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Games
have been used in a variety of disciplines and statistics educators have begun
to use interactive Web-based applications to teach statistical concepts. However, the idea of incorporating Web-based
games into the classroom is new to statistics education. We propose to develop game-based labs that
follow the GAISE guidelines and bridge the gap between short, focused homework
problems and the open-ended nature of a research project. We
are not suggesting that all traditional teaching techniques should be abandoned
and replaced with games. However,
properly designed games can become a valuable tool to spark interest and help explain
difficult concepts. Jenkins identifies several
aspects of games that make them “hard fun”.[5] These include 1) lowering the threat of
failure, 2) fostering a sense of engagement 3) sequencing tasks to allow early
success and maintaining a threshold at which players feel challenged but not
overwhelmed, 4) linking learning
to goals and roles, and 5) supporting early steps into a new domain. The GAISE guidelines and Jenkin’s ideas were used to motivate the development of our
educational strategies: A)
Create games that have a low threat of
failure early on, but provide a
challenging environment that grows with the students’ abilities: The
threat of failing an exam or struggling through a tough assignment in a
traditional classroom is a common and unwelcome experience. Often students get stuck, afraid to write
something down unless they are sure it is correct. However, if students fail when playing electronic games, they
simply restart the game and try again.
By lowering the threat of failure, students can feel free to
experiment. The sense of confidence
gained by a relatively easy success can motivate students to want to “play
again”. They are challenged to try new
strategies and modify their strategy until they are successful. Brown
and Kass found that “…graduate students in statistics
often are reticent to the point of inaction.
Somehow, in emphasizing the logic of data manipulation, teachers of
statistics are instilling excessive cautiousness. Students seem to develop extreme risk
aversion, apparently fearing that the inevitable flaws in their analysis will
be discovered and pounced upon by statistically trained colleagues. Along with communicating great ideas and
fostering valuable introspective care, our discipline has managed to create a
culture that often is detrimental to the very efforts it aims to advance.”[6] B) Create games that
foster a sense of engagement: In electronic games, students are
engaged in a world where they learn through multiple strategies. Our work will be unique when compared with
other Web-based statistics materials in that students will have the ability to
select from a variety of game options and choose the order in which to perform
certain tasks. In addition, our
game-based educational materials will make it easy to control multiple
conditions and allow for easy and accurate data collection. Students will be engaged by seeing the
results of their choices when they are allowed to create their own unique
research question, choose their own analysis, and present their original
results. Games also create a social context that connects learners to others who
share their interests. When
students learn something about their game, they are anxious to share their
knowledge. They also become motivated to
search for new knowledge and are willing to spend a significant amount of time
conducting their own research. Creating
a classroom environment where groups of students are conducting unique (but
related) research projects creates an atmosphere where students are eager to
share their work. Students want to
compare their results and discuss how slight modifications in their data
collection or model assumptions can impact the results. Students share tips, experiences, and
knowledge which can be similar to peer-to-peer teaching. C) Create games that offer realistic, adaptable,
and straightforward models representing current research in a variety of
disciplines: The goal of many statistical techniques is to develop models
to explain the world around us. However,
the complexity of the real world makes modeling difficult. George Box is often quoted as saying “All
models are wrong, some are useful” to describe the difficulty of modeling real
world phenomena.[7] Games allow us to simplify our world to a
point where a mathematical model is appropriate. Immersion in a simplified model allows early
success Students can then extend their early knowledge and success to a variety
of more complex real world problems in a variety of disciplines. In addition, the on-line data collection
mechanism in these games allows instructors to ensure proper data collection
while students have fun collecting quality data within a classroom. The ease and speed of data collection also
helps in the identification and correction of errors in methodology. D) Create games that provide an intrinsic
motivation for students to want to learn: One aspect of many popular computer games is
that people who play the games have a very strong intrinsic motivation to
learn. Papert (1998) states that, “Learning is essentially hard; it happens best
when one is deeply engaged in hard and challenging activities.”[8] Games engage students in ways that
traditional pedagogical techniques do not.
Game players see a direct connection between information and the goals
of the game. They quickly apply the technical skills they are learning to
better solve a compelling problem and get instant and individualized feedback
in knowing whether their attempts were successful. Papert (1998) uses
the term “hard fun” to describe how the best electronic commercial games are
educationally compelling. This value can
be seen in the fact that commercial games are never advertised as easy. While students often complain about hard
homework, these same students want to play electronic games that are
challenging. While
instructors have incorporated some of these features into their curricula in
the past, there are many opportunities to expand the use of game-based labs that
can revolutionize current pedagogies. “At
their best, games put kids in charge of their own learning and, at the same
time, make them conscious of the learning process itself by presenting
challenges they need to work through or around.”[9]. Cobb states, “Before computers statisticians had no
choice. These days we have no excuse. Technology allows us to do more with less:
more ideas, less technique. We need to
recognize that the computer revolution in statistics education is far from
over.”[10]
[1] Jenkins, H. (2005), “Get Into the Game”, Educational Leadership, 62 (7), pp. 48-51. [2] Wenner, M.
(2009), “The Serious Need for Play”, Scientific American Mind, pp. 23-29. Available
online at http://www.scientificamerican.com/sciammind/?contents=2009-02 [3] Prensky, Marc
(2001a), “Digital Natives, Digital Immigrants”, On the Horizon 9 (5), pp. 1-6. [4] Jenkins, H. (2005), “Get Into the Game”, Educational Leadership, 62 (7), pp. 48-51. [5] Jenkins, H. (2005), “Get Into the Game”, Educational Leadership, 62 (7), pp. 48-51. [6] Brown, E., and Kass. R., (2009), “What is Statistics”, The American Statistician. [7] Box, G., and Draper, R.,
(1987), Empirical Model-Building and
Response Surfaces. Wiley. [8] Papert, S.,
(1998, June), “Does easy do it? Children, games, and
learning”, Game Developer Magazine, p.
88. [9] Jenkins, H. (2005), “Get Into the Game”, Educational Leadership, 62 (7), pp. 48-51. [10] Cobb, G. (2007)
“The Introductory Statistics Course: A Ptolemaic Curriculum?”, Technology
Innovations in Statistics Education: Vol. 1: No. 1, Article 1.
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