Computer Games in Education Papers by John W. Rice
John serves as a program/project coordinator for the Texas Center for
Educational Technology, and as an adjunct professor in the Dept. of Teacher Education and
Administration at the University of North Texas.
John's research interest is educational
applications of video games.
This page contains papers accepted for publication and presentation on the topic.
Rice,
J.W. (2006, April).
New media resistance: Barriers to implementation of computer
video games in the classroom. Paper presented at the American Educational Research
Association Annual Meeting 2006, San Francisco, CA.
Computer video games are an emerging
instructional medium offering strong degrees of cognitive efficiencies for experiential
learning, team building, and greater understanding of abstract concepts. As with other new
media adopted for use by instructional technologists for pedagogical purposes, barriers to
classroom implementation have manifested in tandem with rising interest in the medium.
This presentation draws upon a broad analysis of current research dealing with the
educative impact of computer video games in the classroom, with a focus on these barriers
to implementation. This research study was a qualitative review of 12 scholarly papers
exploring the use of computer video games in the classroom. For each paper, the barriers
to implementation were identified and summarized. Such barriers include a lack of
pedagogically appropriate and standards-based computer games, a lack of understanding
concerning the differences between arcade-style games and more complex role-playing,
graphically dense, and cognitively viable modern games, and a traditional disdain for the
notion of learning as fun.
Handout
Rice, J.W. (In press). Assessing
higher order thinking in video games. Journal of Technology and Teacher Education.
Computer video games have become highly interesting to
educators and researchers since their sophistication has improved considerably over the
last decade. Studies indicate simple video games touting educational benefits are common
in classrooms. However, a need for identifying truly useful games for educational purposes
exists. This paper begins with an examination of lower level learning in so-called
edutainment products and concludes with an example of an advanced social studies
simulation that fosters higher order thinking. The paper identifies characteristics of
highly cognitive virtual interactive environments and offers a detailed index and scoring
rubric as a tool for teachers and pre-service teachers to use when evaluating the
tendencies a video game demonstrates toward encouraging higher order thinking in its
participants.
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