At the Controllers
School of Ed explores the potential of video games.
Shree Durga MS'07, PhDx'09 darts among the desktop computers, trying to get all twelve networked at once. The students, meanwhile, are restless.
"Dude, if he's going to be China, you're going to want to play India," says Josh Orton, an eighth grader at Madison's Toki Middle School. A few minutes later, he's bickering good-naturedly with two girls at the neighboring monitors. "Hey, it's not my fault I have an empire to raise," he says.
The students have come, as they have most Monday afternoons, to the Wisconsin Youth Company, an organization that provides after-school programs for the Madison Metropolitan School District. They're here to attend CivCamp - or, more specifically, to play Sid Meier's Civilization III, a computer game that lets players simulate and control the development and expansion of history's greatest powers.
As it turns out, the upshot of these afternoon sessions extends well beyond the game. Before these students began attending CivCamp, they were getting Bs and Cs in geography and social studies. Now, many of them routinely score As.
To Kurt Squire, the UW assistant professor of education technology who founded CivCamp four years ago, this scenario echoes his own experiences as a youngster. It also demonstrates that playing computer and video games - an activity in which more than 72 percent of Americans now engage, according to market research firm NPD Group - has potential to transform the country's public education system.
Squire and his spouse, assistant professor Constance Steinkuehler MS'00, PhD'05, are key participants in the Games, Learning, and Society (GLS) group in the School of Education. Both GLS and the MacArthur Foundation grant that supports it were launched by James Gee, who left the UW last fall for a teaching position at Arizona State University. GLS has moved the discussion from whether video games have
educational potential to what can be achieved with them.
"When we can show in an after-school program that kids are using something like Civilization III to [explore] college-level history and geography, then why is it that in schools, we say, 'Oh, if it's a game, you can't bring it to school?' " asks Squire. He is developing several educational games in partnership with the Academic Advanced Distributed Learning Co-Lab, an organization that brings together academia, government, and industry to explore learning technology. "That's part of what we're trying to address here," he says.
While Squire's CivCamp focuses on elementary and middle-school students, Steinkuehler is measuring the digital literacy skills gamers are using when they play and post comments in the forums of the mega-popular online role-playing game World of Warcraft. She's found that more than 86 percent of the posted comments use basic scientific reasoning -the same kind of thinking that students are asked to use in biology or physics classes.
"Do I think that sticking kids in World of Warcraft is going to get them to do science reasoning? No, I don't,"says Steinkuehler. "Games are just like a textbook - it's good for some things, but it's not good for everything." You need to structure activities around it, and if you focus kids on rich problems, they'll do it naturally."
The key, as Steinkuehler notes, is translating these educational phenomena from the virtual world to the classroom - and that's where the Halversons of the GLS group come in. Rich Halverson, an assistant professor in educational leadership and policy analysis, is examining the ways teachers and administrators might use games to aid social and organizational change in schools. For instance, video games - which are particularly good at tracking performance data - could be used as a leadership tool for teachers.
"What we're talking about is using video-game design to inform professional learning," he says.
Meanwhile, his spouse, Erica Halverson, an assistant professor of educational psychology, approaches games from a mass-media perspective, exploring how kids use films and games to create identities. She has applied for a five-year grant from the U.S. Department of Education to create an in-school game space that might teach students science and social studies literacy.
"Basically, we're looking to formalize the informal connections Kurt has made in CivCamp," she says. "We're trying to translate in-game data into something teachers can measure."
At the UW, the study of Serious Games - lingo for video games with uses far beyond entertainment - runs deep, incorporating academic specialties such as computer science, psychology, sociology, film studies, and art. The School of Education researchers credit the UW's environment, in which maverick approaches are encouraged, as a key reason their work has flourished in a competitive market.
While other programs now offer PhDs in games studies, Wisconsin's niche is unique, says Squire. "When you come out with one of our degrees," he says, "people know what that means - looking at the intersections between games, how people learn, and how interactive technologies are transforming the world."
Squire and his colleagues hope to grow the program, which currently is a self-directed minor sporting fifteen graduate students.
"Five years ago, people told me, 'You're doing educational video games? You're insane! That's the dumbest idea!' It's like you're majoring in broccoli-flavored spinach or something," says Squire. "It was laughed at - and now it's a multimillion dollar industry."
By Aaron R. Conklin MA'93