You look back and monitor progress, emotions, enjoyment, or understanding.
The basis is that this is never guaranteed by anything. Video games aren't usually played metacognitively, but school isn't either. There has to be some external structure to encourage reflection for this to happen. This is one big hole- but its a hole
everything has.
Builds on Existing KnowledgeVideo games seem to do this by second nature. They have a balance between challenge and pleasure, break it up a little more and its a cycle of puzzlement, assimilation and accommodation. If it were too easy no one would play it, if it were too hard everyone would be frustrated and not play it. It all happens within something called the "zone of proximal development"- which is between what a player
can do and what a player
cannot do. This forces to player to not become stagnant in strategies or approaches while constantly adapting and growing.
This is a big difference between good games and bad games (loose definitions of good and bad). Games like Super Mario Bros. do force you to grow and adapt, but mostly in motor skills (pushing the 'jump' button at the right time). Good video games operate much differently than that.
One guy made up a "game-object-model" that would be good for educational use. He said that good games "require learning new strategies and skills to solve ever-more complex challenges and puzzles, negotiate complex relationships, solve ethical dilemmas and require 10+ hours of game play." There is a very structured style of learning in video games -from the tutorials and "how to play" up till the end boss.
Levels of LearningTake another look at Bloom's Taxonomy. Lets take a look at some games. Madison 2200 has the player redesign a downtown pedestrian mall. Civilization III has the player build an empire or civilization. Deus Ex has the player employ several technologies and decipher complex political and social bodies. I haven't played any of these three- thats what other people have said about them. You can see the higher levels at play here- design, build, create, making decisions, organize, compare and contrast. If you want more to read look it up
here its an article about a virtual election.
ConclusionsAll during my study I was astounded by the way video games work without being aware of it all. Their potential is amazing. James Gee, someone who has studied (or at least knows more that I) about cognitive science- a branch of science by itself- said that
the learning that happens in video games fits well with the best theories of learning cognitive science has to offer. In English- you can't learn any better than the way video games have you learn. If that learning can be harnessed to teach what you wanted, the educational process has something to gain, a lot to gain. People have also noticed that games are getting better- including more of Bloom's taxonomy, are more motivating, have better role models and include better pedagogy.
During some questions in class I was asked if playing a bunch of Halo 2 would make him learn a lot. I said "if you play it right, then yes." That isn't the whole story. It is true that playing Halo 2 is going to teach you something, even if it is only how to play that particular game. If you add metacognition and reflection as the game is played then it is much better. But I wouldn't ever tell anyone that they would learn just by playing a game.
There is a huge problem knowing if the game has good things to teach or is valuable at all. Grand Theft Auto certainly teaches people, and it does so in a very powerful way. That learning isn't something that should be taught. It is evident that learning takes place- no one can argue that. The quality and object of what is being learned needs to be examined much closer, as well as its use in the classroom, which also needs some development teams working on educational games with good game object model. So, there is a lot of work to be done.
This report has barely scratched the surface of how video games influence people's lives. I haven't gone into how gamers spend hours online in collaboration, or on forums, or in creating websites devoted to a particular game or character, or in writing 'faqs' which is a very technical document that has very specific rules about how it is to be written and what it should contain. There are many other aspects of this discussion. So- I recomend a book to you all. Its the book James Gee wrote (What video games have to teach us about learning and literacy). Every piece of research past 2003 has cited him- every single one. Its a very thorough book, and it is very well written. If you want to know more, he is kind of an authority on video games as they relate to education.
ConsThe major problems that have arisen so far are: violence, gender bias (this is a big one), the flavor of education provided, and of course the lack of metacognitive support. All four of these can either be easily fixed while the game is being created, or during implementation of the game. The only thing we need is for game designers to create games according to the game-object-model good for education.