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Research on Video Games and Student Learning

Increasing the access of disadvantaged adolescents to higher education requires that we look for more compelling ways to provide such individuals with necessary information and strategies. Computer games are more popular with teens than movies. One attractive possibility in terms of improving college access is to draw on the extraordinary popularity of non-violent, interactive computer games.

"Serious games" use popular game formats to teach academic and social skills. Two recent reviews of the empirical research on the use of serious games by Chen and O'Neil (2004) and O'Neil and Fisher (2005) reported that carefully designed games significantly increase problem solving and conceptual knowledge when compared with similar information presented in text based instruction. They also reported that learning and problem solving can transfer from serious games to problems and challenges encountered in life. Those students who learned from games developed significantly more positive attitudes toward the tasks and challenges presented in the game.

One variety of popular games that offer promise in terms of college access are those that require players to connect to a game on the internet and choose game figures; the player then "teaches" the figure skills to help solve problems and master challenges. Information about how to help game figures gain access to college could be provided with a reasonable expectation that students would learn as they teach and task their game figures. Students might also be encouraged to interact on the Internet to exchange strategies with others to complete game-based tasks. Such a collaborative experience would boost motivation and help students develop peer networks that are important for college success.

Richard E. Clark is the Director of the Center for Cognitive Technology, and Professor of Educational Psychology and Technology at USC Rossier School of Education.

References and resources regarding gaming and student learning are available online, http://www.usc.edu/dept/chepa

The Center for Cognitive Technology at the USC Rossier School of Education also offers additional information on technology and learning at: http://www.usc.edu/dept/education/cct/