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Editor’s Note: This is an interesting, well-researched study. Hopefully, well-designed commercial games will be more widely accepted and used in academia. Formal collaboration between video game designers and academia should be encouraged. Educators should research, validate, and actively implement video games for learning. There have been many attempts to do this, including the Ngee Ann Polytechnic in Singapore in the 1990s and the University of Southern California in this millennium. Survey of Commercial off-the-shelf Video Games: |
Category | n | % |
Gender | | |
Female | 67 | 67.68 |
Male | 31 | 31.31 |
Age Range | | |
0-25 | 3 | 3.03 |
26-35 | 15 | 15.15 |
36-45 | 27 | 27.27 |
46-55 | 27 | 27.27 |
56-65 | 24 | 24.24 |
>>65 | 2 | 2.02 |
Salary Range | ||
N/A | 6 | 6.06 |
0 - $30;000 | 1 | 1.01 |
$30;001 - $50;000 | 18 | 18.18 |
$50;001 - $75;000 | 37 | 37.37 |
$75;001 - $100;000 | 26 | 26.26 |
$100;001 - $150;000 | 7 | 7.07 |
>> $150;000 | 2 | 2.02 |
Ethnicity | | |
Asian | 2 | 2.02 |
Black/African American | 3 | 3.03 |
Hawaiian/Pacific Islander | 2 | 2.02 |
Hispanic/Latino | 2 | 2.02 |
White/Caucasian | 84 | 84.85 |
Other | 6 | 6.06 |
Highest Degree Earned | ||
Bachelors Degree | 23 | 23.23 |
Masters Degree | 49 | 49.49 |
Specialist Degree | 5 | 5.05 |
Doctorate Degree | 22 | 22.22 |
Ninety-six percent of the participants were from the United States with the remaining from Canada. Approximately 68% of the participants reported playing computer games and 51% reported playing video games. The job titles of the participants represented a wide range of careers from teachers to college professors to educational technologists. Participants reported an average of 15.36 years (SD = 9.35) in educational technology-related professions.
The instrument was divided into four sections: background information, COTS, COTS barriers, and COTS benefits. The background information section included items pertaining to age, gender, ethnicity, salary range, educational attainment, game play information, and job title information. The COTS section included 19 popular COTS games for multiple platforms derived from multiple sources (Kirriemuir, 2005; Prensky, 2010) and with a response scale of Very Appropriate, Appropriate, Neutral, Inappropriate, and Very Inappropriate.
The COTS games barriers section included 23 potential barriers to the integration of COTS games in formal educational settings with a response scale of Very Significant Barrier, Significant Barrier, Neutral, Insignificant Barrier, and Very Insignificant Barrier. Finally, the COTS games benefits section included 18 potential benefits of integrating COTS games into a formal educational setting with a response scale of Very Significant Benefit, Significant Benefit, Neutral, Insignificant Benefit, and Very Insignificant Benefit. Both the COTS games benefits and barriers scales were derived from previous research (Becker, & Jocaobsen, 2005; Ertzberger, 2008). All scales also included a Do not Know option.
The survey was made accessible in a web-based format using SelectSurvey. The survey was available during a three-week period, and during this time, two reminder emails were sent to members of the SIGGS. Participants were informed the purpose of this project was to examine characteristics related to the use of COTS games in formal educational settings.
This study employed a mixed-method approach, (Tashakkori & Teddlie, 1998), involving both quantitative and qualitative procedures used concurrently and independently. Quantitative analyses of the data included descriptive analysis of response frequencies and measures of variation and central tendency, (Knupfer & McLellan, 1996), and internal consistency reliability analysis, (Cronbach’s alpha). Three open-ended survey items were included in the instrument for the purpose of gaining further insight into COTS games, benefits and barriers. The data were analyzed using a constant comparative method (Glaser, 1965; Glaser, 1967).
The results of this research must be viewed in light of its limitations. The sample had a low response rate. Prior research suggests that average online response rates fall somewhere within the range of 24% – 39% (Cook et al., 2000, Sheehan, 2001). Our research achieved 10% response rate. This low response may not accurately represent the perceptions of the population. Additionally, the survey itself is a limitation. The questions were few and the content of a limited nature. Further research is necessary to validate an instrument for wide scale use. In light of these limitations, this research has resulted in several interesting findings.
The internal consistency reliability for the scale was high at α = .89. As can be seen in Table 2, many of the participants were not familiar with a handful of the COTS games listed in the survey. Big Brain Academy, Brain Age, and Oregon Trail had item averages at or above 4.0, indicating that those that were aware of the games, deemed them appropriate for a formal educational setting. Other games had high averages (>> 3.5), including Civilization III, Dimension M, Railroad Tycoon, Rise of Nations, The Sims, Wii Sports, and Zoo Tycoon. The only game identified as not appropriate was the Grand Theft Auto series with an item average of 1.83 (SD = 1.22).
COTS Game | n | DK | VI | I | N | A | VA | M* | SD* |
Big Brain Academy | 95 | 64.65 | 1.01 | 0.00 | 6.06 | 11.11 | 13.13 | 4.13 | 0.96 |
Brain Age | 95 | 60.61 | 2.02 | 0.00 | 5.05 | 15.15 | 13.13 | 4.06 | 1.03 |
Civilization III | 93 | 42.42 | 3.03 | 1.01 | 8.08 | 29.29 | 10.10 | 3.82 | 0.97 |
Dimension M | 92 | 69.70 | 3.03 | 1.01 | 4.04 | 9.09 | 6.06 | 3.61 | 1.31 |
Endless Ocean | 92 | 60.61 | 9.09 | 1.01 | 4.04 | 12.12 | 6.06 | 3.16 | 1.53 |
Grand Theft Auto | 91 | 20.20 | 42.42 | 13.13 | 5.05 | 8.08 | 3.03 | 1.83 | 1.22 |
Guitar Hero | 91 | 19.19 | 7.07 | 15.15 | 19.19 | 24.24 | 7.07 | 3.13 | 1.15 |
Half-Life | 91 | 47.47 | 6.06 | 5.05 | 12.12 | 9.09 | 12.12 | 3.36 | 1.37 |
Oregon Trail | 89 | 18.18 | 1.01 | 1.01 | 5.05 | 30.30 | 34.34 | 4.34 | 0.79 |
Railroad Tycoon | 89 | 39.39 | 1.01 | 1.01 | 8.08 | 28.28 | 12.12 | 3.98 | 0.82 |
Rise of Nations | 89 | 42.42 | 1.01 | 3.03 | 5.05 | 26.26 | 12.12 | 3.96 | 0.91 |
Simcity | 89 | 27.27 | 3.03 | 4.04 | 13.13 | 25.25 | 17.17 | 3.79 | 1.07 |
Super Mario Galaxy | 89 | 39.39 | 3.03 | 16.16 | 20.20 | 9.09 | 2.02 | 2.82 | 0.94 |
The Sims | 89 | 34.34 | 2.02 | 6.06 | 18.18 | 20.20 | 9.09 | 3.51 | 1.02 |
The Legend of Zelda | 89 | 51.52 | 5.05 | 8.08 | 16.16 | 6.06 | 3.03 | 2.84 | 1.10 |
Trauma Center: Under the Knife | 88 | 52.53 | 6.06 | 3.03 | 9.09 | 13.13 | 5.05 | 3.22 | 1.29 |
Wii Sports | 86 | 21.21 | 1.01 | 4.04 | 16.16 | 30.30 | 14.14 | 3.80 | 0.90 |
World of Warcraft | 80 | 41.41 | 9.09 | 10.10 | 13.13 | 5.05 | 2.02 | 2.51 | 1.14 |
Zoo Tycoon | 64 | 31.31 | 1.01 | 1.01 | 8.08 | 13.13 | 10.10 | 3.91 | 0.98 |
n=Number of respondents, DK = Do not Know, VI = Very Inappropriate, I = Inappropriate, N = Neutral, A = Appropriate, VA = Very Appropriate, M = Item average, SD = Item Standard deviation, *Note the average and standard deviations do not include the Do not Know response.
Participants also had the option of listing COTS games that were not listed in the scale. These responses are summarized in Table 3. Only those with two or more responses are shown. In total, 22 unique games were provided. Of the 99 participants, only 23 provided a response with an average of 5.13 words (SD = 4.74). Of those listed, both Spore and Risk occurred most.
Other COTS games listed | |
Age of Empires | 2 |
Spore | 3 |
Risk | 3 |
Math Blaster | 2 |
Carmen San Diego | 2 |
Making History | 2 |
The internal consistency reliability for the scale was also high at α = .93. Table 4 shows the results. The highest rated item averages (>> 4.0) for the support of COTS in formal educational settings are to develop cognitive skills (M = 4.31, SD = 0.64), develop spatial relation skills (M = 4.14, SD = 0.72), develop motor skills (M = 4.12, SD = 0.73), knowledge acquisition (M = 4.18, SD = 0.76), increase memory capacity (M = 4.02, SD = 0.85), teaching complex problem-solving (M = 4.45, SD = 0.66), increase creativity (M = 4.15, SD = 0.91), transfer knowledge to real-world situations (M = 4.17, SD = 0.77), accept and learn from mistakes (M = 4.28, SD = 0.75), learning by doing (M = 4.26, SD = 0.70), increase self-esteem and self-confidence (M = 4.00, SD = 0.88), incorporate technology student’s use every day (M = 4.18, SD = 0.83), and to promote differentiated instruction (M = 4.17, SD = 0.81). Notably, none of the potential benefits listed are below the central point (3.0).
Benefit | n | DK | VIB | IB | N | IB | VIB | M* | SD* |
Eliminate the digital generation gap | 98 | 4.04 | 1.01 | 6.06 | 21.21 | 45.45 | 21.21 | 3.84 | 0.88 |
Develop cognitive skills | 98 | 2.02 | 0.00 | 1.01 | 6.06 | 51.52 | 38.38 | 4.31 | 0.64 |
Develop spatial relations skills | 98 | 3.03 | 0.00 | 3.03 | 10.10 | 53.54 | 29.29 | 4.14 | 0.72 |
Develop motor skills | 98 | 3.03 | 0.00 | 1.01 | 11.11 | 55.56 | 27.27 | 4.12 | 0.73 |
Knowledge acquisition | 98 | 1.01 | 0.00 | 2.02 | 15.15 | 44.44 | 36.36 | 4.18 | 0.76 |
Increase memory capacity | 98 | 5.05 | 0.00 | 4.04 | 20.20 | 39.39 | 30.30 | 4.02 | 0.85 |
Teach complex problem solving | 98 | 0.00 | 0.00 | 1.01 | 6.06 | 39.39 | 52.53 | 4.45 | 0.66 |
Increase creativity | 98 | 1.01 | 1.01 | 4.04 | 15.15 | 36.36 | 41.41 | 4.15 | 0.91 |
Transfer of knowledge to real-world situations | 98 | 3.03 | 0.00 | 2.02 | 17.17 | 39.39 | 37.37 | 4.17 | 0.79 |
Accept and learn from mistakes | 98 | 3.03 | 0.00 | 1.01 | 14.14 | 37.37 | 43.43 | 4.28 | 0.75 |
Learning by doing | 98 | 3.03 | 0.00 | 0.00 | 14.14 | 42.42 | 39.39 | 4.26 | 0.70 |
Increase self-esteem and self-confidence | 98 | 3.03 | 1.01 | 4.04 | 18.18 | 43.43 | 29.29 | 4.00 | 0.88 |
Promote social skills | 98 | 5.05 | 6.06 | 8.08 | 21.21 | 37.37 | 21.21 | 3.63 | 1.12 |
Teach students how to role-play | 96 | 3.03 | 1.01 | 5.05 | 25.25 | 45.45 | 17.17 | 3.77 | 0.85 |
Incorporating technology that student’s use everyday | 90 | 1.01 | 0.00 | 4.04 | 12.12 | 37.37 | 36.36 | 4.18 | 0.83 |
COTS games used as part of a reward system (i.e. work completion, etc.) | 98 | 5.05 | 10.10 | 4.04 | 32.32 | 34.34 | 13.13 | 3.39 | 1.12 |
Promotes healthy competition | 96 | 5.05 | 2.02 | 7.07 | 26.26 | 41.41 | 15.15 | 3.66 | 0.92 |
Promotes differentiation of instruction | 96 | 6.06 | 1.01 | 1.01 | 14.14 | 40.40 | 34.34 | 4.17 | 0.81 |
n=Number of respondents, DK = Do not Know, VIB = Very Insignificant Benefit, IB = Insignificant Benefit, N = Neutral, SB = Significant Benefit, VIB = Very Significant Benefit, M = Item average, SD = Item Standard deviation, *Note the average and standard deviations do not include the Do not Know response.
Participants also had the option of listing potential benefits not listed in the scale. Eighteen participants provided free-form responses averaging 11.05 (SD=9.94) words in length. Results suggest, in addition to those listed, increased communication among students and teachers, increased teamwork and collaboration among students, stealth assessment, and students learning the design of games themselves are additional potential benefits.
The Cronbach’s alpha was high at α = .92. Table 5 shows the results. The greatest barriers (4 >>) to the integration of COTS games include teachers’ background in games and technology (M = 4.33; SD = 0.86), perception of games (M = 4.23; SD = 0.85), lack of financial resources (M = 4.13; SD = 1.01), alignment with the curriculum (M = 4.09; SD = 1.00), lack of evidence to support their use (M = 4.04; SD = 0.89), and lack of time to integrate into the classroom (M = 4.23; SD = 0.85).
Participants also had the option of listing potential barriers not listed in the scale. Twelve participants provided responses with an average length of 16.08 (SD=19.28) words. Additional barriers to integrating COTS video games include gender issues, equity issues for students with special needs (e.g., visually impaired), lack of games aligned with standardized tests, unhealthy competition, and Internet safety.
One respondent captured the essence of perhaps the most significant barrier to using COTS video games in formal settings by stating “I must teach to these academic standards; my principal will give me a bad evaluation if I am not teaching the standards and we are playing games instead” (Respondent, 2009). This statement reiterates the ongoing challenge educators face in attempting to pioneer innovative instructional approaches employing technology. The perception of COTS video games is itself a major barrier as confirmed by our findings. Educators must make the case to leadership of the value of integrating COTS video games in the classroom. This inevitably requires more evidence to substantiate the use of COTS video games. This lack of documentation has been identified as another significant barrier. We believe these findings, at minimum, make a call to educators and researchers alike to spearhead this complicated domain.
Barrier | n | DK | VIB | IB | N | IB | VIB | M | SD |
Lack of parental consent | 99 | 6.06 | 3.03 | 13.13 | 27.27 | 33.33 | 17.17 | 3.52 | 1.05 |
Parental perceptions about games | 99 | 5.05 | 4.04 | 7.07 | 17.17 | 38.38 | 28.28 | 3.84 | 1.07 |
COTS game ratings | 99 | 14.14 | 1.01 | 11.11 | 29.29 | 34.34 | 10.10 | 3.48 | 0.91 |
Lack of access to technology | 99 | 2.02 | 3.03 | 11.11 | 12.12 | 30.30 | 41.41 | 3.98 | 1.14 |
Lack of administrative support | 99 | 3.03 | 3.03 | 8.08 | 15.15 | 31.31 | 39.39 | 3.99 | 1.09 |
Teacher’s background in games and technology | 99 | 1.01 | 2.02 | 2.02 | 7.07 | 38.38 | 49.49 | 4.33 | 0.86 |
Perception of games | 99 | 2.02 | 2.02 | 2.02 | 8.08 | 45.45 | 40.40 | 4.23 | 0.85 |
Training regarding the new technology | 99 | 2.02 | 3.03 | 7.07 | 12.12 | 48.48 | 27.27 | 3.92 | 0.99 |
Technology reliability | 99 | 1.01 | 4.04 | 14.14 | 24.24 | 36.36 | 20.20 | 3.55 | 1.09 |
Lack of financial resources | 99 | 2.02 | 2.02 | 6.06 | 13.13 | 32.32 | 44.44 | 4.13 | 1.01 |
Alignment of curriculum | 99 | 3.03 | 1.01 | 7.07 | 16.16 | 30.30 | 42.42 | 4.09 | 1.00 |
Lack of evidence to support their use | 99 | 2.02 | 1.01 | 6.06 | 12.12 | 47.47 | 31.31 | 4.04 | 0.89 |
Lack of technical support | 99 | 1.01 | 1.01 | 10.10 | 25.25 | 40.40 | 22.22 | 3.73 | 0.96 |
Lack of time to familiarize oneself with the technology | 99 | 2.02 | 2.02 | 5.05 | 15.15 | 48.48 | 27.27 | 3.96 | 0.91 |
Lack of time to integrate into classroom | 99 | 3.03 | 0.00 | 7.07 | 15.15 | 43.43 | 31.31 | 4.02 | 0.88 |
Class expectations | 99 | 3.03 | 2.02 | 8.08 | 27.27 | 44.44 | 15.15 | 3.65 | 0.92 |
Class size | 99 | 3.03 | 6.06 | 11.11 | 24.24 | 39.39 | 16.16 | 3.50 | 1.10 |
Lack of student motivation | 99 | 2.02 | 21.21 | 31.31 | 25.25 | 15.15 | 5.05 | 2.51 | 1.15 |
Lack of teacher motivation | 99 | 3.03 | 3.03 | 10.10 | 14.14 | 40.40 | 29.29 | 3.85 | 1.07 |
Lack of access to professional development | 99 | 3.03 | 3.03 | 7.07 | 18.18 | 46.46 | 22.22 | 3.80 | 0.98 |
Lack of access to technology outside of schools | 98 | 3.03 | 4.04 | 15.15 | 28.28 | 28.28 | 20.20 | 3.47 | 1.12 |
Conflict between teacher’s interests and teacher’s responsibilities | 87 | 5.05 | 0.00 | 10.10 | 16.16 | 40.40 | 16.16 | 3.76 | 0.91 |
Concern for how students will be affected by the integration of games into the classroom | 87 | 4.04 | 2.02 | 17.17 | 25.25 | 30.30 | 9.09 | 3.33 | 1.00 |
n=Number of respondents, DK = Do not Know, VIB = Very Insignificant Barrier, IB = Insignificant Barrier, N = Neutral, SB = Significant Barrier, VIB = Very Significant Barrier, M = Item average, SD = Item Standard deviation, *Note the average and standard deviations do not include the Do not Know response.
The results of our research corroborate the findings of prior research. For instance, lack of time to integrate into the curriculum was perceived as a major barrier in Becker and Jocaobsen findings and in our own results. Additionally, Ertzberger (2008) found that lack of alignment to the curriculum and lack of financial resources were also significant barriers. Our findings provide further evidence of these barriers in integrating video games in formal educational settings. In addition, our research has identified a teachers’ background in games and technology, perception of games in general, and lack of evidence to support their use as significant barriers.
In exploring potential benefits, the greatest benefits identified include developing cognitive skills, teaching complex problem-solving, accepting and learning from mistakes, and learning by doing. Additionally, qualitative findings suggested increased communication among students and teachers, increased teamwork and collaboration among students, stealth assessment, and students learning the design of games themselves are additional potential benefits. These findings are analogous to prior research suggesting video games are a tool to “use action instead of explanation, create personal motivation and satisfaction, provide interactive decision-making context” (Kebritchi, 2008, p. 15), and can promote collaboration among learners (Kaptelin & Cole, 2002). While this research has explored the many perceived benefits of COTS video games, further research is necessary to examine the efficacy of these benefits in experimental and quasi-experimental settings. Put simply, more research is necessary.
Our research has also identified COTS video games that are deemed appropriate for formal educational settings. These games include Big Brain Academy, Brain Age, Oregon Trail Civilization III, DimensionM, Railroad Tycoon, Rise of Nations, The Sims, Wii Sports, and Zoo Tycoon. These games are a list of tools that educators can choose to employ in their classrooms. Further, the list also provides a list of appropriate games to investigate from a research perspective as more evidence to substantiate their use is indispensable.
We believe that our findings should be used to create a larger validated instrument that can be used on a wider audience of educational professionals on the benefits and barriers to integrating COTS video games. This paper has documented a dearth of literature on the use of COTS video games in educational settings. Our instrumentation is a starting place for researchers to document and validate a tool to collect this pertinent information from education professionals.
As noted by Charsky and Mims (2008), “COTS game are not a panacea, just a strategy with which we, and others, have had success; a strategy that may be successful for some educators, especially those educators who are already playing video games outside of work.” COTS video games should be perceived as one tool among many different instructional strategies - a tool that has the potential to truly engage our students.
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