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A Research Proposal into the Impact of Fallout 4 in an English Language Arts Classroom
Thomas K. Wheeler
Towson University
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Abstract
Reading comprehension is the ability for students to accurately understand written material.
Students with high levels of reading comprehension ability are able to decode what they read in
order to make connections between what they read and what they already know. Reading
comprehension is a significant indicator of progress in any ELA curriculum and grants students
the opportunity to digest high level anchor texts. In the Howard County school system, reading
comprehension is part of the Strategic Plan to empower students to be college and career ready.
The research conducted for this paper examined the different implementation strategies for
A Research Proposal into the Impact of Fallout 4 in an English Language Arts Classroom
In the Strategic Plan for the Howard County Public Schools System, Superintendent
Michael Martirano identified what he referred to as, “the fierce urgency of now.” This call to
action identifies its mission to ensure success. This success is both academic and social-
emotional in nature. Overall the well-being of our students is the focal calling of our school
system. One of the four pillars of this call to action is to empower its student body to acquire the
attributes and skills necessary to become global citizens and to obtain meaningful skills through
Martirano’s call to action and provides opportunity to empower their students in every unit. The
county provided curriculum for ELA is extensive in its study of many of the elements of the
English language. Generally speaking, anchor texts are used to teach these concepts including
grammar, vocabulary, and literary criticism. A major element of high school English is using
text-based evidence to characterize figures from popular texts. While teaching both direct and
indirect characterization through texts is accessible and effective, giving students the opportunity
educational content or learning principles into video games with the goal of engaging learners.
While “engagement” in the realm of education is a subjective field, video games might be
particularly engaging to the current and future student populations. If that engagement that
students exhibit lead to an increase in reading comprehension skills, then it is an avenue worth
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exploring and worthy of further research. Digital game-based learning in an English classroom
aligns with the strategic plan for Howard County in both theory and practice. In an ever-
developing curriculum, there are many unknowns about what the future will hold for ELA
English classroom.
Fallout 4 is an open world role playing game and thus is meant for the player to have free
reign over his or her actions. Students will create their own virtual identity including appearance,
personality, and attributes. This projected identity will serve as their liaison into the virtual post-
apocalyptic United States of America. The students will be playing the game as they desire but
they will be analyzing how the social climate of the virtual universe shapes the characterization
Despite the Strategic Plan to empower students as well the common core state standards
to increase reading comprehension, students in Reservoir High School English classes are testing
lower than in the past. The Howard County English Office has made considerable investments in
different tools for English during the Covid-19 pandemic including the award-winning
curriculum platform, Actively Learn. Despite the funding allocations, pre-post measures have
shown that in English classes, reading comprehension has not only decreased at every grade
level, but students are struggling with capturing basic comprehension in source material. With
the Howard County goal of all students becoming college and career ready in mind, teachers
must be more determined than ever to instill a strong sense of literacy in each of their students.
At the risk of falling behind their peers and the future work force, students need to increase their
Reading comprehension growth can be increased through the use of Fallout 4 (Bethesda,
Review of Literature
learning. Rusman, Ternier, and Specht (2018) conducted a theory-informed study into the
The game aimed to familiarize young children (aged 4-8) with vocabulary, sounds, and
pronunciations. The qualitative research conducted found the use of the game to show a positive
impact on student familiarization of vocabulary. This qualitative research was focused around
series of questionnaires provided to both children who participated and parents who observed.
The quantitative research conducted was based on a post-test provided and it showed positive
impact on student memory in a 25-minute window after the game was played. No research was
At the high school level, students are expected to meet standards of reading
comprehension that include the ability to analyze a complex set of ideas or sequence of events
and explain how specific individuals, ideas, or events interact and develop over the course of the
text. That ability to understand and analyze can sometimes be engaged through stimulating
environments with light and sound. Zi-Yu, Shaikh, Gazizova (2019) conducted a study that
demonstrated that, with game-based learning, students showed an increase in motivation and
attraction to learning. Furthermore, those same students that were invested in game-based
learning showed higher learning outcomes compared to the control group. This difference in
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objective data was significant showing that the number of students that gave correct answers
over 50% of the time for game-based learners was 1.72 times higher than the non-game-based
learners.
In the Marino and Hayes (2012) quantitative study, the online digital game WhyPox was
used to investigate the impact of teacher-led digital game-based learning on the comprehension
of biology material. Marino and Hayes (2012) sampled online users of various ages from 10-18
with a median age of 12.4 years old. 285 online users who consented to participate in the
research study were recruited via postings and online town hall meetings on the site. In order to
participate, users had to print out consent and assent forms and mail or fax them to the
university. The study was designed to examine the digital-games impact on biology
comprehension when playing for leisure at home as opposed to playing in a classroom under the
computer virus as well as the accuracy in depicting what it would look like in both groups.
Though there were generally no differences between pre / post survey response for both
classroom and online participants, results showed that classroom students provided significantly
more computational responses and significantly fewer ‘don’t know’ response across the board.
These results can be interpreted in a number of ways. All users of the digital game demonstrated
Furthermore, while the users that were in the classroom being taught the game did show
significantly higher growth patterns, it should be noted that the degree of bias was not addressed
in the study. This raises the question of the validity of the study entirely. There is a possibility
that the instructor knowingly or unknowingly led students in specific instruction to “teach to the
test” so to speak.
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The Lawrence & Sherry (2021) experimental study of five seventh grade English
Language Arts classrooms most closely resembles the study that I will be proposing. The
comparative based experiment measured students argumentative writing responses on the basis
of quality as determined through a rubric of their creation. The control group of this experiment
did not play the digital game, Quandary, while the experimental group did. The findings of this
experiment show that students that engaged in the game show increased argumentative literacy.
Studies involving students and digital game-based learning are important, but so are the
revelations that come from studying teachers. Hayak & Avidov-Ungar (2020) performed a
qualitative study on 28 elementary school teachers that were actively integrating digital game-
based learning into their curriculum. The comparative study was researching the willingness and
comfort to integrate digital game-based learning based on the length of time that a teacher was
employed. Hayak & Avidov-Ungar (2020) made their determination by codifying responses
given through recorded interviews and found that the teachers’ career stage revealed
characteristic differences. Teachers that were teaching for under seven years were more
amenable to incorporating digital games into their unit plans. The findings of the study have
practical implications for teachers’ professional development at the various career stages.
Method
Participants
The numbers of students enrolled in my Reservoir High School 11th grade English honors
classes total 76. Those 76 students are split into three courses with totals of 25, 23, and 28
respectively. In the entire sample, 51% of students are Male, 49% are Female. 41% percent of
educators, students, parents, and stakeholders on student progress towards proficiency on the
Maryland College and Career Ready Standards. It is administered in the spring of the school year
and is required of all high school English students. Due to Covid-19 the passing of the MCAP
requirement has been lifted for the time being, but historically the student assessment must meet
a passing score. The ELA portion of the test is broken into four, 90-minute sessions. These
sessions take place over the course of several days. The test contains both multiple choice
questions as well as a writing section. One of the primary testing targets of the MCAP is reading
comprehension and that direct focus is embedded into the Howard County Public School
Design
Given that I am seeking to ascertain whether or not that reading comprehension can be
improved through the use of the game Fallout 4, a mixed methods approach would be the best fit
for my purposes. This study will take place during our American literature unit focused on the
dystopian literature of the 1950s. After WWII and the world saw the threat of atomic warfare,
there was an increase in speculative fiction and dystopian literature. My control group will be
learning about the unit using traditional methods of reading a series of short stories. My
experimental group will be playing the game Fallout 4 in class to explore a nuclear fallout’s
The procedures for the data collection will occur at different intervals. Both the control
group and the experimental group will begin the abbreviated unit with identical pretests. From
there, using an assortment of lesson plans, teachers will conduct five fifty-minute lesson plans.
These lesson plans are teacher developed but the control group will be focused on short stories
while the experimental group will be using the digital game Fallout 4. At the end of the unit,
students will take identical post-tests to measure their growth. At the conclusion of the unit, all
students will be asked to complete a questionnaire containing open-ended survey questions. The
nature of the open-ended responses means that they are not limited to a set of predetermined
options. Once the data has been collected, it will then be analyzed by the teacher of record.
Data Analysis
My study seeks to answer the question whether or not reading comprehension growth can
be increased through the use of Fallout 4 in an ELA classroom. My mixed methods approach
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will require two sets of data collection that will include both a quantitative measure of growth in
In my quantitative study, student scores will be separated into two data sets for both my
control group and my experimental group using a group comparative design. The students in
both groups will be taking the same pre-test and the same post-test in order to ensure an accurate
demonstration of growth. In this dataset, student scores of the post-test will be compared to their
original scores on the pre-test in order to determine growth. The validity of test has already been
established earlier in the proposal. The difference in test scores will be demonstrated by a t-test.
T-tests are used to compare average outcomes when there are two groups. In my study, the two
groups will be the control group and the experimental group and the difference in reading
open-ended questionnaire. I will take their responses and code them before grouping the
responses based on the language that they use in regards to how they interpreted their own
engagement levels as well as the relationship to reading comprehension. The validity of test has
I anticipate that the quantitative data collected will demonstrate stronger reading
comprehension growth with the experimental group, those that played the video game, than the
control group, those that learned the unit using traditional short stories. The extent of that
growth, however, will be moderate. Furthermore, the students that played the video game will
express stronger levels of engagement through their responses to the open-ended questionnaire.
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The anticipated implications are that digital game-based learning would become a more common
Rusman, E., Ternier, S., & Specht, M. (2018). Early Second Language Learning and Adult
Zi-Yu Liu, Shaikh, Z. A., & Gazizova, F. (2020). Using the Concept of Game-Based Learning in
https://doi-org.proxy-tu.researchport.umd.edu/10.3991/ijet.v15i14.14675
Marino, M., & Hayes, M. (2012). Promoting inclusive education, civic scientific literacy, and
954. https://doi-org.proxy-tu.researchport.umd.edu/10.1007/s11422-012-9429-8
Lawrence, A. M., & Sherry, M. B. (2021). How Feedback From an Online Video Game Teaches
52. https://doi-org.proxy-tu.researchport.umd.edu/10.1177/1086296X20986598
Hayak, M., & Avidov-Ungar, O. (2020). The Integration of Digital Game-Based Learning into
tu.researchport.umd.edu/10.1007/s11528-020-00503-6