Professional Documents
Culture Documents
Tiffany Siu, Sheena Chan, Melody Martin, William Tam, Kirn Bhela & Tasneem
Irhouma
ETEC 532 65A: Technology in the Arts and the Humanities Classroom
Annotated Bibliography
Charsky, D., & Barbour, M. (2010, March). From Oregon Trail to Peacemaker: Providing a
Framework for Effective Integration of Video Games into the Social Studies
Education (AACE).
Charsky and Barbour (2010) delineated that roleplaying and strategy games allow
students to experience actual historical events, as well as feel the thoughts and attitudes that
an individual may have faced in the past when making a decision. The article relates a
framework for teachers in creating a learning environment that fosters deeper understanding,
such as teasing out ideas of similarities in historical events, but also unique aspects of it. In a
deeper historical understanding, students gain understanding about the past’s impact, and
returning back to the present, engage in activities from conversations to debates about issues
of the era but also build upon this connection to forces that affect social issues of the present
(i.e. trade agreements). Teachers also need to provide conversations around correcting any
Ciampaglia, S. & Richardson, K. (2017). The street arcade: Creating social justice
https://doi.org/10.1080/00043125.2017.1317549
This community art program uses art videogames as a social justice dialogue builder
between the creators and community. Art games’ use of vignettes can strike new pathways in
video games, moving from goal-oriented gameplay and action heroes to everyday stories
about everyday people. Street Arcade was used to engage teenagers in discussions about the
commercial nature of video games, representations of race and gender and their experiences
Gaming in Education 3
as consumers and producers of culture. The public is welcome to stroll through the Street
Arcade to play the games and interact with the game creators; opening discussion on social
justice.
Figueroa-Flores (2016) mentions that schools in the 21st century struggle around
student motivation and engagement and offer gamification and game-based learning as
potential solutions. These learning strategies reinforce problem solving, communication, and
collaboration while also learning certain concepts. He mentions a 5-step model for
that Figueroa-Flores (2016) is on par with a lot of the reasons why teachers incorporate
game-inspired elements into the classroom and provides a great specific guideline to bring
Gee, J. P. (2006). Are video games good for learning?. Nordic Journal of Digital Literacy,
1(3), 172-183.
Gee (2006) delineate that video games with good design offer entertainment as well
as learning opportunities. In problem games and world games, a player attempts to solve a
problem or several problems. Gee (2006) notes that video game structures good for learning
enable players to be active participants in the problem-solving process and allows them to
customise features of the game to make it more personable. Gee (2006) adds that video
games allow vocabulary development within different contexts and that players in a team
good video games makes the player feel successful but is set up in a way that makes it
pleasantly challenging and builds upon mastery of skills as the level advances.
Gee, J. P. (2008). Cats and portals: Video games, learning, and play. American Journal of
Gee (2008) explores the concept of video games as a means of a tool for
deep-learning and developing critical thinking skills that could translate into real-world
situations by using the metaphor of a cat's exploration--while the cat's goal isn't to learn while
roaming around, a level of learning about the world still occurs. This metaphor is used to
emphasize that the general nature of a game does not have to be explicitly educational to still
have deep-learning abilities, so long as the game design accounts for different
that video games require, the author argues, are processes that can be translated into
real-world application.
In this article, Gee (2005) evaluates the principles game designers follow to create
games that provide meaningful learning experiences. He bottles it down to three sections:
empowered learners, problem solving, and understanding. The stronger any game is on more
of the features on the list, the better it is for learning. First, empowered learners need to feel
like they're co-designers, able to customize, take on an identity, and manipulate powerful
frustrating, include cycles of expertise, be given information 'just in time' and be given
Gaming in Education 5
opportunities to use skills as strategies. Lastly, skills, strategies and ideas are learned best
Gee, E., & Gee, J. P. (2017). Games as distributed teaching and learning systems. Teachers
Gee & Gee (2017) explore the notion of video games offering learning opportunities
"not just by different sorts of tools, texts, media, and worlds, but by distributed systems of
teaching and learning, that will lead to better and deeper theories of teaching and learning in
the 21st century." The authors argue that experiences in the virtual world of video games can
be extracted and implemented into the "outside world" interactions. They use the game Portal
as an example of how video games create distributed teaching and learning (DTAL) systems
by illustrating how motivation to complete a game leads to social interactions and other forms
of learning.
Horowitz, Kenneth S. “Video Games and English as a Second Language: The Effect of
22 Mar. 2022.
Horowitz (2019) explored the idea of multiplayer video games being a tool in
supplementing the communication skills of ELL college students in Puerto Rico through
quantitative means. The results indicated a statistically significant relationship between the
amount of time spent playing video games and the participants’ willingness to practice
English and reduce their communication anxiety, suggesting that multiplayer online video
Gaming in Education 6
games can offer a safe spot for players to freely practice their language skills without the
Hsu, Cha-lin. (2022). Applying cognitive evaluation theory to analyze the impact of
Hsu examined the use of gamification in mini apps to promote recycling programs in
consumer citizenship behaviour (CCB). The app allows players to accumulate many points,
which are a strong motivator for players (gamification affordances). Autonomy was
cultivated by offering various options for players to spend those points. When players are
satisfied with the app (psychological outcomes), they feel an obligation to perform extra tasks
that are beneficial to the app (CCB), such as surveys to improve the recycling program.
Jean, S., Gilbert, L., Medema, W., Keijser, X., Mayer, I., Inam, A., & Adamowski, J. (2018).
Serious games as planning support systems: Learning from playing maritime spatial
The article notes games that simulate real world complex problems allow different
stakeholders a chance to come together, make decisions, and solve a problem in a low
pressure simulated environment. Working from a constructivist view, Jean et al (2018) show
that games provide players an online space to socialise, collaborate, learn to trust each other,
and in turn bridge boundaries due to polarising perspectives. On the individual level, a player
learns about planning as well as understanding other players’ perspective to find a common
ground. On the group level, players work together, laugh, share ideas, reflect and in turn
co-create knowledge and bond as a team. At the outcome level, playing and working together
Gaming in Education 7
on a specific problem brings down boundaries that may separate various groups to create a
Lafontaine, C., Sawchuck, K., & DeJong, S. (2020). Social justice games: Building an escape
room on elder abuse through participatory action research. The Computer Games
Sandra’s Keys, an escape room designed by Lafontaine et al., older adult activists and
a social worker in Montreal was created to bring the issue of elder abuse to the forefront of
people’s minds. The escape room gave players the opportunity to make decisions based on
the situations presented. To avoid players glossing over the issue as something that they had
escaped, post-game there was a debrief to contextualize the issue so that players could share
their own experiences and make the whole experience relatable. Games are considered a
McGonigal, J. (2010, March) Jane McGonigal: Gaming can make a better world [Video
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world/transcr
ipt?language=en
McGonigal (2014) believes that people are not as good in real life as they are in
games because not only do we do better because we achieve more in the game world, but we
are also motivated to do better because we are inspired. Her research delves into taking those
feelings from gaming and applying them to real life. We believe that those feelings can be
brought on when personalizing learning occurs in the classroom. Gaming is a hook for many
students and knowing and understanding this can lead to powerful learning. McGonigal
Gaming in Education 8
(2014) shares that all the time we spend playing games; we are actually changing what we are
Partington, A. (2010). Game Literacy, Gaming Cultures and Media Education. English
Teaching: Practice and Critique, 9(1), 73-86. Retrieved from ERIC database
(EJ890515):http://files.eric.ed.gov/fulltext/EJ890515.pdf
Partington begins by explaining what is literacy and its use in schools. He compares
games to Choose your own adventure series and talks about a text that is dynamic and alive.
The article demonstrates the similarities between texts and computer games. It is discussed
that games are about play. There is much to be learned on its ludology (the study of games
and play) and on the social dimension of the video game. The similarities between the game
editing and the text writing are impressive. The game editing and the text writing are similar
in some rigid aspects but the creative process is flexible and original.
Shaffer, D. W., Halverson, R., Squire, K. R., Gee, J. P., & Wisconsin Center for Education
Research, M. (2005). Video Games and the Future of Learning. WCER Working
Paper No. 2005-4. Wisconsin Center For Education Research. Retrieved from
http://files.eric.ed.gov/fulltext/ED497016.pdf
The future of learning in education includes the use of video games as a tool. Video
games provide meaningful experiences that are applicable in the real world, making the
learning experience authentic. Virtual worlds provide an enriched environment in which the
learner has the ability to experience concrete realities, problem solve, and understand
complex concepts in alternate environments without ever leaving the classroom. Game
players have the opportunity to explore different identities, communities, and realities which
Gaming in Education 9
encourages further gaining of knowledge and understanding. Video games offer a valuable
Introduction
surrounding their everyday lives, meaning much of their communication, relationships, and
learning take place through digital means. Consequently, this has resulted in many traditional
learning practices growing obsolete and ineffectual as they struggle to keep up with the
demands of these digital natives. As a result, teachers and researchers have turned towards
More specifically, education reform that prioritises the integration of multimodal tools
has been explored to develop effective student-centered pedagogies that promote the
development of social skills and an awareness of social issues through the use of emerging
classrooms show real potential for being effective learning tools (Charsky, 2010; Gee, 2007),
it is important to consider the context and aspects of design related to gamification for
teaching social issues and social behaviours, as well as the potential drawbacks and
challenges, in order to be able to fully understand the scope of gamification and how to
Today, socialisation is often learned through technology via games, videos, and social
media, compared to 15 years ago when the majority of social behaviour was learned
in-person by interacting with others or watching others interact (Craig et al., 2015). For
educators, this has sparked the discussion of how technology inside and outside of the
This raises the question of how we can use technology to teach social skills and
behaviours, especially in populations that lack certain social skills in certain social contexts
Gaming in Education 11
(e.g., foreign exchange students). Researchers Craig et al. (2015) study the effect of gamified
social skills training (SST) programs on students' social skills and behaviours. The
researchers found that gamified SST can provide fertile grounds for improvement on social
self-efficacy, and social literacy. The same principles can be applied to an ESL learning app,
as it focuses on teaching students social behaviours within the context of learning a new
In the textbook, Introduction to Emerging Technology for the Classroom, Mouza and
Lavigne (2013) argue that educators and institutions should adopt an integrative approach to
technology, rather than abstinence in the classroom. The literature they present suggests that
educators can support existing curriculums with digital tools to use for drills, practice and
integrated learning systems. Educators who are interested in this type of integrated learning
can create spaces with like-minded colleagues to share ideas and strategies. Mouza and
Lavigne (2013) use the example of Mentira, an AR game designed to introduce college
students to Mexican–American culture and use of Spanish language in context. This example
illustrates how technology, specifically mobile devices, can be used to extend learning
beyond the boundaries of the classroom and engage learners in a range of complex, natural
learning activities. The authors suggest that challenges associated with the use of mobile
devices for learning are social (e.g., distractions) rather than technical (Mouza & Lavigne,
2013).
Mouza and Lavigne (2013) argue that gamified learning is important because it
naturally employs principles associated with how people learn; immersion, goals, adaptation,
frequent decisions, all within the context of a community that encourages teamwork. These
are some recommendations that Mouza and Lavigne (2013) suggest to integrate games into
existing curriculums:
Gaming in Education 12
In all approaches, learners typically work together in the virtual world of the game and in
With increased access and availability of computers, mobile devices and tablets, this can
allow students to learn without the logistical barriers, such as finances, lack of providers,
significant time, travel and human error Craig et al. (2015). This is only the beginning of a
wealth of research and technologies to help students learn new skills and behaviours,
digitally.
Aspects of Design
gamified (Werbach & Hunter, 2012). While the use of game elements in non-game
environments such as education increases participation in an activity, it is crucial that they are
time-consuming and costly. There are several components to games, such as points,
leaderboards, levels, progress bars, avatars, quests, and social elements (Sailer et al., 2013).
So how do you ensure that this experience is incorporated optimally? Follow this
5-step model when it comes to educational gamification (Huang & Soman, 2013):
1. Understand Your Target Audience: You must know who you are designing the activity
for. What skills do they possess? What skills are they missing? What motivates and
2. Define Learning Objectives: What are the specific learning goals? General
3. Structure the Experience: Map out the experience. What should take place first,
second, third, etc.? By the end of each “level,” what should the learner know and
accomplish?
4. Identify Resources: Can every level be gamified? What are the specific components
going to look like (levels, rules, rewards system, social elements, etc.)? How will
feedback be provided?
5. Application of Gamification Principles: Similar to game elements, there are two types
their personal achievements. Examples include badges, time restrictions, and levels.
The second are social-elements where students can interact with others. How are they
consistent motivation while having fun and promoting healthy competition between
classmates. This 5-step model can be universally applied to any subject and situation,
Gee (2006) noted that there are various video games that support learning and most
fall under the category of problem base where the player must solve a problem or multiple
problems, such as in world games. Role-playing video games can support a constructivist
approach where players work together and gain newfound knowledge in the process. Games
different perspectives. As well, games can also lead to language development and authentic
discussions for “words to not have just general dictionary-like meanings. They have different
Gaming in Education 14
and specific meanings in different situations in which they are used” (Gee, 2006, p.177).
Furthermore, games can also be customized to bring out the best possible self, illuminate
complex social issues and transfer learning beyond the online environment.
An example of this would be Cards Against Calamity, where each person plays a
character in a small fishing town, takes on their daily duties and interacts with other
characters. Through the narrative, students experience the viewpoint and skills of the
character and each player also shares “some understanding of the specialist skills of other
player types – in order to achieve a successful integration” (Gee, 2006, p.176). Spyropoulos
mentions that “through their interactions, while playing, either by discussing with each other,
or by adding to the narrative, they initially come to their own conclusion and then, as a group,
through a free-form discussion, reach a final common one” (2002, p.3). This role-playing
game is most suited for mid to upper intermediate students and explores the decision-making
process in keeping the balance between natural resources versus the economic growth of the
small coastal town. Moving beyond the game world, students can look into building a
Free Rice is another example of an online game that also explores social issues,
though indirectly. This game was created by the United Nations World Food Program. It is a
simple trivia game where students answer multiple choice questions and whenever they
answer correctly, a few grains of rice are donated to the program. Although it is free to play,
the site does contain advertisements, but proceeds are distributed back into the food program.
The game is visually appealing when rice is dropped into a bowl for every correct answer.
Since there aren’t any pictures correlated to the words and some words can get abstract in
meaning, this game is better suited to ELL students that are at a higher level and not at a
reception level. An addition is to pair an ELL student with a non-ELL student to foster
vocabulary development and authentic discussions when playing the game. There are
Gaming in Education 15
multiple possibilities of moving Free Rice from a game online to making a difference
globally or locally. Further inquiry projects and class discussions can investigate the United
Nations World Food Program or focus on supporting local programs by fundraising for
canned goods. Another route is to move beyond donating food to consider supporting
Although people may have varied and sometimes polarising thoughts when it comes to
playing video games, learning by experience, even though simulated, allows opportunities for
decision making. Video games can be a platform for social change, but it would still need an
educator as a moderator in engaging students in concepts explored beyond the video game
(Spyropoulos, 2022).
Just as light creates shadows, the benefits of educational gamification can create extra
levels. At the most basic level it is closely linked to behaviourism, but to extend the learning
because the game experience builds on and connects to learners’ previous backgrounds and
experiences. Besides the often-stated motivation and engagement factors of video games
● Initiate learning and allow the player-learner to dip into a well of feelings that can be
● Provide an enriched environment where they develop their critical thinking through
better comprehension of complex concepts and problem solving (Gee, 2008 and
Shaffer et al., 2005). The learning that occurs in video games is transferrable to the
real world whether or not it was created for educational purposes (Gee, 2008).
● Provide a safe place for player-learners to practise and develop their skills, such as in
● Create dialogue about social issues both inside and outside of games (Gee & Gee,
players are motivated to engage in new forms of learning and social interactions to
reach their goal of completing the game (Gee & Gee, 2017).
Despite the common fear that video games lead to isolation and anti-social behaviour,
the above benefits show that video games can actually be used to promote social interactions
and empathy. There are video game designers creating games with the intention of creating a
meaningful dialogue among players and non-players in the real world (Ciampaglia &
Richardson, 2017 and Lafontaine et al., 2020). Oft cited challenges such as lack of resources
(devices and Wi-Fi) are important, but not the focus of this section. Instead the challenges
holding teachers back from effectively using video games will be examined. From the
literature it seems that the main challenges of implementing gamification within the
classroom are time and experience. Educators come to the classroom with different levels of
● Games used may not have been designed for educational purposes so inaccuracies
must be discussed and corrected by the teacher (Charsky & Barbour, 2010). This
Gaming in Education 17
requires the teacher to have thorough knowledge of the game, which could be time
consuming.
● Video games must be selected carefully. They must be both challenging enough to
motivate the player to grow, but not so much that the player gives up (Gee, 2005 and
2006). Selecting games with the appropriate level of scaffolding for the learning
● This could be a new lens for teachers to plan their lessons from. There are various
approaches and methods such as Figueroa-Flores’ (2016) 5-step model for educational
gamification. How and when will teachers determine which method is best? How can
educational gamification proponents motivate teachers to learn and try something new
in the classrooms?
engagement, it is also about transforming the perspectives and teaching practices of educators
themselves.
Conclusion
In the past decade, there has been an exponential increase in games designed to teach
social behaviour and skills by integrating classroom material with entertainment (Charsky,
2010; Gee, 2007). As media consumption via digital means continues to influence the way
gamification, to teach social interaction and social issues within an educational context. As a
result, the emergence of different frameworks, such as Mouza and Lavigne’s (2013), have
been developed in order to explore the most effective ways of integrating meaningful
gamification in classrooms that successfully teach the relevant skills and knowledge while
Since gamification has been introduced into educational settings, the emergence of
games being used as a tool for insight on social issues and promotion of social change have
been noted, as seen in games like Cards Against Calamity and Free Rice, two games that
intend to highlight different social aspects. However, game design must be scrutinized and
evaluated thoroughly to ensure the game can actually be used as an effective and meaningful
learning tool; understanding the target audience, defining learning objectives, mapping out
the experience, and applying gamification principles are all crucial steps in successfully
comes with introducing gamification in the classroom, and despite the engaging and
motivating elements of gaming, educators must first acknowledge the challenges and
like any other educational tool, gamification can be an extremely powerful one to support
social skill learning, so long as teachers take the preliminary steps needed in implementing
References
Charsky, D., & Barbour, M. (2010, March). From Oregon Trail to Peacemaker: Providing a
Framework for Effective Integration of Video Games into the Social Studies
Education (AACE).
Ciampaglia, S. & Richardson, K. (2017). The street arcade: Creating social justice
https://doi.org/10.1080/00043125.2017.1317549
Craig, A.B., Brown, E.R., Upright, J., & DeRosier, M.E. (2016). Enhancing children’s social
https://doi.org/10.1007/s10826-015-0274-8
Gee, J. P. (2006). Are video games good for learning?. Nordic Journal of Digital Literacy,
1(3), 172-183.
Gee, J. P. (2008). Cats and portals: Video games, learning, and play. American Journal of
Gee, E., & Gee, J. P. (2017). Games as distributed teaching and learning systems. Teachers
Horowitz, Kenneth S. “Video Games and English as a Second Language: The Effect of
22 Mar. 2022.
Huang Hsin Yuan, W., & Soman, D. (2013). A Practitioner’s Guide to Gamification of
Jean, S., Gilbert, L., Medema, W., Keijser, X., Mayer, I., Inam, A., & Adamowski, J. (2018).
Serious games as planning support systems: Learning from playing maritime spatial
Lafontaine, C., Sawchuck, K., & DeJong, S. (2020). Social justice games: Building an escape
room on elder abuse through participatory action research. The Computer Games
McGonigal, J. (2010, March) Jane McGonigal: Gaming can make a better world [Video file].
Retrieved from:
http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world/transcr
ipt?language=en
Mouza, C., & Lavigne, N. C. (2013). Introduction to emerging technologies for the
Emerging technologies for the classroom: A learning sciences perspective (pp. 1-12).
Partington, A. (2010). Game Literacy, Gaming Cultures and Media Education. English
Teaching: Practice and Critique, 9(1), 73-86. Retrieved from ERIC database
(EJ890515): http://files.eric.ed.gov/fulltext/EJ890515.pdf
Sailer, M., Hense, J., Mandl, H., & Klevers, M. (2013). Phsycological Perspectives on
Shaffer, D. W., Halverson, R., Squire, K. R., Gee, J. P., & Wisconsin Center for Education
Research, M. (2005). Video Games and the Future of Learning. WCER Working
Paper No. 2005-4. Wisconsin Center For Education Research. Retrieved from
http://files.eric.ed.gov/fulltext/ED497016.pdf
https://doi.org/10.3390/su14010554
Werbach, K., & Hunter, D. (2012). For the Win: How game thinking can revolutionize your