17.
EDUCATIONAL GAMES AND SIMULATIONS: A TECHNOLOGY IN SEARCH OF A (RESEARCH)
PARADIGM
Margaret
E. Gredler
UNIVERSITY OF SOUTH CAROLINA
17.1 INTRODUCTION
Educational games and simulations, unlike direct forms of instruction, are experiential
exercises. That is, student teams may be racing each other to reach a pot of gold
(game), sifting through an archeological site and analyzing the artifacts (simulation),
or managing a financial institution for several months (simulation).
Games and simulations entered the broad educational scene in the late 1950s.
Until the early 1970s, they were not part of the instructional design movement.
Instead, these exercises were primarily developed by business and medical education
faculty and sociologists who adapted instructional developments pioneered by
the military services. Although popular in the public schools in the 1960s,
games and simulations in United States classrooms declined with the advent of
the basic-skills movement.
Currently, the increased power and flexibility of computer technology is contributing
to renewed interest in games and simulations. This development coincides with
the current perspective of effective instruction in which meaningful learning
depends on the construction of knowledge by the learner. Games and simulations,
which can provide an environment for the learner's construction of new knowledge,
have the potential to become a major component of this focus.
The technology, however, faces two major problems at present. One is that comprehensive
design paradigms derived from learning principles have not been available. Coupled
with the variety of disciplines attempting to develop games and simulations,
the result is a variety of truncated exercises often mislabeled as simulations.
One study, for example, referred to a static computer graphic of a pegboard
as a simulation. Another study that purported to be a simulation of decision
making was a series of test questions about different situations in which the
student was to assume that he or she was an administrator of special education.
A third "simulation" simply provided preservice teachers practice
in completing classroom inventory forms, supply requisition forms, and incident
reports. These latter two examples are context-based problems, but they are
not simulations.
These mislabeled exercises indicated the need for effective design models for
games and simulations. Design models are the "soft technologies" that
influence and activate the thought processes of the learners rather than the
"hard technology" of the computer (Jonassen, 1988). Also, poorly developed
exercises are not effective in achieving the objectives for which simulations
are most appropriate-that of developing students' problem-solving skills. Finally,
poorly developed games and simulations often have negative effects on students,
some of which are discussed later in the chapter.
The second major problem for developers and users of games and simulations is
the lack of well-designed research studies. Much of the published literature
consists of anecdotal reports and testimonials. These discussions typically
provide a sketchy description of the game or simulation and report only perceived
student reactions.
Further, as indicated by Pierfy (1977), most of the research is flawed by basic
weaknesses in both design and measurement. Some studies implemented games or
simulations that were brief treatments of 40 minutes or less and assessed effects
weeks later on midterm or final examinations. Intervening instruction, however,
contaminates the results.
Another major design weakness is that most studies compare simulations to regular
classroom instruction (lecture and/or classroom discussion). However, the instructional
goals for which each can be most effective often differ. The lecture method
is likely to be superior in transmitting items of information. In contrast,
simulations have the potential to develop students' mental models of complex
situations as well as their problem-solving strategies. Not surprisingly, a
meta-analysis of 27 research studies (for the period 1969-1979) that met basic
validity and reliability criteria found that simulations were not superior to
lecture or discussion on information-oriented posttests (Dekkers & Donatti,
1981).
Among the measurement problems in reported studies is the failure -to describe
the nature of the posttests used to measure student learning. Some studies use
essay questions, while others use some type of instructor-developed test with
no reported validity or reliability information. In addition, some researchers
provided the simulation group with additional problems- to solve or information
summaries that the other group did not receive.
Another problem is that comparison studies often are not sensitive to the student
characteristics that interact with instruction to influence achievement. One
study by Wentworth and Lewis (1973) identified three characteristics that mediated
the instructional effects of a commercially developed simulation for junior
college students in economics. Formulation of a stepwise regression model to
identify the variables that predict achievement indicated that prior knowledge,
ability, and the school attended were significant contributors to posttest achievement
on a standardized economics test for students in the course-related simulation.
In other words, like other forms of instruction, simulations and games are likely
to be more effective with some students than with others.
Finally, the classroom research paradigm implemented in the 1960s and 1970s
did not document the actual instructional processes associated with an innovation.
Instead, the innovation was assumed to differ substantially from typical classroom
instruction, and the innovation was compared with traditional practice. Subsequent
analyses of the 1970s classroom research has indicated that, in many cases,
instruction in the comparison classes shared key characteristics with the innovative
classes (see House et al., 1978; Glass, 1979; Hall & Loucks, 1977). The
result was a "no significant difference" finding in these comparisons.
Like other classroom research, studies that addressed games and simulations
did not document the ways that students interacted with the subject matter and
each other during j
a game or simulation. For example, although simulations are described as enhancing
decision making, key questions unasked by the research are: For which student
and in what ways- What tradeoffs between increased decision making and information
load? And so on. At present, a few studies are beginning to investigate the
dynamics of student interactions with games and simulations, and this research
and the implications for design are discussed in this chapter.
Given the issues facing the gaining and -simulation field, the purpose of
this chapter is threefold. The chapter first presents and discusses a definitive
framework for games and simulations that addresses the essential features of
each type of exercise. Then the chapter discusses the research studies that
have implications for instructional design. The chapter concludes with a discussion
of recommended guidelines for research on games and simulations.