EDU 800 Annotated Bib

Video Games, Storytelling, and Education – Oh, My!

Padilla-Zea, N., Gutiérrez, F. L., López-Arcos, J. R., Abad-Arranz, A., & Paderewski, P. (2014). Modeling storytelling to be used in educational video games. Computers in Human Behavior31, 461-474.

Summarize. This article explores the relationship that storytelling within educational games and student motivation. The authors created a model for educators on how to implement storytelling effectively within educational games as refer to their model as VGSCL (a reference model for educational game development incorporating collaborative activities). The authors were very mindful about trying to find balance between fun and education in terms of the games they were implementing in their study. The authors took an interesting approach to the storytelling aspect of the games, and used it as a reward in that the more students participated and completed, the more story they were exposed to which is fairly common in popular video games.

Evaluate. I felt that this was a well-rounded study in that the authors clearly defined the problem and ideas that they were going to be exploring throughout their article. The authors also created a clear framework with which their study and results were framed. The article itself was broken up into logical pieces that provided the reader with easy navigation. The authors were aware and candid about their small sample size and the age of their participants not necessarily being applicable to broader types of education. However, the authors still worked to give suggestions for broader groups of students even while admitting limited data.

Application. Storytelling plays a crucial role within Native American culture and is primarily how information was passed on throughout the generations. Considering my topic of research for my doctoral program is how to implement technology and culturally responsive pedagogy within online courses, this article was of great interest. While not all courses are appropriate for educational games, I do want to look at all options for implementing storytelling while using technology in a meaningful way. This article provided me some information on what practices are already in place and the impact they are having on student motivation.

EDU 800 Annotated Bib

MMORPGS & Higher Education – Could it be a ‘thing’?

Anagnostopoulou, E. (2017). Educational Massively-Multiplayer Online Role-Playing Games as a future technology enhanced learning for adult mathematics. Numeracy: A Critical Skill in Adult Education, 34.

Summary. This article is a literature review on the possible ability of MMORPGS to increase motivation in adult learners within higher education, more specifically when it comes to mathematics. The MMORPG market has already been fairly popular since their creation in the 1990’s but have been steadily growing in popularity more and more with games like World of Warcraft and Final Fantasy XIV (Anagnostopoulou, 2017). The author of the article argues, that in addition to being fun, these types of games can also be used in educational settings because “players are constantly and willingly expanding their knowledge and skills in many sectors in order to advance, be competent and therefore contribute to more fun” (Anagnostopoulou, 2017, pg. 37). The author then goes on to describe how different aspects of these types of games can be used in education in areas such as history, languages, geography, fashion, management, team-work, leadership skills, problem solving skills, social skills, and mathematics. The mathematics portion, based on the literature review done by the author, is very prevalent as each character has sets of attributes and stats that effect their abilities to be successful within the game, players must have an understanding of calculations to know hot to improve their stats.

Evaluation. This article was written in such a way that not only would academics be able to glean some useful information, but non-academics as well. It was refreshing to see an academic article related to this style of gaming and not lean so heavily on outdated games such as Second Life, which makes it more credible in the eyes of current gamers. The article was brief and did not go in-depth on any particular concept and calling it a literature review may be too kind of a classification as it was so broad. However, despite being more of a magazine article in terms of tone and style, it does provide an interesting jumping off point for someone who may be interested in this area of research.

Application. While I may not use this particular article directly, it did get me thinking about how games such as an MMORPG could be utilized in higher education to enhance culturally responsive pedagogy. The Native American community prefers to teach through oral communication and storytelling, which are major components of these games. I also, believe this area needs to be researched more, in general, how MMORPGS are related to student motivations to learn as well as build communities in an online environment. Is creating an educational MMORPG just an example of “edu-tainment” or just a current niche, or is it something that will continue to grow in the future and become a very real means of education?