Do you think that educational video games could improve your child's
grades? Do you think that educational video games could teach your child
"non-gaming" skills required to achieve success in life?
There is
certainly a movement going on in the direction of implementing
educational games into the classroom. For better or worse, it will be
showing up to a classroom near you. I just don't want you to get excited
just yet.
In this article I will discuss a study done by the
DimensionU Gaming Suite, which is becoming a very popular educational
video game that schools are beginning to implement in their classrooms. I
will then draw a comparison to another "supplemental activity," which
is learning a musical instrument in order to give you a perspective on
how to improve your child's education.
DimensionM is the Math
video game of a larger gaming suite called DimensionU that covers other
subjects such as Science and Reading. Below you will a read the summary
of the study that DimensionU posts on their website.
Case Study: Pender County Study (UNC Wilmington)
Conducted
in 2008, this study looks at the effects of DimensionM in the setting
of a rural middle school of roughly 500 students, where only 63.1
percent of students were either at or above grade level on
state-mandated End-of-Course testing for math.
- Mean scores increased from 46% on the pre-test to 63% on the post-test
- Male and female students demonstrated equitable gains
Not
bad. The results are certainly encouraging, though after reading the
in-depth report, (which I downloaded off their website), I was not as
excited as I was when looking at the summary above.
Never Judge A Book By Its Cover
My
opinion is that the summary is very misleading. They make it sound like
they did the study on 500 students. Look above again. Isn't that how
you interpret the first sentence of the study? In actuality, they did
the study on 34 students as it states in the full report. Is it me, or
is that a big difference? I don't know about you, but I don't like being
misled.
The truth is that out of 500 students in that particular
middle school, only 63.1% of the students were at or above grade level
in their end-of-year exams in Math. However, the gaming study was
experimented on only 34 of the 500 students. In the full report, these
34 students were all below-average in Math.
Now, let's look at the
first bullet point of the study above. I don't like the use of the word
"mean." The word sounds too scientific and covers up the real meaning
of the point. Instead of "mean scores," I would prefer "average scores"
in this context. We're not looking at any complex data here. It's simply
the average pre-test scores of the children before they began the
"remediation course" or "gaming course" which I prefer to use.
It's
also important to point out that the students who participated in the
study were below-average students with failing grades in Math. So
certainly, there would be plenty of room for improvement by having an
hour of "supplemental" activities every week for 7 weeks as the full
report states. The results were that the average pre-test score went
from 46% which is clearly a failing grade, to a 63% which is also a
failing grade, though greatly improved.
The second bullet point is true and backed up in the report. Both boys and girls improved equally on average.
So What Else Is Wrong About This Study?
There
are still some "unknowns" about this study and educational video games
in general. One is, (and the full report acknowledges), that we still
don't know what the results would be of the games on standardized test
scores. A second unanswered question is, How would the skills attained
through educational gaming be useful in non-gaming situations? And
thirdly, What are the cognitive processes used to employ these games and
how can they be or could be applied to develop other academic and life
skills?
I have one more big question about these games, since they
claim to have an instructional component to them. DimensionM has an
instructional section where students can go to in order to learn the
material necessary to move on to the next level in the adventure. They
must master the material to advance forward in the game.
I would
like to know, if the game asks the exact same question in every level,
so that the student can guess and use the process of elimination in
order to move to the next level. If that's the case, what are the
students actually learning? They would just be memorizing answers if
this is the case. Unfortunately, I don't have the answer because there
is no information regarding this issue in the full report.
Is This An Attack On Educational Video Games?
If you've read this far, you may infer that I'm attacking DimensionM and other educational video games.
I
am not attacking educational video games in general. I am personally in
favor of some supplemental activity to improve test scores. Clearly,
scores can improve with the implementation of this game. What I am
attacking, is the misleading studies that put this game and others in a
more favorable light than they should be.
I would like to know if
this game would improve the already above-average students' grades in
Math. I would like to know if this game can only improve a failing
students grades to barely passable levels, or can it make a good student
"great." I'm thinking about how our students can compete with rest of
the world and not just trying to help the below-average ones.
What
is the difference between two students that take the same exact class
with the same teacher and one fails and the other gets an A? Is it about
the parents and the home environment, or something neurological or
chemical? Can gaming solve all of these problems?
A New Interactive World
The
full report also claims that most students are surrounded by 6 hours of
interactive media everyday and are evolving into learning only with
interactive media. I have a very hard time accepting this. Where is the
child getting 6 hours of media from? At home? Well, the parents need to
limit that time, moderate it, and control it ferociously.
I don't
know of any geniuses or great minds throughout history that have
developed their intellect by playing educational video games. The
intelligence of mankind has not "evolved" with the advent of gaming.
An Ancient Interactive Tool For Learning
I
get frustrated sometimes when I see the excitement when a new
technology emerges that makes life just a little bit easier. Though I
see the benefits and potential for educational video games, my view is
that we already have an activity that we can use not only as an
outside-of-the-classroom activity, but one that already has the
scientific data and countless brilliant minds that have made use of it
to their benefit.
I'm talking about learning a musical instrument,
and learning how to play and read music. If you've ready my articles
about Leonardo Da Vinci, Galileo, Albert Einstein and Steven Spielberg,
then you know that music has an enormous impact on the development of an
intelligent mind.
Below are three case studies and their summarized results found in three nationally recognized research organizations.
- The Journal For Research In Music Education In 2007 Found That Elementary School Students In Top-Quality Music Programs Scored 22% Higher In English And 20% Higher In Mathematics Than Their Non-Musical Peers. June 2007; Dr. Christopher Johnson, Jenny Memmott
- The American Chemical Society Found That Nearly 100% Of Past Winners In The Prestigious Siemens Westinghouse Competition (High School Students) In Science, Math, And Technology Played One Or More Musical Instruments. The Midland Chemist (American Chemical Society) Vol. 42, No.1, Feb. 2005
- In A National Report By The College Board Documented That Students Of Music Continue To Outperform Their Non-Arts Peers On The SAT. In 2006, Students Of Music Performance/Music Coursework Scored 57 Points Higher On The Verbal And 43 Points Higher On The Math Parts Of The SAT. The College Board, Profile of College-Bound Seniors National Report for 2006
The Differences Between Learning Music & Educational Video Games
If
you read the summaries above, you may be thinking, "well, you just gave
us the summary of the results just like DimensionM did and you didn't
go into the full in-depth report." That's true. And that's why I listed
my sources at the end of each study for you to read yourself. I
encourage you to read the studies and see for yourself. However, I don't
know of too many people who would refute the cognitive benefits of
music education. If anything, there are many people that are unaware of
the benefits.
Below you will see two lists: one that summarizes
just some of the scientific data found on the affects of studying music,
and the other that summarizes the data found in the DimensionM study
above.
Students Of All Grades/Abilities Involved In Music Education
- 22% Higher Test Scores in English
- 20% Higher Test Scores in Math
- Nearly 100% of winners in Science Competitions
- Score 57 points higher on Verbal SAT
- Score 43 points higher on Math SAT
Below-Average Students Involved With DimensionM Educational Video Games
- No Data found for Test Scores in English
- 17% Higher Test Scores in Math
- No Data found for winners in Science Competitions
- No Data found for affects on SAT scores
Am I Being Unfair?
I
will admit that I was a little unfair towards the DimensionM study
because I compared several studies of music against one study of an
educational video game. But, there are other case studies done by this
gaming suite that provide similarly overly-hyped results. And all of the
gaming suite studies were done on only below-average students while the
music case studies were done on students of NOT just below-average
students, but of all averages high and low.
I would also add that
the music case studies were done by independent organizations that had
no product that they were trying to sell. There was no special interest.
On the other hand, the gaming studies using DimensionM were done by the
same company trying to market its own product. Certainly, the facts
would be sugar-coated. There's no other way to see it.
Parents & Teachers: The One Thing You Should Take Away From This Article
Clearly,
I have basically weakened the merits of DimensionU, one of the leading
educational video games in the market. If this game or another is
available to your child as a supplemental activity to help raise poor
test scores, I would do it. Yes, I said to do it. It can't hurt as long
as it remains "supplemental."
I would highly recommend that you
try to get your child started in learning a musical instrument as soon
as possible. The reason is because it takes time to develop the
cognitive skills that come from learning music that will then translate
to good grades and academic enthusiasm. The sooner the better.
Also,
the benefits of learning music are more scientifically conclusive than
educational games. I would not get too excited or fixated on the idea
that video games can improve your child's test scores in Math. Games
have a long way to go before they can compete with music.
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