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Why Educators

Should Care About


In virtual games, students
act as investigative reportevs,
environmental scientists,
and historians who resolve
meaningful dilemmas.
Games
Sasha A. Barab, Melissa
Gresalfi, and Anna Arici practice software of the past, these player to analyze data to determine
games offer something new to whether surveillance cameras or an

w
students-entire worlds in which increased police presence will make the
here can a 10-year- learners are central, important partici- virtual town safer. The next time the
old have an impact pants-worlds where what they know is student returns to this virtual town, he
on the world? directly related to what they are able to or she may encounter cameras on every
Answer: In a virtual do and, ultimately, who they become building or a police oEficer on every
world. (Gee, 2003; Gee Q Levine, 2009). comer. Accountability is not based on
Video games, recently surpassing In the games we design, children can an external test, but on the conse-
Hollywood films in annual sales, have become environmental scientists, inves- quences of one's choices.
become one of the most popular forms tlgatlve reporters, statistical consultants, In this context, students learn how to
of entertainment. Yes, they are fun, but and historians By adopting a persona, investigate and pose solutions-and
they also offer players a chance to take or "avatar," they make choices that they learn what it means to be histo-
on new roles and experience worlds in determine how events transpire and rians, scientists, or mathematicians.
which they learn and problem solve. what characters In the game wdl do Students often find a passion for curric-
Recognizing the power of this medium, next. For example, in one of our ular content and begin to see themselves
designers are now creating games specif- scenarios, a student playng the game as capable of solving interesting prob-
ically for education. Vastly different takes on the role of statistician, and lems. We believe this kind of approach
from brightly packaged drill-and- in-game characters ask the student truly ensures that no child IS left behind
oecause it offers students opportunities
to engage w t h curricular content and 1 FIGURE 1. Screenshot ofTaiga World, a Quest to ExploreWater Quality 1
appreciate that content's value.
As part of our Quest Atlantis project
(see www.QuestAtlantis.org),we have
designed hundreds of gaming activities
to teach disciplinary content, which Markeda
have been used by thousands of chil-
dren around the world. Through our
study of students' practice, we have
developed a new theory about how
students best learn. What we seek to
foster in students is something we call
transfomatlonal play.
Each game involves a knowledge
quest and interactive tasks that take
place in one of 15 virtual worlds.
Educators can go to www.Quest
Atlantis.org, download Quest Atlantis
for free, and try a sample unit. The
themes of these worlds align w t h
In this activity, a player interacts with an in-game character (Markeda), selecting
academic subject matter-such as statis- dialogue responses that are consistent with his or her perspective on the scenario.
tics or persuasive writing-and each I
quest taps into subject knowledge.
For example, we designed an aquatic et a1 , 2007). Students might choose to
park called Taiga World to host a unit Our virtual quests outlaw logging in the park because
on water quality (see fig. 1).Students logging causes erosion, or they might
are assigned tasks, such as making the expand on strategies forbid farming near the river because a
water in the river safer for aquatic life. chemical runolf changes the water's pH.
To complete the task, students need to associated with They experience the consequences of
know about water quality, including pH, these decisions as the simulation takes
dissolved oxygen, and turbidity We traditional project- them 10 years into the future. They
vlew games like these as environments might discover that the park has gone
that make academic content a necessary based curriculums. bankrupt because no farmers or loggers
tool and that position the learner as a were paymg taxes. Students can then
hero who transforms a virtual world. reflect on the weaknesses of their initial
In transformational play, students solution and consider a solution that
Getting toTransformationa1 Play become immersed in activities that demonstrates a better balance between
Merely playng a game does not ensure engage them intellectually and push the needs of the ecosystem and socio-
that a student is engaged in transforma- back on their thinking and actions. economic issues.
tional play To play transformationally,a Rather than working on problems in Research indicates that such immer-
player must become a protagonist who which they must imagine the implica- sive technologies enhance student
uses the knowledge, skills, and concepts tions of their decisions (as in most learning. In one comparison study, a
embedded in curricular content to make project-based work), students experi- teacher used Quest Atlantis games in a
sense of a fictional situation and make ence consequentiality science curriculum with one student
choices that transform that situation. In Taiga, our game connected to a group and taught the identical
Positioning students in this way sparks unlt on water quality, a park ranger asks curriculum to another group of students
their interest, but equally important, students to investigate what is causing through traditional methods. The
leads to deeper engagement w t h fish decline in the virtual park and to students who used Quest Atlantis
content. come up w t h a solution (Barab, Zuiker, learned significantly more science

A S C D / w w w . a s c o . o ~ c 77
concepts than the traditional classroom inspired by Mary Shelley's Frankenstein. travel through town. As players
students, showed higher engagement, Once teachers assign the unit to their encounter characters, each player can
and demonstrated increased intrinsic class, students can travel to a village interview them about what has been
motivation (Arici, 2008; Hickey et al., in named Ingolstadt. As they interact with happening. Each character responds
press). When these groups were tested local villagers, they develop a position with a programmed script describing
two months later, the students who about whether the local doctor (Dr. that person's experiences with the
learned through the virtual game Frank) should be allowed to create an plague and givlng an opinion about Dr.
remembered more science content than artificial life form in the hopes of finding Frank's effort to stop the epidemic.
the traditionally taught students did a cure for the plague afflicting the town. The core tension is that he doclor
(Arici, 2008). Let's look at how playlng Dig~tal has created a living creature; he is exper-
As one teacher who used the fractions Prometheus engages students in inter- imenting on that creature with the
unit in Quest Atlantis's math world
noted:
The kids [were]not [acting as] 5th
I FIGURE 2. Screenshots from the Digital Prometheus Game I
graders. They had a task. They had a
mission, and anytime you . . . invite the
kids to be something other than a
student, you're going to automatically see
motivational gains. There's a lot more
perseverance. There was a lot of reading
to be done, but kids were sticking with it.
If I handed them a textbook, I would not
see the same endurance.

Our virtual quests expand on strate-


gies associated with project-based
curriculums. We focus on building
game-based learning environments in
which students play an important role,
using academic knowledge to make
The top scenes represent what the virtual village looks like if a player frees the crea-
decisions that influence, for better or ture; the bottom scenes, the outcome if the creature remains captive.
worse, the designed storyline. Thus,
these virtual spaces transform learners
in three ways: (1) they transform a
person from a passive recipient to an esting problems, makes curriculum hopes oE finding a cure. The player's role
empowered actor, (2) they transform content relevant, and teaches students as a persuasive writer is established
content from information that the that their content-influenced actions when the editor of the paper asks him
learner has to remember to a tool that have consequences. or her to build an argument about
the learner can use to accomplish whether or not the doctor's behavior is
desired ends, and (3) they transform Establishing a Meaningful Role ethical. Succeeding in this role requires
context from an assurance that "this Transformational play begins with a that the player understand and apply
knowledge will be relevant in the scenario that sets a goal. This motivates persuasive-writing skills to collect
future" to a present reality that responds players and demands a deep under- appropriate evidence and compose a
to the learner's actions. standing of content. In Digital persuasive piece of writing.
Prometheus, each player first reads a
A Promethean Task letter sent to his in-game e-mail from his Seeing That Content Matters
We can best illustrate our approach or her mother, pleading with the player Knowledge connected to disciplines-
through an example of how students to visit Ingolstadt, which is being such as investigative research and
interact within one of our virtual destroyed by a plague. The message asks writing-serves as one of the most
worlds, Digital Prometheus. the player to talk to Dr. Frank and the fundamental tools for making sense of
Our instructional goal in this unit local newspaper editor. the world and acting effectively in it.
was to foster persuasive writing by Using onscreen menus, players enter In Digital Prometheus, as players
immersing students in ethical dilemmas Ingolstadt and direct their avatars to interview citizens, they can store any 10
stones or quotes from characters they a happy creature freed from the doctor's I am very confused by your letter What
talk to m a digital "reporter's notebook " laboratory-but this creature is freed have you had to lie about? What is going
on in Ingolstadt?What does the good
Because the notebook can hold only 10 into a village that includes hospital beds Doctor have you doing?Please, follow the
quotes at a nme, each player must filled with sick people and contami- guldel~nesI have tned to teach you when
dec~dewh~chquotes provlde the most nated streets. The bottom three pictures wntlng an informative letter to your dear
compelling support for h ~ or s her argu- show the outcome if the player had mother
ment. These quotes are eventually argued for keeping the creature
brought to an in-game "evldence sorter" enslaved: The village is a bright, healthy Support Core Concepts
that uses a preprogrammed sconng world, but the creature remains at the In supporting content learning m virtual
metrlc to evaluate the power of the whim of the doctor's experimental worlds, consider three ways of engaging
collected quotes m relat~onshipto the probing. with content: procedural, conceptual,
player's espoused argument about Dr and consequential. First, students may
Frank. Th~sevaluation helps the player Supporting Games need help learning the procedures for
understand how particular evldence in the Classroom completing tasks in the simulation. For
supports part~culararguments Although the games we design are more instance, in Digital Prometheus, students
Once the evldence scores high interactive than textbooks, they don't select three pieces of evldence for each
enough on the convlnclng meter, the teach themselves. Quest Atlantis is not reason they use to support their argu-
player can craft h ~ or
s her editonal for
the paper. The classroom teacher then
revlews t h ~ art~cle-in
s the guise of the
m-game editor-and either accepts the We view games as environments that
work or requests revlsions
make academic content a necessary
Discovering Consequences
Experiential consequentiality 1s tool and that position the learner
threaded throughout D~gital
Prometheus Soon after makmg the~r as a hero who transforms a virtual world.
way to the doctor's lab, players
encounter the first ethical dilemma of
the unit They decide whether or not to autopilot software The real potentla1 of ment This activity has meaning only
take a package from a crypt m the educational games is reahzed only when when teachers help students understand
cemetery, a task that involves lymg to teachers join students m interacting the difference between evldence and
the constable The choice each player wthm these narratives, taking on new opinion. Second, students mll need
makes at t h ~ point
s affects the kind of roles as they teach w t h these technolo- guidance to see the bigger picture and
reputation that character develops m t h gies As we observe teachers usmg our gather knowledge and tasks Into a larger
both the doctor and the constable This vlrtual games, we've d~scoveredthat the conceptual understandmg Strength-
expenence actually changes the content following key actions enhance the ening students' conceptual knowledge
of the players' subsequent interactions mstructional value of games. m~ghtinvolve d~scuss~ng key concepts,
with characters, ultimately affecting the posing "what IF scenarios, or engagng
type of evldence players can collect m Become a Character in the Game ind~vldualsor the class m Socratic ques-
support of their thesis Play alongside your students. It's essen- tioning Th~rd,consequentd under-
Later in the game, each player tial for teachers to engage in vlrtual standing occurs as teachers help
submm a final piece of wnting e~ther worlds because, even in this nontypical students see the relevance of concepts to
argumg for the continuation of the context, teachers still drive and shape in-game sltuatlons and use those concepts
doctor's experiments or advocatmg that student learning. As teachers play, they to influence particular situations
the creature be gran~edhe clv~ll~berties help the narrative unfold, motivate
that cltizens of Ingolstadt enjoy The students with appropriate feedback at Use Failures to Teach
player then experiences a world that has opportune tlmes, and highlight key It's hard to get students to use both fail-
changed because of what the player concepts embedded in the scenario. For ures and successes to improve the~r
recommended A screenshot from the example, as a player's "in-world mother" thinking. Making mistakes 1s embar-
game (see fig. 2) shows two poss~ble in Digital Prometheus, one teacher rassmg, and students may not want to
outcomes The top three scenes portray wrote to a student, dwell on failures. But, just as in tradi-
tional teaching, bad decisions in a virtual ized that the time students spend we lead learners closer to John Dewey's
scenario can be as illuminating as exploring the narrative, interacting with ideal of learning. Dewey (193811963)
successes. If a student's actions lead to characters, and even engaging with argued that education should be about
disastrous in-game consequences, help content not connected to assigned giving learners the motivation and
students use this feedback strategically, academic content is an important part of expertise to act in problem-filled
rather than penalizing them. When you the overall effect of the medium. contexts where applyng that expertise
first introduce a virtual game, tell makes a difference. Dewey's vision of
students that they should expect to Support Transfer of Learning schooling is quite different from the
experience failure and have times when Although it's Important to contextualize education experience most students
they must go back and start over. This students' learning m terms of a partic- have today, which involves amassing
will go a long way in coaching students ular story, we want students to see the knowledge with the promise of someday
to think about negative outcomes as an value of the content they learn for other bringing it to bear on the world. In
opportunity to improve rather than a sltuatlons If a learner never realizes how contrast, when students solve problems
message about failure. this vlrtual expenence relates to real-hfe in virtual scenarios, they get a taste of
expenences, then the game playng wd1 the real-world power of academic
Allow 08-TaskBehaviors have been engaging but not productive content.
Strike a balance between a tight focus on Becommg a hero mthin a vlrtual world
content that limits opportunities to should enable students to see themselves References
explore and a too-loose structure in as people capable of using what they Arici, A. (2008). Meeting kids at their own
which students learn little academic learn to successfully transform the~r game: A comparison of learning and engage-
ment in traditional and 3D MUVE educa-
content. The teachers we worked with world and to continue growmg as men- tional-gaming contexts. Doctoral disserta-
were at first wary of allowing students to tists, hstorians, or writers. tion, Indiana University, Bloomington.
engage in any off-task behaviors in a By helping students connect virtual Barab, S. A,, Zuiker, S., Warren, S., Hickey,
virtual world. However, they soon real- accomplishments to real-life scenarios, D., Ingram-Goble,A,, Kwon, E-J.,
Kouper, I., Q Herring, S. C. (2007). Situ-
ationally embodied curriculum: Relating
formalisms and contexts. Science Educa-
tion, 91(5), 750-782.
Are your student leaders Dewey, J. (1938/1963). Ekper-ience and educa-
tion. New York: Collier MacMillan. (Orig-
working together for A
inal work published 1938)
Gee, J. l? (2003). What video games have to
teach us about learning. New York:
school-wide success? Palgrave.
Gee,J. l?, & Levine, M. H. (2009). Welcome
to our virtual worlds. Educational Leader-
"The training received fi-om Mr. Ferrito has enhanced the ship, 66(6), 49-52.
Hickey et al. (in press). Three as magic
sense of responsibility held by students, fostered teamwork number: Learning gains in the Quest
Atlantis project.Journal of Science Educa-
and collaboration, provided students with direction for tion and Technology.
influencing the climate of their school, and caused students Author's note: The work reported in this
to realize they can impact the larger school in a positive way." manuscript was supported by the National
Science Foundation and the John D. and
Robert J. Tesar, Principal, Jefferson High School, Iowa Catherine T. MacArthur Foundation.

Contact us now: Sasha A. Barab (sbarab@indiana.edu)is


972-369-1128 Professor in Learning Sciences and
Cognitive Sciences, Melissa Gresalfi
peter@Teens2Teams.com
(mgresalfi@indiana.edu)is Assistant
www.Teens2Teams.com Professor in Learning Sciences and
Cognitive Science, and Anna Arici
(aarici@indiana.edu)is Research
Scientist in Learning Sciences a? Indiana
University in Bloomington.
EDUCATIONAL
LEADERSHIP
EDUCATIONAL
LEADERSHIP
S e p t e m b e r 2009 . Volume 67 . Number 1

1
Teaching for the 21st Century
8 What Would Socrates Say? 22 why Creativity NOW?
Peter W Cookson Jr A Conversation with Sir Ken Robinson
Do we need to craft a new model of Amy M. Azzam
educationfor the 21st century? ItS a Creativity is a crucial skill, Sir Ken tells us.
question worthy of Socrates.
dB Listen to an intewlew with this creatinty
The 21 C~anrurySkills Mavement expert at www.ascd.orglel.
Pa~geJohnson
The chair of the Partnershipfor 21 st 28 The Science Students
Century Shills spells out goals. Need to Know
JamesTrefil and Wanda O'Bnen-Tref~l

16 21st Century Skills Scientijic knowledge is the en@ ticket to


The Challenges ~ h w d understanding the issues of the day.
Andrew J. Rotherham
and Dan~elWlllmgham
W h y the 21st century shills movement
34 Focusing the Digital Brain
Marllee Sprenger
couldfalter and key cons~derat~ons that
How to help tweens and teens deal with
might strengthen zt.
hyperconnectivity.

40 Clicking Across Cultures


Sandy Cutshall
Through today's technologies, students learn
new languages and develop global awareness.

45 Teaching with Controversy


Susan Graseck
How to teach students to weigh-and weigh in
on-a range of views.

50 A Well-Rounded Education
for a Flat World
Richard H. Hersh
The simplistic debate about content versus
shills is moot in a world that demands both.
I LEARN. TEACH. LEAD.

1 Journal Staff

Departments I Margaret M. Scherer


Editor in Chref

Perspgctivees I Deborah Perkins-Gough


Senior Editor

7 21-Age
Marge Scherer
of Change
I Amy M . Azzam
Senior Associate Editor

43 L~stenonline at www.ascd orglel I Naomi Thiers


Assoc~ateEd~tor

54 The Change Agents TheArt and Science of Teaching I Teresa K. Preston


Associate Editor

I
Cheryl Lemke and Ed Coughlr
Why we must reinvent authentic instruction 83 Six Step m Bener Lucy Robertson

and the resources to help do so. Vmbulacy lnstructian Ass~stantEditor

I
Robert J. Marzano Judi Connelly
Senior Graphic Designer

60 Needed Global Wllagers Digitally Speaking

I
-7
Mike Kalyan
Yong Zhao
83 Taking the Digital Plunge Product~onManager

What could be more important than to learn

I
Bill Ferriter Katy Wogec
to llve peaceftllly? Rights and Permissions Manage)

43 Listen to an wterview with Yong Zhao at The Principal Connection

I
Brittany A. Bowen
www.ascd.org/authortalks#Zhao. 87 The Craft of Conversgtion Advert~singManager

Joanne Rooney

66 ~t st Century Scholars What Research Says About.. .


Terrence Clark
A district extends its school day, and the
90 Encouraging Girls to
students applaud. Pursue Math and Sciem

7 1 The Students Have the Answers


Debra Gerdes and Ellen Jo Ljung
Tracy A. Huebner
I Gene R. Carter
Executive Director

Ron Miletta
Assistant Executive Dircctor
for Program Development
When businesses share their problems w t h
Nancy Modrak
students, some surprising solutionc recult. Publisher

76 ~ducatorsshould Read about a new


Cam About Games ASCD member benefit-
EL in a digital format.
Sasha A. Barab, Melissa Gresalf~,
and Anna A r u
Virtual accomplishments lead to
real learning.
Cover illustration O Tom White 1 9 S u f Studios

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