Serious games for social good?
Can serious games help people embroiled in ethnic and religious conflicts come together? Watch this short video of a computer game designed to bring Palestinians and Israelis closer together:
(If the video embed from YouTube doesn't show up, you can see it here:
http://www.youtube.com/watch?v=7iPvWefuPwo )
Games for social good or change are often considered a branch of serious games. Their focus is on social issues and social change.
Explore the following links that provide information about games for change:
Wikipedia - http://en.wikipedia.org/wiki/Game_for_change
Games for social change - http://www.gamesforchange.org/
Examples of games for change:
A list of games exhibited at the 2006 Game for Change conference - http://www.gamesforchange.org/conference/2006/expo.asp
Questions
What do you think of the use of games for change in a K-12 setting?
What sort of games would work and why would you use them?
From Shari:
I would like to share the following serious game (brand new, under development, something to watch for): Village, The Game I think it could be a great educational supplement for K-12 - (world) history, geography, culture studies, language arts, more.
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From Kyle:
I think the use of G4C is not only ok for the K-12 setting, but that they should be encouraged. The benefits of similation technology in terms of its ability to facilitate deep learning -- i.e., the ability to see and understand the deep interconnectedness and effects of the variables acting in a given system -- are well worth the initial investment. As Stieff and Wilensky's (2003) study illustrates, learners do much better when they get a chance to interact with and see the consequences of interfering with the various processes inside the systems they are trying to learn. And, in a simulated environment, failure becomes a learning experience without actually ruining anything. Similarly, I think most K-12 students would rather play Civilization IV than take notes on a lecture on history, or economics, or social studies or law any day.
Stieff, M. and Wilensky, U. (2003). Connected chemistry--incorporating interactive simulations into the chemistry classroom. Journal of Science Education and Technology, 12, (3). 285-302.
From Paul:
Here's an interesting example for Primary Grades in the area of PSE (Personal and Social Education) The Just Like .... series. Themes that are addressed are: bullying, disruptive behavior, and dealing with parental expectations and conflict at home. I haven't used these in the classroom, but they look very useful. (I did bid for one on eBay, but wasn't successful!)
From Ada:
I totally support the use of games for change in the K-12 setting. In many elementary schools, students get designated computer time where teachers often struggle to find purposeful things for them to do, so to implement serious games that are perhaps relevant to subjects in the curriculum would be extremely beneficial, purposeful, and hopefully fun! One classic subject that can be easily tied to many games relating to geography, history, and/or social change would be Social Studies or Social Responsibility. In fact, does anyone have any good online serious games that are free to access that they can direct me to, so I can try them with my class and maybe try to even tie in an assignment or discussion with it?
From Mike:
Depending on the classes that I teach, yes I use games in these classes. In my socials classes, I used games from lizard point (http://www.lizardpoint.com/fun/geoquiz/index.html) or sheppard software (http://www.sheppardsoftware.com/) for geography. In my IT classes, I used various other typing programs instead of the already installed All the Right Type or Super Mario Typing. The kids had to find, install, and evaluate, other typing programs from www.downloads.com. With typing such a boring task, by "playing" these games, the task became tolerable. Even Facebook has some games that can be played (scrabble, mastermind, traveller IQ challenge). These games can be used in english, math, and socials. Regardless of the subject or grade level, there is a game available.
From Micah:
Personally I really believe that games have a very important role to play in the k-12 education system. Many games are very interactive and provide the user with instant results / feedback which is not always available in teacher/student classrooms that include many students. A great location of video games to allow students to practice their learning is the math class. Rather than answering questions from a textbook which may seem boring to students a sense of “fun’ can be created by having students answer a series of questions in a video game. Possibly because the students are able to answer the questions with a sense of purpose which is often lacking in regular face to face classes.
In addition, in Science and Technology 11 I often have the students play RollerCoaster Tycoon. The students are not allowed to hire janitors or add trash cans to their park. Quickly the garbage and vomit piles up and the park looks quite disgusting as you can imagine. The students are able to test cause and effect and see directly the impact of people on their environment. It would be very hard to test this in real life.
From Shari:
What an interesting example of a serious game, Micah -- and you're right, it would be very hard to test in real life (thankfully!) -Unless, of course, everyone got a laptop and started becoming an entrepreneur, leaving nobody interested in janitorial or garbage collector work - or rice harvesting, crop cultivation... The picture I'm painting is hopefully not one of the future - where we pop simulated 'food' pills like the ones from Willy Wonka's factory ...
From Tracey:
I totally think that games in the K-12 system are valuable. I am always looking for games that are connected to the curriculum and can be accessed free online. I have looked forward to this module for this reason among others.
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From Shari:
Thanks, Great video! Definitely, there should be more than 'a little room' for a videogame about PEACE. I just wonder how psychologically de-sensitising it might be to see actual clips of war/conflict in one's own country, and pitched as either one side or the other... Will it actually amount to PEACE-making, or will it just fuel the issues/the rift between Israelis and Palestinians? I think an important precursor to the success of any peace-oriented serious game is for people to know one another on a personal level from 'the other side' of 'the game', and, to have the desire to understand each other. And I think serious games -- online, interactive -- might only fuel the issue of conflict and competition, haves and have nots, etc. instead of promote pluralism and peace. Promoting these ideas requires dialogue and reinforcement - and if the game is war-oriented, I just don't see it happening. Just my thoughts.
from Micah ----
What sort of games would work and why would you use them?
This is a good question but I am not sure that there is a specific type of game that would work better than another. Do you mean RPG, Shoot em up, adventure, 3-d? For social studies environments I believe that RPG games could be of huge benefit because they allow for characters to be developed over a period of time and that character is able to change the face of the game in a manner that could parallel real history. It would be amazing to be able to have a game that would “bring to life” elements of history such as the creation of the Roman Empire or European expansion to North America. I would use such as game in my teaching environment because it could allow the students to be able to form a connection with the content and as a result it is possible that the students would internalize elements such as the vocabulary. It seems far richer to me to have students use vocabulary in context rather than simple regurgitation based on static elements of textbooks. Real life simulations could also aid in the transmission of knowledge to an individuals long term memory which is something that many teachers strive for their students to do with the learning.
Micah
From Shari:
I agree with Micah's sentiments above that a real-life game enables the student/learner to form a connection with the content perhaps more closely or more strongly, than if they were to merely rely on the elements of dated, and limiting textbooks. However, I would say that many people are visual learners and things stick in their brains better when they have written it out / down on paper, or seen it in written form... something that is not part of gaming... or is it?
Remember the 'Debating Club'? Did your community have one? Mine did, and so did my junior high school. I would consider debating a 'serious game', even though its skill requires f2f -- correction, it could be done virtually thru teleconference, but it would have to be synchronous because of the time sensitivity issue to ensure the right blend of prepared thoughts & spontaneity to think and deliver one's points, in real-time, with other debaters. Indeed it requires quite a bit of spontaneous thinking and presenting of one's thoughts strongly, persuasively, with timely impact. Another thing it requires is a simulation/assuming of roles, and not the real thing - hence a game. And, when organized such that each debater must switch or 'argue' for each side before the game is over, one is put on the spot to see 'the other side'; to have to switch positions forces you to see/think about 'the bigger picture'. And that is a positive.
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OK, I just re-reviewed the Youtube video about Peace game for Israeli & Palestinians, and what struck me is how important the dialoguing afterwards between US scholars and the Palestinian/Israeli gamers is, to the learning. Of course, this occurred as part of a pilot program of introducing the game to students in the classrooms in the US. A group of students from Israel were part of the pilot, and the US scholars took time to ask them questions about how they feel when they decide upon certain actions. The person speaking in the video (US person) implied that it was invaluable to get the perspective of the Israeli/Palestinian on how things work in their minds. It begged me to ask the question: Who are the learners in this situation? Is it culture and behavioural change among Israelis/Palestinians that is being targeted, or a better understanding of the conflict over there, by people/kids in the United States ...? How to effect change / teach peace in a war-torn area fraught with ethnic and religious conflict? I would have to test the game out for myself in order to decide whether gaming is a viable option.
Serious Games for Social Good?
The discussion has indicated a resounding ‘Yes!’ for using serious games in the K-12 setting. The reason is the range of issues these games address:
- Cultural studies and cultural awareness – history, geography, languages
- Bullying and disruptive behavior
- Family and home issues
- Social responsibility
- Environmental studies
- Peace (war/conflict)
One person mentioned that serious games result in deep learning - the ability to see and understand the deep interconnectedness and effects of the variables acting in a given system. This is a very good point as this type of learning is essential if a student is going to absorb what they learnt about the issues listed above.
I think it is evident that a learning tool, like serious games, that teaches students something useful about the world they live in and inspires the student to feel that they have some level of power to affect change would be a positive addition to K-12 curriculum.
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