Developers Adapting Educational Games to New U.S Standards

New U. S standards in education are changing the way developers create educational games. GET YOUR EDUCATIONAL STANDARDS CORRECT, MATHBLASTER.

Common Core, a set of K-12 educational standards in math and language arts, has been adopted by 45 states across the United States, leading to new standards and guidelines in teaching. These new standards are an issue of hot debate right now, as many states are receiving push back and negative feedback to these newly adopted standards. According to multiple sources, including Education World and The Hechinger Report, game developers are racing to develop games that meet the standards laid out in common core.

This isn’t surprising for anyone tracking the development and implementation of video games in the  classroom. Recent research estimates that the market growth of educational games will increase substantially in the coming years; the industry of educational game is   a big and profitable one. The goal for these companies is to see their games be implemented into the classroom, which isn’t a lofty goal considering that over 70% of classrooms were found to incorporate video games in someway.

New on IOS: “Putt-Putt Reforms Education”

The number is only likely to rise in the coming years as more and more schools implement new technology into their classrooms, possibly fundamentally changing how children retain and learn new information. This is really interesting stuff, as just in the last decade we’ve seen how video games can be used as positive tools for educational reinforcement. From personal experience, educational games were used as a positive reinforcement tool in certain classes I took in elementary school. They worked, as students eagerly wanted to get their work done to be able to have more time playing games like “Sticky Bear” and “The Electric Chalkboard”. That was nearly 20 years ago, so I can’t imagine how complex and useful the games are now and days.  If this is to become a norm in education, we’ll have to track and evaluate the potential changes it has on both education and socialization.

Was there an educational game that really made a difference for you or a family member? Let me know, I’m interested to know how games shaped different learning habits.

Time’s “Everything You Know About Boys and Video Games Is Wrong”

A new Time’s piece is claiming that everything you know about boys and video games is wrong. I don’t know if exclusive knowledge on either subject is false, but you may as well throw away all of your beliefs about both boys and video games. Rosalind Wiseman, whose work you probably have experienced without even knowing it (Her book was the basis for the movie “Mean Girls” for example) explores how middle school and highschool boys view sexism in video games. Should we care? Is this study worth your time?  “Forget Everything You Know About Research Studies”

The interest in the subject matter began when she started noticing her students being annoyed by overly sexualized characters in their handheld games (Candy Crush 3 features some real bosomy candy bars). She specifically mentions “Game of War” which is an incredibly popular mobile game that has, as its mascot, Kate Upton dressed in a outfit very inappropriate for the battlefield. Thus, she decided to team with her research group to survey kids from across the country to get their perspective on sexism in the video game industry. She surveyed  more than 1,400 middle and high school students with a questionnaire that asked them to agree or disagree with certain statements relating to sexism and objectification of females in gaming. The results, she claims, will stun you (They probably wont).

To preface, I want talk about the presumption the article takes: it assumes that young boys are drawn to games that features women in scantily clad clothing and feature a male protagonist.  This assumption is an odd one, as teenagers and middle school students aren’t the target audience for games that feature these characters. Obviously puberty is difficult and young boys hormone are insane, but that doesn’t mean they want sexism or objectified women in all aspects of their lives. If anything,  I would argue that young men have more shame when it comes to characters being over sexed because they  feel embarrassed to play games with on-screen characters they don’t want their family seeing. Adults, on the other hand, could care or less, which is why they are the target audience for games with more explicit characters. As such, I don’t think a results that claim that boys are “more progressive” than we believe is a stunning new finding.

Terrible anecdote time: From my own personal experience, I wouldn’t have wanted to play or had games around that featured sexist characters.  For example when I was a teenager, I wasn’t particularly proud of playing Final Fantasy X-2 at points. It’s a perfectly harmless game that features the games heroines in ridiculous outfits, but otherwise it’s actually a pretty solid game. Being a fan of the original I naturally wanted to play the sequel, but was embarrassed at times because some of the silly and ridiculous scenarios and outfits the game would place the characters in. I also knew others who chose not to play the game as a result (Probably more so because it looks like a girls game, but regardless). FFX-2 is also a very low offending game, so I can’t imagine how others would feel with more explicit characters and games.

Nevertheless, back to the claims:

Boys believe female characters are treated too often as sex objects

47% of middle school boys agreed or strongly agreed, and 61% of high school boys agreed or strongly agreed. “If women are objectified like this it defeats the entire purpose of fighting,” Theo, an eighth-grader who loves playing Mortal Kombat, told us. “I would respect the [female] character more for having some dignity.”

This one is the that’s garnering the most debate. It’s a difficult thing asking middle-school children about objectification, as it’s a complex concept that a lot of them may not understand. That said, the results aren’t as overwhelmingly positive as piece seems to make them out to be.  If only 47% of middle schoolers and 61% of highschoolers agreed with the statement that women are being objectified it leaves a healthy portion of kids that either don’t agree or have no particular opinion on the matter.  I have other issues with the research method (or lack there of in terms of description), but we’ll come back to those issues.

Both boys and girls aren’t more likely to play a game based on the gender of the protagonist

70% of girls said it doesn’t matter and 78% of boys said it doesn’t matter. Interestingly, boys care less about playing as a male character as they age and girls care more about playing as a female one.

With more female characters in gaming becoming the norm, it’s positive to see this response.  I have a sneaking suspicion that this question was influenced by the wording however, as the results are almost too overwhelmingly in favor of not caring whether the protagonist is male of female. Likewise, I’ll discuss that a little more in a bit.

Girls play a variety of game genres

26% played first-person shooter games like Call of Duty and HALO, 36% played role-playing games like Skyrim and Grand Theft Auto, and 17% played sports games like FIFA and Madden. (19% did not play games, compared to 3% of boys.)

This one if the most straightforward, and represents a lot of the data that the ESA reported on with their yearly findings.

The survey isn’t currently available and I haven’t been able to find a copy of it. If I had a better sense of what was asked I could make a more informed decision on this study, but as of right now it’s all conjecture. I bring up that I’m unsure of the answers, as the statements seem like they could have been led in some way. The way someone phrases a question can dramatically effect the way someone answers it. For example, a questionnaire that asks “Do you care if the video game protagonist is your same gender” is a radically different question than ” Who do you prefer to play as: Male, Female, or it doesn’t matter”. This isn’t to suggest that the results would be different, but if you’re going to make bold claims that claims everything we know is wrong, you should have a strong methodology to back up your research. This takes us to the surveys bigger issue:

roswise

The gaming community is questioning some of the research methods, as it seems that a portion of the respondents were distributed via twitter and using Survey Monkey.  That right there is a red flag, as one’s twitter following is clearly not representative of a general population and  survey monkey in no way  prevents people from lying about their age to take the survey.  These two facts alone are grounds to throw the whole thing into question, as it’s just not proper science.

It’s a shame, as this is an interesting question and one that, with a proper methodology, could potentially yield similar results. If video Games  are to become an academic medium then we must adhere to tried and true forms of scientific methodology. Faux science isn’t going to cut it.

League of Legends Players Write Open letter to Parents

A few days ago a forum post appeared on The League of Legends Official forums stating that is was “Open Letter to Parents of League of Legends Players”. In the letter the author urges parents to think about their effect on other players when they force their children to stop playing due to playtime restrictions, bedtimes, etc. Kotaku later reposted the forum post, calling it sensible reading.

Some quotes from the post:

This is an online game. In most cases, your child is playing with real people.Please take a moment to understand how this game’s person-to-person interaction functions. In the past, I have seen numerous stories of children who routinely disconnect mid-game because it’s bedtime, or their parents decide that they’ve played enough for the day. Some of these stories have come from parents themselves, proudly stating that they are firm about making their children stop playing at a specific time.

If a game is in progress, do not interrupt it unless it is an emergency. You are affecting up to 10 people, not just your child.Feel like checking your e-mail on the same computer? Please wait until the game is over so you don’t completely ruin things for the real people on your child’s teamIs a game that started 90 minutes before bedtime somehow still in progress at 87 minutes? Please allow him to finish the match so you don’t completely ruin things for the real people on your child’s team. Games almost never last that long, and if people lose due to a teammate quitting after spending that much time on a match, they are likely to be more upset than usual.

It’s not the most insane thing to write: people are tired of their League of Legends games being disrupted and ended when people drop out. However, when should a video game be prioritized over the desires of parents or guardians? Probably an uphill battle you’ll be fighting there LOL players. I’ll admit, it is a cordial way of writing about an issue plaguing many LOL players, but should parents really have to amend their parenting to adapt for a child’s gaming habits? That’s a hard to thing to push for. I haven’t personally played League of Legends, but I can’t imagine the problem is great enough to declare that parents need to amend their parenting to accommodate players.

Parents have a hard enough time raising their children without having to worry about the schedule and feelings of their children’s online friends and groups.  Believe it or not, something are more important in the long run than a League of Legends ranked matched. A parent has the right to enforce the rules that they put forth.

The forum post points out that it is the responsibility of the parent to teach their children proper etiquette when it comes to having responsibilities to others and scheduling game sessions for when they know they can complete them, but there’s only so much a parent can do; there’s not much stopping a child from starting a game, even if they know the potential consequences. Life happens and sometimes a League of Legends match may be stopped midway because someone dropped out. Worse things can happen than your ranking suffering.  The post then comes off somewhat ignorant and bossy to parents, since it’s assuming that something in their parenting is causing the problem. In the end it’s probably a deceleration to no one, as it’s highly unlikely that the post will ever reach the ears of parents.

I find this issue really interesting, as seeing gaming and parenting conflict in such a way  really goes to show how much games have developed in the last 10 years. Years ago you would hear kids scream “I can’t save yet!” or “I’m in the middle of a level”, situations in which the consequences only really effect the child, but now parenting and turning off games can effect people thousands of miles away. An action in one’s video game has much bigger social ripples than it has in the past.

Who knows how the next generation of parents will be changed having grown up with similar scenarios; will they be more receptive to dilemmas facing online gaming communities?