Serious games and learning effectiveness: The case of It’s a Deal!
Highlights
► We examine the effectiveness of using a serious game in the teaching of intercultural communication. ► The students sampled largely improved their ICC in business English. ► The study attempts to elicit factors influencing learning effectiveness. ► The study reveals that the balanced design of the game is a key factor for learning effectiveness.
Introduction
Over the last few years, serious games1 integrating simulated experience have increasingly attracted the attention of professional trainers and educators. “While there is clearly a need for baseline research into how games and simulations are currently being used in the home and for learning”, argue de Freitas & Oliver (2006: 250), “general trends in the research indicate the increasing popularity amongst learners for using serious games and simulations to support curricula objectives.” It is not surprising that computer games are being incorporated more and more into learning environments, e.g. classroom education, government, financial services, healthcare, hospitality and catering, science and technology, telecommunications, corporate and military training, etc. Garris, Ahlers & Driskell (2002: 441–442) referred to the three major factors that may have contributed to the rapid growth of serious games in professional training and educational contexts. The first factor is the emergence of a new paradigm in the field of teaching and learning. This has brought three significant changes: (a) the shift from a teacher-centred approach to a learner-centred approach, (b) the shift from a model of instruction based on listening to a model of instruction based on doing and interaction, and (c) the shift from a concept of learning based on memory to a concept of learning based on the capacity to find and use information. The second factor is the development of new interactive technologies that provide an opportunity to actively involve students in problem solving. The third factor is the tremendous capacity of serious video games to capture the students’ attention and engage them in the curricular content. In a more recent piece of research, Wrzesien and Alcañiz Raya (2010: 179) also refer to the powerful and effective learning environment provided by serious video games. Drawing on the literature of serious games over the last decade, they particularly emphasize three main reasons for the ever-increasing use of serious games in education: (a) they use actions rather than explanations and create personal motivation and satisfaction, (b) they accommodate multiple learning styles and abilities, and (c) they foster decision-making and problem-solving activities in a virtual setting. Some of the potential advantages of using serious games in professional and educational contexts have also been examined by Mayo (2007: 32–34). These are: (a) massive reach, (b) experiential learning, (c) enquiry-based learning, (d) self-efficacy, (e) goal setting, (f) cooperation, (g) continuous feedback, (h) enhanced brain chemistry, (i) time on task, etc.
At present the value of serious games in education is undeniable (Rieber, Smith, & Noah, 1998: 29–37) and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable (Chen and Michael, 2005, Corti, 2006: 1–20). However, we must admit that there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that can be achieved through game play (Garris et al., 2002: 442; Nash, 2005: 227). We agree with Wong et al. (2007: 49) when they claim that “A common denominator for advancing the research and development of educational tools like computer games is to leverage from play and entertainment by documenting correlating factors that make serious games effective.”
Our aim in this discussion is precisely to advance in this direction by providing evidence of some of the factors influencing the learning effectiveness of a serious game called It’s a Deal! (Guillén-Nieto et al., 2011). This video game was created for the purpose of developing the intercultural communicative competence of students of business English (Guillén-Nieto, 2009b: 539–552; Guillén-Nieto & García-Yeste, 2009: 259–260; Guillén-Nieto & Pernías-Peco, 2009: 6966–6974). Before we move on to present our study on the implementation of the serious game It’s a Deal!, we will review some of the most outstanding contributions that have recently been made in relation to the learning effectiveness of serious games.
Section snippets
State of the art
The potential of serious games to enhance the effectiveness of training and learning has been a subject of debate in much of the literature published in the field of learning over recent years. Although many studies have demonstrated that serious games make the learning of curriculum content engaging and stimulating, their effectiveness as learning tools is still to be demonstrated. No definite answer has yet been given to research questions such as: Are serious games effective means of
The It’s a Deal! serious game
Supported technologically by the General Foundation of the University of Alicante, It’s a Deal! is a serious game generated with the adventure game engine called Visionaire Studio 3.0. The video game can easily be installed in a personal computer by clicking on ItsADeal.exe. installer. To play it students should have at least an intermediate level of English.
It’s a Deal!, following Zyda’s (2005: 26) definition of serious games, is “(…) a mental contest, played with a computer in accordance with
Hypothesis and research questions
This paper hypothesizes that the immersive, all-embracing and interactive learning environment provided by It’s a Deal! may contribute to develop and enhance the users’ intercultural communicative competence, namely “(…) the complex of abilities needed to perform effectively and appropriately when interacting with others who are linguistically and culturally different from oneself” (Fantini, 2005: 1), in our case with Britons in a commercial transaction in which English is used as the lingua
Results
This section presents the most relevant findings.
Discussion
This section contains the interpretation and explanation of the data. Outcomes are interpreted within the context of the research questions that were posed in the beginning of this paper.
Firstly, the analysis indicates that the students were enthusiastic, motivated and fully involved in the experiment. For many of them this was the first time in their lives they had played a serious game. It also shows that their English level was intermediate and therefore, suitable to play It’s a Deal!, as
Concluding remarks
This discussion provides empirical evidence as regards the learning effectiveness of serious games. Specifically, the study focuses on the evaluation of the It’s a Deal! serious game in business English teaching. Findings of the study carried out with a selected sample of fifty students of English Studies at the University of Alicante in the academic year 2010–2011 demonstrate that It’s a Deal! may be considered to be an effective learning tool for the teaching of intercultural communication
Acknowledgements
The authors would like to thank the Editors and reviewers of the journal Computers & Education for their useful comments and suggestions. Special thanks go to Ms Judith Williams and Dr. Teresa Morell for their thorough revision of this paper and stylistics comments, and Dr. Raquel Huete for her useful advice on the statistical tests performed in the data analysis phase. We are also grateful to the students of English Studies at the University of Alicante for their engagement in the
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