Sunday 8 January 2017

What is the potential impact of immersive participatory simulation games on students and teachers in an educational context? A Literature Review

This literature review was written by Emily Bagrie and I as part of our Postgraduate Certificate in Digital and Collaborative Learning through The Mind Lab.

What is the potential impact of immersive participatory simulation games on students and teachers in an educational context?

Introduction
Dewey (1938) suggests that the goal of education is not to prepare students for life, but for engagement with it.  This is increasingly challenging when the world is frequently being described with terms such as constantly changing, rapidly evolving and uncertain.  The primary goal for education continues to drive educators to nurture every student's potential to develop the knowledge, skills, and epistemologies necessary for dealing with the complexities of the 21st century (Toppo, 2016).  There are clear indications that the future will certainly differ dramatically from the past and our students will be expected to master different forms of knowledge than our schools have traditionally demanded, to grow as citizens and workers (Jenkins, 2007; Squire & Jan, 2007). It is becoming more widely accepted that teachers should teach not only curricular content but also competencies. The programmes should encourage and include the use of the learning material in a variety of situations that students will face in the real world, be problem-oriented, varied, interesting, sustainable and motivate students to learn (Nordiclarp.org, 2015).  

Professionals with an inherent interest in education, including philosophers, psychologists and educators have endorsed educational games, involving elements of play, to promote learning for centuries (Vanek & Peterson, 2016).  However, this form of experiential learning is more commonly seen in programmes designed for younger students, subsiding to more traditional forms of academic learning as students’ progress through the education system.  The social nature of learning in this way has also been supported by social constructivists who argue that we all generate meaning from our experiences (Kolb, 1984; Andrés, Angeles & García Casas, 2011).

Immersive participatory simulation games (IPSG) are a sophisticated progression of such games, and are in a relative state of infancy, however their rapid global adoption within the entertainment industry and subsequent fusion into the educational sector, warrants closer examination. This literature review defines the emerging pedagogy of IPSG and examines their potential impact on the development of student outcomes and skills within an educational context.  The potential implications IPSG have on teacher pedagogy are also examined and discussed.  Mātauranga Māori and Kaupapa Maori approaches are identified and situated within the conclusion which positions this review alongside suggested areas of future research within an educational context.


Immersive Participatory Simulation Games
Game-based learning initiatives have been suggested as a future-focused methodology that can support immersive and participatory pedagogy.  Immersive participatory simulation games (IPSG) situate learners in complex thinking tasks, driven by authentic questions and real-world problems that require critical, creative and innovative thinking to solve in a collaborative context (Barab, Thomas, Dodge, Carteaux & Tuzum, 2005; Gee, 2004; Shaffer & Gee, 2005; Squire, 2005).  They present students with a series of challenges that ignite their natural drive to problem-solve within a given role and scenario.  IPSG are accessible to a wide range of background knowledge, experiences, ages, genders, skills, physical abilities and present a changing perspective of learning on the part of the students and educators; embracing divergent learning goals and involving learning contexts that are meaningful for students.  They provide challenging opportunities for students to develop and demonstrate determination and motivation while encouraging them to believe their abilities can be developed through effort and a positive belief in their capacity to learn (Ministry of Education, 2009).

Duke predicted the use of such games within education in 1974, however we now see that these types of games did not emerge as suddenly as he had envisaged (Duke, 1974).  Only recently have educators begun to see them as a future’s language, with great global impact, across numerous different educational contexts including Primary, Secondary and Tertiary education, as well as in public spaces such as Museums, Libraries and Conferences.

Immersive participatory simulation games (IPSG) present educators with an opportunity to incorporate social constructivist theories within their programmes, with their focus on active rather than passive or receptive learning, and are becoming an emerging type of interdisciplinary curricula for supporting education (Barab & Dede, 2007). While initially designed for entertainment purposes, they are now being repurposed with an academic focus.  This literature review combines the findings from IPSG such as Escape Rooms, Live Action Role Playing (LARP) games, edu-LARP, Nordic-LARP and BreakoutEDU, all of which have grown in popularity rapidly in the last few years within educational contexts.  

BreakoutEDU, for example, was introduced to NZ through the EdTech Conference in 2016.  Having first reached the critical mass required to appear on Google Trends in 2006 before lying dormant until rising sharply towards the end of 2015.  It is now followed actively by over 15,000 teachers from around the world in their online Facebook community.  


What is the potential impact of immersive participatory simulation games on the development of student outcomes and skills in an educational context?

Student Motivation and Engagement
The most common theme to arise from the literature, was the impact immersive participatory simulation games (IPSG) have on student motivation and engagement towards and within learning. They are identified as being a catalyst for improved student focus, drive, motivation, engagement and even improve interest in a subject or topic of study. (Vanek & Peterson, 2016; Bowman & Standiford, 2015; Sellar, 2012; Andrés et al., 2011; Ihsen, Schneider, Wallhoff & Blume, 2011; Lantada, Morgado, Munoz-guijosa, Otero, & Sanz, 2011; Antonio Ferreira Randi, 2013). The primary reason for this is largely to do with the fun involved in gaming. Nordiclarp.org (2015) observed that fun makes learning easier and students are more likely to take on challenges and less likely to become discouraged by falure. Andrés et al (2011) support this by reporting that fun promotes learning by generating joy, reiterated by the students studied who reported that they learnt and had fun through experiential learning. These observations were also reflected when students studied by Bowman and Standiford (2015) were observed to experience increased enjoyment and interest in science through participation in an Edu-Larp.  It is the challenge and the aspect of “hard thinking” which makes them so appealing and which causes the learning to become a by-product of the task, rather than the end goal (McDowall, 2015). The level of excitement experienced, compels students to continue discussing concepts and learning outside of the gaming experience (Jung and Levitin, 2002). It is important to note however, that in order to achieve these outcomes the motivation needs to be sustained through reflection, active involvement and feedback and is also highly dependent on the types of games the individual player finds enjoyable (Andrés et al, 2011).

IPSG have also been shown to have a significant effect on the motivation of students due to the component of immersive role-play. These experiences enable students to disconnect from the complex, trivial or boring nature of reality into something far more exciting, comprehensible and epic (Sellar, 2012; Nordiclarp.org, 2015). Total immersion in IPSG can create something referred to as flow, a natural state of learning when motivation to complete tasks is at its peak, or defined as the “state of absolute immersion into an activity, when concentration is effortless due to the fact that the person is enjoying the activity” (Anglickeho et al, n.d, p. 23). In this state students can become less self-conscious (Wiemker, Elumir, & Clare, 2015),  feel safer to take risks in thinking, feeling or reasoning without any negative repercussions (Nordiclarp.org, 2015) and are invited to become personally embodied in the game (Rosenbaum, Klopfer & Perry, 2007).

Although a lot was said around the positive impact of immersion and enjoyment using IPSG to increase motivation and engagement, Madigan (2010) warned that “not all games should strive to be immersive” (p. 10 ). It was observed that certain scenarios may evoke situations and emotions that bring up memories or experiences, wanted or not, or make participants uncomfortable or feel psychologically unsafe (Nicholson, 2015; Anglickeho et al, n.d.). Teachers need to be aware that these situations could be harmful to students Mana Atua, and can reveal some aspects of personality that students were not aware of, as identified by Anglickeho et al (n.d.), could also be perceived as both a negative and positive outcome depending on the aspect revealed.

Real-World Problem Solving
Experiences which have direct applications to real problems, by modeling aspects of real-world complex systems, can give students opportunity to engage and interact, explore and experiment within set parameters, learning how to manipulate these and observing outcomes (Rosenbaum, 2007). This Mana Aotūroa allows students to develop working theories for making sense of the natural, social, physical and material worlds (Ministry of Education, 1996). IPSG help students to develop the ability to reflect more carefully and accurately on their experiences, enables them to visualise the complexity of real life processes and experiences and therefore, should be employed in teaching (Duplessie, 2013; Anglickeho et al, n.d.). They can provide a forum to explore multiple perspectives on a problem (Christopher, 1999), test ideas, make connections, measure outcomes (Rosenbaum, 2007 and Anglickeho et al, n.d.) and to effect changes as they see fit (Madigan, 2010). There is a contradictory perspective though, with some arguing that IPSG are not similar enough to real life and that participants behave more informally or that the situations are gross simplifications as they only include a few real-world factors (Christopher 1999; Anglickeho et al, n.d.). Others, doubt the benefit for all students, as some may gain more from the role they play than others (Jung and Levitin, 2002) or simply be passive or even unwilling to participate altogether (Anglickeho et al, n.d.).

When role-play is utilised within this context, students are no longer required to think and act like students but as investigators, thinking, arguing and producing evidence and counter-evidence as they participate in the world in new and interesting ways (Squire and Jan, 2007).  IPSG enable students to explore, gain and trial the skills and knowledge they need to achieve success which is the foundational principle of Ka Hikitia (Ministry of Education, 2009) and is reflective of their lives outside of the classroom.  Although IPSG can force students to imagine situations they have not previously experienced (Sellar, 2012), the contexts are not always required to be completely unknown. Squire and Jan (2007) also argue that playing a game in a familiar place encourages students to apply knowledge, as well as challenging them to consider how abstract concepts might play out. When meaningful problems are addressed and abstract content is placed in a concrete, practical context, students can develop a contextual understanding of facts and principles and these take on a tangible relevance (Barab and Dede, 2007; Nordiclarp.org, 2015).

Collaboration, Communication and the Development of Soft Skills
In our information-based economy students require soft skills that traditional classroom practices do not teach adequately (Dewey, 1938) such as teamwork, conflict resolution, problem solving (Antonio Ferreira Randi, 2013), Mana Tangata, Mana Reo (Ministry of Education, 1996), time management, critical thinking, empathy, and one of the most important, accepting and learning from failure (Vanek & Peterson, 2016).
A valuable feature of immersive participatory simulation games is that they are usually centered around completing a task as a part of a collective. Emphasis is placed on cooperation as a way of winning (Andrés et al, 2011), resulting in the perception of what the goals are changing from knowledge-based to personal and team-based (Rosenbaum, 2007). This leads to the development of cooperative and creative skills and Mana Whenua (Antonio Ferreira Randi, 2013). The current generation of learners is growing up with exposure and immersion in technology which impacts on their preferred learning style, so much so that it is often argued that they now prefer active, collaborative learning, although it was stated in one study that students, regardless of generation, agreed on the value of using gaming in education (Bekebrede et al, 2010). It was also suggested that as the IPSG environment is fictitious, players behave differently than they would in a real collaborative situation, becoming less confrontational and being more flexible and responsive to each other (Christopher, 1999).

Through rich discussion and deliberation, students can experience the consequences of joint decisions in a low-risk environment (Jones, 1980) and learn from each other as they may benefit from the explanations of concepts, actions and decisions from their peers (Antonio Ferreira Randi, 2013). Duplessie (2013) states that we tend to retain 90% of what we say and do compared with only 50% of what we see and hear.

The engaging and interactive nature of IPSG means that students readily engage in discussion (Rosenbaum, 2007) and use language to turn their motivations into results (Sellar, 2012). The necessity to negotiate a shared view of reality (Christopher, 1999) and participate in the communicative process (Andrés et al, 2011) means that IPSG can also be an effective language tool both for foreign languages (Jung and Levitin 2002) or simply in the development of native oral language which is critical to later academic success (Gee, 2004; Squire and Jan, 2007; Ministry of Education, 2009).


Construction of Knowledge
Despite a growing emphasis on soft skills it is still important for students to be able to construct and manipulate knowledge. Through the use of Immersive Participatory Simulation Games (IPSG) students can develop understandings across a wide range of subjects (Vanek & Peterson, 2016) and explicitly unpack and explore concepts related to particular disciplines (Klopfer, Osterweil, & Salen, 2009; Groff, McColl, & Gilbert, 2016; Google Trends, 2016). There is a substantial body of research around the impact IPSG have on students ability to construct knowledge and how they can be valuable in skill development (Groff et al, 2016). IPSG encourage students to engage in deep thinking, more so than they might otherwise have done with more traditional methods of teaching (Squire and Jan, 2007 and MoE, 2016). Antonio Ferreira Randi (2013) notes that with greater student interaction comes better performance in their construction of knowledge, as students learn new pathways to consolidate what they know. They also serve as the ideal way to integrate new knowledge into a student’s previous network (Antonio Ferreira Randi, 2013) and meets students, regardless of ability, where they are at in their learning, serving as either an instructional experience or as a place to practise and reinforce concepts (Bransford, Brown & Cocking, 1999; Groff et al, 2016). Furthermore, they provide an ideal environment in which to learn through trial and error, connecting content and skills (Andrés et al, 2011; McDowall, 2015).

Some concerns arise with the use of IPSG to teach however; students in one study were afraid of missing material or not learning effectively (Antonio Ferreira Randi, 2013) and Andrés et al (2011) advises that some students learn from games while others simply do not. Squire and Jan, (2007) observed that there is notable difference between the way younger and older students engage in IPSG in the way that they transfer their prior knowledge to solve problems.

Student literacy skills were notably referred to as being challenged through IPSG, with observable increases in comprehension (Antonio Ferreira Randi, 2013), children reading substantially above their level (Buckingham, 2003, Gee, 2003, Steinkuehler, 2005) and students engaging in higher order thinking skills and behaviours such as synthesizing, communicating, questioning and debating what they had read (Squire & Jan, 2007). This is crucial to note as Māori students in English medium schools continue to be more likely to have lower levels of achievement in literacy, numeracy and science than non-Māori students (Ministry of Education, 2009).

It would be easy to assume that IPSG would be beneficial to Māori, who traditionally learnt through active methods, based in a real-world context, or because Māori knowledge was historically formed, shaped, constructed and transmitted through an oral tradition, however, Te Mangaroa (2011) cautions against this type of convenient stereotyping, stating that it is simply not accurate and does not apply to all Māori students.  It is critical in the wake of Maori underachievement in education that Maori are engaged in programmes that reflect their unique identity, capabilities and skills, are engaging, challenges their thinking, accelerates their progress and supports them to select pedagogies that are most closely aligned to their needs and help in the construction of knowledge (Ministry of Education, 2009).


What are the implications of immersive participatory simulation games on teacher pedagogy?

Changing trends in education are fundamentally changing the way we think about learning, problem solving and personal development (Burke, 2014) and therefore, are also changing the way that teachers are presenting their learning programmes.  Student engagement in participatory games is just one of a number of forces that are reshaping the way learning programmes are being presented to students.  Interest in immersive, participatory simulation games (IPSG) is at an all-time high, with more educators choosing to incorporate a variety of games for learning in their classrooms (Groff et al, 2016; Google Trends, 2016), as the educational system is disrupted and primed for a transformational change (Burke, 2014).  This shift presents teachers with a challenge of developing tools that engage students and increase active participation and critical thinking rather than emphasising the memorisation of scientific concepts and facts (Antonio Ferreira Randi, 2013).

The Ministry of Education propose that the inclusion of games of this nature in educational programmes present an opportunity for teachers to think differently about learning, and about what students and teachers might be doing (Ministry of Education, 2016).  IPSG have developed a reputation with educationalists around the world, and are perceived as a potentially engaging form of supplementary learning that could enhance the educational process and has been used at all level of education including primary, secondary and tertiary education (Hainey, Connolly, Boyle, Wilson, & Razak, 2016), although Vanek and Peterson (2016) argue that this is simply a new name for a pedagogical technique which has been used throughout the world for centuries.

The best teaching methods change the teacher too (Sellar, 2012); when IPSG are used within the classroom programme, Andrés et al (2011) has found that the time devoted to the more traditional form of transmissive education and lecturing is reduced, and teachers are actually teaching less.  Groff et al (2016) propose that this is one of the reasons that the inclusion of games in the classroom is discouraged in some schools. Interestingly, even with the reduced teaching time, IPSG are still having a positive result on student outcomes (Andrés et al, 2011).  The teacher's role within this methodology changes but remains essential in guiding, facilitating and encouraging students to learn from the experience (Andrés et al, 2011).

The importance of the teacher’s influence on the success of this methodology is supported in the findings of Antonio Ferreira Randi (2013) and Anglickeho et al (n.d.) who assert that the cooperative learning experience is heavily impacted by the teacher’s discourse, beliefs and enthusiasm, finding that a teacher's positive attitude is vital. Antonio Ferreira Randi’s (2013) work has identified  that a large number of teachers continue to be orthodox and reluctant to change their teaching style and cautions that this resistance to new methodologies can constrain teacher participation and attitudes.  Groff et al (2016) suggests that this may be the result of a lack of teachers own experience and understanding of games for learning. Andrés et al also warns that these games can be time consuming (2011), and this can act as a barrier to a teacher's desire to include IPSG in their programme.  Simulations require considerable time and effort on the part of the teacher (Jung and Levitin, 2002) and teachers need to be very well prepared because students tend to ask more questions when actively participating than when passively listening (Antonio Ferreira Randi, 2013).  However, the benefit of this methodology is celebrated and continues to remain the main teaching tools in some nordic schools (Anglickeho et al, n.d.).  It is therefore important to ensure that the potential impacts of these games are shared with teachers, students, administrators, school leaders and parents who also need to understand the pedagogical impact of playing IPSG (SIIA, 2009).  This is particularly important for Maori, for whom whānau hold an integral role in the learning and development of children (Ministry of Education, 2009).  

IPSG can provide a powerful mechanism for capturing rich data on student learning (Phillips & Popovic 2012); however, there is still considerable work to be done to ensure more robust models of assessment-based games are designed and in examining how they might play out in an educational context (Groff et al, 2016). Andrés et al (2011) promotes the potential of these types of games in the acquisition and development of soft skills and suggests that teachers could use IPSG to assess student outcomes that reflect these skills alongside the content of the game.  Farber (2016) presents a more traditional perspective suggesting that teachers should look to assess the learning transfer that has been facilitated within the game experience back to the various content areas of the curriculum.  Royal (1993) argues both of these areas are of equal importance, and explains the traditional Maori conceptualisation of the mind (hinengaro) as having two parts: Te Puna Mahara and Te Puna Wananga in which both of these types of knowledge are reflected.

There are numerous varying perspectives of the role of assessment within this methodology, however it is commonly agreed by researchers and educationalists that teachers do need assurance that the experience prepared for their students involves quality learning outcomes and will provide them with meaningful information related to the effect they have on student performance.  Regardless of whether these experiences are used to support key curriculum concepts, or the acquisition of future skills required by our students, with IPSG still in a state of infancy, it is widely agreed that there is a lack of quantitative data and assessment feedback from these types of games (Groff et al, 2016).  It is hoped that as teachers are trained and gain more experience with IPSG, they will produce better results in terms of the students’ quantitative performance (Antonio Ferreira Randi, 2013; Anglickeho et al, n.d.).  


Conclusion and suggested areas for future research  
The introduction of immersive participatory simulation games is relatively new to the educational context, and as such research in this area is limited. While this literature review shows that IPSG have been found to be a powerful tool for education, it is also clear that more attention, awareness and study is needed. It would be beneficial for a wider body of IPSG to be studied and compared for its educational capabilities and to further examine how it compares to more traditional pedagogy.

Analysis of those IPSG that have been successful would be advantageous in determining how these games could be better included in teaching and learning programmes, and how they can be used to target and support learning outcomes and identified student needs.  In order to do this, educators need to establish parameters to determine a shared understanding of what constitutes a successful game experience.  The development and design of usability tests that measure the degree of improvement in students learning outcomes and the development of skills would also be beneficial, as evidence of effectiveness and improved student outcomes will become increasingly important as these games continue to increase in popularity and schools continue to seek assessments using evidence-centered methodologies.  

Much of the literature reviewed in this study has talked about the engaging aspects of IPSG and the positive impact this has had on student learning and experience.  Educators are likely to find further research examining the correlation between their level of engagement and enthusiasm for using IPSG, to the level of excitement transferred to students interesting. It would also be beneficial to examine how we can harness the engagement and motivation for learning experienced within IPSG into other contexts, and what this would look like.  However, in order for this to be widely adopted, work also needs to be done that addresses the needs and barriers of IPSG on educators, and their students.  This research then needs to be shared with the growing global community who already show an interest in this developing pedagogical approach, increasing opportunities to better share good practice, grow knowledge and increase evidence of their impact within an educational context.

Although the New Zealand Council for Educational Research has commenced research into the use of games for learning, there is no available research that examines the use of immersive participatory simulation games in a New Zealand educational context, and there is also no research that specifically addresses how the needs and academic outcomes of our Maori and Pasifika learners could be improved through such approaches. The open nature and ability to design IPSG to reflect the needs of all children provides an opportunity to connect Maori aspirations, philosophies, processes and pedagogies to political, social, economic and cultural wellbeing (Hemara, 2000; Ka'ai & Higgins, 2004; Ministry of Education, 1996, Ministry of Education, 2009).  This is particularly important as the primary and secondary education focus areas cover the largest number of Māori students in formal education.  The complexity of Maori pedagogy presents a multitude of possibilities for those that are willing and committed to bringing about positive change for Maori within education (Pihama, Smith, Taki & Lee, 2004).   As such, specific research into the potential impact IPSG has on our students with diverse cultural and educational needs would be beneficial and timely, as innovative approaches to education that are engaging, effective, enjoyable, rewarding and positive continue to be sought for students who are identified to be at risk of disengaging and falling behind academically (Ministry of Education, 2009).




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