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September 8, 2020
CASE STUDY: EDUCATIONAL GAMES IN MIDDLE SCHOOL 2
Case Summary
Michael Bishop is a university researcher leading a team developing science games for
middle school science classes (Pedersen, 2019, p. 16). Michael believes his inquiry-based game
project will teach students important critical-thinking skills and help them perform better on state
standardized tests (Pedersen, 2019, p. 12). As Michael tries to pitch his project for pilot testing to
different schools, he is turned down for various reasons, but mainly due to lack of time in the
classroom. He is further advised to try his games in summer school or with after-school students
instead (Pedersen, 2019, p. 15). Frustrated at a skeptical audience, Michael decides to form a
group of advisors to help him convince schools of his project (Pedersen, 2019). He recruits a
science curriculum expert, game designer, and university professor to advise him, but the
conversations they have still leave Michael undecided about what to do next (Pedersen, 2019, pp.
15-19).
CASE STUDY: EDUCATIONAL GAMES IN MIDDLE SCHOOL 3
Preliminary Analysis
There are several barriers that prevented Michael from implementing the science games
in middle school classrooms. The school district that he initially built a relationship with to pilot
the games experienced a severe decline in the students’ statewide test results: 18% below the
national average (Pedersen, 2019, p. 11). Because of this, the school district personnel pivoted
their focus on preparing their 8th grade students for the science proficiency tests, and had no time
for the games (Pedersen, 2019, p. 11). Michael had to start from scratch and build a new
relationship with other school districts. As Michael tried to contact the neighboring districts to
pilot test his project, he was either turned down or received no response (Pedersen, 2019, p. 12).
Additionally, “the purpose for which [Michael’s team] had received funding . . . was to increase
the engagement of all students in scientific inquiry in their science classes” (Pedersen, 2019, p.
15), not just those in pre-AP classes or gifted programs (Pedersen, 2019, p. 16).
The table on the following page summarizes Michael’s efforts in speaking to school
personnel about his science games project and the reasons for their refusal to participate in the
Tara Jones District-level Oakdale Below The cohort for the games is 8th graders,
science Middle School Average who will be taking proficiency tests, and
curriculum the district wants to focus more on skills
specialist due to low proficiency test results; games
take too long (Pedersen, 2019, p. 11).
Bailey Science Weyman n/a Games seemed too advanced, not suitable
Richards Curriculum Independent for the average learner, and they
Specialist School potentially can be a waste of time for the
District (ISD) students as they try to figure out how to
play the game, rather than actually
learning from it (Pedersen, 2019, p. 12).
Jim Assistant Mason ISD Excellent / As a pilot program, the games can be
Harrington Superintendent Exemplary intrusive to the students’ learning process
for Curriculum because they will be bogged down with
taking surveys, tests, etc. (for the benefit
of the game developer) (Pedersen, 2019,
p. 15). Michael’s game already had
“bugs,” and could be a time-waster for
the classroom (Pedersen, 2019, p. 15).
The recommendation was to implement
them in pre-AP classes and a magnet
laptop program (Pedersen, 2019, p. 15).
CASE STUDY: EDUCATIONAL GAMES IN MIDDLE SCHOOL 5
Although schools did not argue about the games being inappropriate for science learning,
they still did not want them in regular science classes (Pedersen, 2019, p. 15). To make his case
for educational games, Michael could argue that current approaches in schools have been
ineffective in raising the proficiency tests, such as in the example of the Oakdale district’s eighth
grade average dropping 8% (Pedersen, 2019, p. 11), and how using research-based
game-learning in the classroom can have beneficial results. According to Gee (2003), games can
allow students to acquire skills that are difficult to learn in traditional settings.
Furthermore, the games Michael’s team developed support Next Generation Science
Standards (NGSS), which call for critical thinking and inquiry-based learning (Pedersen, 2019, p.
15). As presented in Pederson (2019, pp. 12-19), Michael can explain how games support NGSS
● Games meet the needs of the learner in a fun and motivating way
● Games keep students stimulated, focused and on-task with minimal “off-task” behavior
CASE STUDY: EDUCATIONAL GAMES IN MIDDLE SCHOOL 6
Last but not least, Michael can argue that games can provide embedded stealth
assessments with automated data collection to help teachers track students’ competencies (Van
middle school classrooms (Pedersen, 2019, p. 15). If Michael is forced to test his games only in
after-school science programs, this does not help his study of effectiveness in the classroom. To
Michael, testing the games only with “gifted students, after-school programs, and science
summer camps seem[s] like an admission that these goals [aren’t] appropriate for regular kids in
regular classes” (Pedersen, 2019, p. 15). He feels he cannot prove that his game is going to work
in mainstream classrooms if his test results are not from within them.
On the other hand, if Michael proceeds with using the games in after-school classes, it
would give him a space to test his game, make any suggested modifications, such as including
demonstration videos and reducing the amount of time it takes to play the game (Pedersen, 2019,
p. 15). He could also work on the bugs that Jim Harrington pointed out (Pedersen, 2019, p. 15).
Since districts like Oakdale use after-school programs for “students who fell just short of
proficiency” (Pedersen, 2019, p. 11), this would offer Michael a lot of insight on how to make
his game work well for students struggling with science. Perhaps using the after-school program
as a space for formative assessment for his game would help him move it to the next level to
make it appropriate for further consideration from school districts, as Antonia Fisher suggests
CASE STUDY: EDUCATIONAL GAMES IN MIDDLE SCHOOL 7
(Pedersen, 2019, p. 11). He might not meet the same rejection at school sites if he has the
grades six-eight. When designing games for students, several factors defining learner
characteristics must be considered. According to Drachsler & Kirschner (2012), accounting for
learner characteristics would ensure a more effective and engaging learning experience. Learner
characteristics can be personal, academic, social, or cognitive (Drachsler & Kirschner, 2012).
● Students’ level of understanding of English language, if that is the language used in game
instructions
● Students’ needs for interaction with each other and their subject of learning
Video games can be offered in a variety of settings for student-centered learning. They
can be simply used as educational research tools, allowing students to experience “novelty,
curiosity and challenge” (Griffiths, 2002) in a traditional classroom. Games are also used for
skill development for students with special needs in the areas of language, basic math, basic
CASE STUDY: EDUCATIONAL GAMES IN MIDDLE SCHOOL 8
reading, and social skills (Griffiths, 2002). Games can challenge pre-AP and AP students,
When designing educational games, it is important that the designer take the learner into
consideration. As David Merrill points out, the research shows “students learn better when
learning, problems should be authentic, real-world applicable, and should activate prior
knowledge (Ertmer & Glazewski, 2018, p. 287). Additionally, they should allow for learner
autonomy and collaboration (Ertmer & Glazewski, 2018, p. 287). Any game or learning
experience should begin with some form of activation of prior knowledge (Merrill, 2002, p. 46).
Asking students to recall a previous experience helps to increase learning (Merrill, 2002, p. 46).
Allowing students to collaborate on some of the tasks can facilitate community. Allowing
students to choose their game route, or even to choose game characters (e.g. creating avatars)
Questions game designers should ask. Based on the elements of video games that
Griffiths (2002) presents as necessary when considering a video game for educational purposes
(p. 50) and the feedback Michael received from administrators at various school districts as well
as professionals in science education and gaming design (Pedersen, 2019), game designers
● What are the learning objectives and how will the game align with this curriculum?
● How will the teacher be able to evaluate the learning throughout the game-playing?
○ How will teachers be trained/prepared for this new way of facilitating learning?
○ Consider the age and skill level of the player and player’s ability to adjust
○ What is the time allotment for typical computer access that would be available for
● What areas of the curriculum and skill sets could the games help enhance?
Assessing students’ learning through games and making inferences about their
interactions and behavior throughout the game is one of the challenges teachers face (Van Eck et
al., 2015b, p. 281). Because each game may be different, there is not one universal way for
assessing the learning. It may be up to the teacher to decide on the best method, which may be a
Direct observation. One approach for game assessments is through direct observation,
where the teacher observes the students and their interactions with one another during the game.
This may be accompanied by questioning the students about what they are doing in the game and
Integrated assessment. Integrated assessments are another tool for assessing students
without affecting the quality of the games. One such example is stealth assessments. Stealth
assessments are a type of assessments that are invisibly embedded in the game environment
itself, to measure progress toward competencies (Van Eck et al., 2015b, p. 281). The advantage
Some of the factors affecting administrative officials’ inclinations to adopt this game are
similar to the concerns about new innovations such as constructivism. A primary concern with
constructivism is whether or not students are ready, “motivated and emotionally mature enough”
(Wilson, 2019, p. 63) for the responsibility of directing their own learning. There is concern
about building in enough scaffolding to support students to be able to succeed. With this game,
Michael is met with a similar concern from Bailey Richards, a science curriculum specialist: “. . .
these kids aren’t used to having to figure so much out for themselves. . . . a lot of kids [would be
found] wasting their time not knowing what to do” (Pedersen, 2019, p. 12). There is a general
concern that students will struggle with the material if they are directing their learning.
Another concern is teacher training for the new way of learning. Bob Blanchard brings up
an experience he had with testing games in the classroom (Pedersen, 2019, p. 18). In one of
Bob’s recounted experiences, once the teacher was in charge of running the game sequence with
students, the teacher tended to help the students by “showing them specific strategies” (Pedersen,
2019, p. 18), which is unhelpful when the point of the game is to allow for student inquiry and
problem-solving (Pedersen, 2019, p. 15). Teacher guidance for one strategy might ruin one of the
CASE STUDY: EDUCATIONAL GAMES IN MIDDLE SCHOOL 11
core objectives of the game. This same concern about a strategy being misused is presented by
Brent Wilson (2018) in Chapter 7 of Trends and Issues in Instructional Design and Technology,
in the example in which Professor George believes he is teaching under a constructivist theory,
but his students do not come away with the course feeling confident in their abilities to find
answers because in his approach, he leans toward supporting students throughout the whole
process with class time (p. 63). Perhaps with both examples, a scaffolded route would be if the
teacher starts off in this sort of support role but eventually becomes less and less of a resource.
Students would eventually complete Michael’s game on their own. Professor George’s students
Conclusion
This case demonstrates the need for designers to begin t heir process with the audience,
the learners, and the objectives when designing any learning experience, games included, rather
than presenting that audience with a finished product to retrofit. If Michael had begun his work
first by meeting with school district officials to figure out the needs for this type of learning
experience, perhaps the game would have been tailored to suit the needs of the students in these
science classrooms, and this would have allowed the game to be implemented for its intended
audience.
CASE STUDY: EDUCATIONAL GAMES IN MIDDLE SCHOOL 12
References
Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York:
Palgrave Macmillan.
Griffiths, M.D. (2002). The educational benefits of videogames Education and Health, 20( 3),
47-51.
(Mayer, R.E. (1992). Thinking, problem solving, cognition (2nd Ed.) W.H. Freeman.)
Van Eck, R. N., Shute, V. J. & Rieber, L. P. (2015b). Leveling up: Game design research and
practice for instructional designers. In R. Reiser & J. Dempsey (Eds.), Trends and issues
in instructional design and technology (4th ed., pp. 277-285). Upper Saddle River, NJ:
Reiser (Eds.), Trends and issues in instructional design and technology (5th ed., pp.
11–19). Routledge.