23. Video Games

Click to hear podcast
Several years ago, science educators at a teacher convention saw a display of interface devices that allowed students to perform experiments by collecting data digitally. The gentlemen demonstrated Boyle's law, the one that squeezes a container to shrink the volume. They did it in the same manner as my students, adding increments of weight to a marked syringe using an attached gauge, however, that transmitted the pressure value to the computer and projected the graphed data on a large screen. They did a mathematical analysis of the pressure-volume curve that showed the function of the derived line. It seemed too simplistic because I preferred my students write the numbers in their notebook and then draw the curve on graph paper like I did in high school and college. Moreover, my students enjoyed lab experiences, and they performed many because psychomotor development was very important in their lives. I was turned on by laboratory work and recognized how valuable the process was for my students in developing an appreciation of science inquiry and knowledge procurement beyond the lecture.

Another teacher in our school ordered a kit from a manufacturer, however, with carbon dioxide, temperature, pH, and other probes, and did a few biology experiments with his 9th graders. I was setting up my room late one summer and played around with his equipment. The fact of the matter is that it wasn't gimmicky at all and I enjoyed the process and the clarification it provided. My students did a substantial number of experiments with the devices that year and I altered my physics and chemistry curricula significantly to accommodate this digital laboratory device.

How did my students respond? There was a higher level of empowerment than previous laboratory excursions.  They loved the format and approached the laboratory with a gusto I had not witnessed in my career. Instrument settings were manipulated to bypass the default program for each of the procedures and the students went into the menu to create the parameters, a creative advance in laboratory work. Improvements were made every year incorporating applications that would never have been considered if I stayed with the former methods.

Because science project work was mandatory in a few courses in my high school, students were encouraged to use the interface devices to initiate their experimentation, often starting with a middle school procedure from the company's lab manual and branching out to full-scale projects that received awards at regional and even international science fairs. It allowed, at the very least, a way to engage students that did not have scientific inclinations or were not initially turned on to science project work. Some even took the modules home and worked on their experiments. It sparked an interest and made the experience enjoyable. Why?

I believe the success of this laboratory innovation and its extension to science projects was the engagement that mirrored what computer games do as entertainment. The incremental improvements and immediate feedback kept students on task and willing to challenge themselves to experiment further because success was within reach. This was a unique opportunity because they could place the probes everywhere, get instant results, and create a meaningful plan. Laboratory is innately a cooperative experience and the use of the modules intensified the collaborative aspect, building on the division of labor with both the lab apparatus and interface elements. My observation, too, was that the students were more engaged than ever, and I derived satisfaction as a lab science teacher, taping in on what the video game industry has known for years about how children become enthralled with digitized instruments. The firm that makes the scientific version of the hardware apparently did as well and my students were happy to use the many probes in my classroom. A great deal of research has been done to find out how video games affect children and adults.

Brain, neurotransmitters, and digital gaming

What I learned is that students benefit from computer interface instruction. Why does that work and do video games provide cognitive enhancement as well? Because of the explosion of video games the past thirty years, the effects on the brain have been evaluated in several studies. Scientists have discovered that specific regions are stimulated along with a buildup of gray matter, or neuroplasticity, when children use these consoles, analogous to learning to play an instrument, skill development in a sport, or mastering an academic subject such as mathematics or foreign language. While there are drawbacks, the general conclusion from the studies is that video games have a positive effect on the cognitive as well as social development in children.

One way this has been detected is through positron-emission tomography (PET) that tracks cerebral glucose metabolic rates. What Richard Haier, a professor of psychology at the University of California at Irvine, found was that metabolic rates increase in the brains of subjects as they learn to play "Tetris", a game where falling blocks are manipulated into designated positions using the arrow keys.  The subjects showed a seven-fold improvement after a month of practice as they ascended to higher levels of difficulty.1

Another study using PET had volunteers manipulate the movement of balls on a computer screen to prevent space reduction on one side of a divider using the arrow keys. They found that gameplay not only activated areas of the brain associated with visual processing as expected but also regions in the medial forebrain pleasure circuit. While both men and women showed activation in these regions during game trials, the effect was more pronounced in men. The authors cited that the drive to play and improve came intrinsically, without requiring tangible rewards such as tokens or words of encouragement. Along the line of topics stressed in this book, play elicited dopamine release in the nucleus accumbens that sustains people through the multitude of steps to achieve a goal, not unlike the pleasure received by puffing a cigarette, gambling, or finishing a quiz.2

Using fMRI, a team of scientists at the Max Planck Institute for Human Development found substantial gray matter development in the right hippocampus, right prefrontal cortex, and cerebellum in adults during a two-month period when they played "Super Mario 64" for thirty minutes per day. These are regions of the brain associated with spatial navigation, strategic planning, working memory, and motor performance. The authors felt that this neuroplasticity also wards off neurodegenerative diseases such as post-traumatic stress, schizophrenia, and dementia.3

Cognitive benefits

What are the associated effects when students play video games on a consistent basis? James Gee, Professor of Literacy Studies at Arizona State University, feels that…

…the designer of video games accelerates learning by keeping participants at a “regime of competence”, the premise analogous to effective classroom instruction when subjects are delivered at the edge of student abilities: not too easy, but not too hard. 

Moreover, the brain adapts to master the complexity as players progress as the patterns become more intricate and 'enemies' swifter. Like board games, video games improve a person’s critical thinking and problem-solving skills by tapping in on the brain's logical-mathematical intelligence. Furthermore, gamers become quite good in the areas of sequential and abstract reasoning.4

In October 2006, the Federation of American Scientists (FAS), one hundred executives from education software publishers, game developers, teachers, and the U.S. military endorsed video games because they develop a vast assortment of “higher-order thinking skills, such as strategic thinking, interpretive analysis, problem-solving, plan formulation and execution, and adaptation to rapid change.”5

Gender

Daphne Bavelier, professor of cognitive neuroscience at the University of Geneva, Switzerland, studied the effects of action video games on brain plasticity and learning.

We did not find a gender difference in our studies. The bias seems to be in what females decide to play – usually social or interactive games. Males on the other hand, tend to pick action video games. However, if you subject females to action games, they exhibit the same improvement as males. This is probably because most males have already been exposed to action games so they have less room to improve.6,7

Social

What about the social element? Do video games enhance cooperation or do they isolate children, making them loners? The evidence leans toward improved socialization when play is moderate, that is, about an hour a day, but detrimental when it extends beyond that to three hours, multiple days a week, covering most of a child's free time, becoming addictive. It is an activity that is relentlessly inclusive because all parties are engrossed in the action and responding immediately when the signal arises.

John Beck, Senior Research Fellow at University of Southern California's Annenberg Center for the Digital Future, examined white collar workers and found that digital gamers were more social, confident, and likely to use creative means to solve problems than non-gamers. He adds that they were "more competitive ….and did not exhibit the stereotype of a loner in the basement."8

In a study published in 2014, Dr. Andrew Przybylski, behavioral scientist at the University of Oxford, surveyed five thousand children and teens in the United Kingdom. His pool was equally divided between males and females and asked how much time they spent on console-based games as well as inquiries related to satisfaction with their lives, attentiveness, empathy, and peer relationships. He found that children who play console or computer games for up to an hour a day were more likely to express satisfaction with their lives.

The highest level of camaraderie was found in children that participated in computer games up to one hour a day and had fewer emotional or hyperactivity issues than other subjects in the study.

For those of you that wondered if there were drawbacks, he noted a tipping point where poorer social adjustment occurred in children that played for three hours or more per day. Przybylski speculated that this could be because they miss other enriching activities, perhaps exposing themselves to inappropriate content designed for adults. However, elevated levels of video game-playing are weakly linked to children's behavioral issues in the real world.

He adds, too, that the positive benefits in moderate levels of play "do not support the idea that video games on their own can help children develop in an increasingly digital world" and that the impact of video games on children is not as great as the more “enduring factors” of family life and material needs.9

Concerning children that have become addicted by playing multiple hours a day, Gregory West explains that they likely: "have reduced hippocampal integrity, which is associated with increased risk for neurological disorders such as Alzheimer’s disease."

Psychologist Aric Sigman adds: "There are concerns among neuroscientists that this dopamine being produced every single day for many years, though, for example, playing computer games, may change the reward circuitry in a child’s brain and make them more dependent on screen media."18

The fact of the matter is that over seventy percent of gamers do so with friends. For instance, "World of Warcraft" has twelve million regular players and "Farmville" hosts five million daily! These are virtual social communities where participants continuously make decisions on exerting leadership and whom to trust.

Douglas Gentile, professor of psychology at Iowa State University, found that playing prosocial games led to causal, short-term effects on “helping” behaviors, and longitudinal effects were also found, in that children who played prosocial games at the beginning of the school year were more likely to exhibit helpful behaviors months later.10

David Ewoldsen, professor of Psychology at The Ohio State University, found that even playing violent video games cooperatively develops prosocial behaviors. He observed tit-for-tat conversation, a process in which participants match their own talk with partners and opponents. He enlisted one hundred nineteen (ninety-six men, eighteen women, and five unspecified) volunteers to play "Halo". Ewoldsen found that

Cooperative play in video games—whether violent or not—has the potential to improve cooperation in different circumstances. Thus, the cooperative behaviors that video game players may learn when playing cooperatively with others to kill fantasy creatures may, in turn, influence subsequent behavior.11

Furthermore, a study divided sixty-four undergraduates into groups based on anti-social, violent, non-violent, or prosocial video games. The group playing the most violent games "Grand Theft Auto IV" and "Call of Duty" did not reduce prosocial behavior.12

Creativity

Boys and girls who play video games tend to be more creative, regardless of whether the games are violent or nonviolent, according to research by Michigan State University scholars. The first evidence-based demonstration of a relationship between technology use and creativity was done by Linda Jackson, professor of psychology and lead researcher on the project. Her team surveyed four hundred ninety-one middle-school students as part of MSU’s Children and Technology Project, which is funded by the National Science Foundation.

The survey assessed how often the students used different forms of technology and gauged their creativity with the widely-used Torrance Test of Creativity-Figural. The Torrance test involved tasks such as drawing an “interesting and exciting” picture from a curved shape, giving the picture a title, and then writing a story about it. Regardless of gender, race, or type of game played, the study correlated video game playing with greater creativity.13,14

Processing speed

Daphne Bavelier enlisted dozens of 18-25-year-old volunteers who were not regular video game players to play fifty hours over several weeks. After this training period, the subjects were asked to make decisions while viewing a dynamic random dot motion display by quickly indicating the net direction and answer a question about the action.

They found that those that played the fast pace "Call of Duty 2" and "Unreal Tournament" made decisions twenty-five percent faster without a loss of accuracy than the group that played the slow-pace strategy-based game "The Sims".

Her team claimed that playing action video games train people to make appropriate decisions faster while maintaining heightened sensitivity to what is going on around them. The carryover extends to everyday activities like multitasking, driving, reading small print, keeping track of friends in a crowd, navigating around town along with more extreme activities performed by surgeons and soldiers.

Bavelier adds that as we receive bits of visual or auditory information during the games, our brains undergo a process called probabilistic inference to make accurate decisions in response.15

Continuous and rapid feedback

As stated in the previous chapter, surfing the Net and texting speed brain processing but have the potential to create an information overload. This tends to minimize memory enhancement by hampering the development of the neuronal pathways in the frontal lobes associated with retention.

Video games are different in that they provide a continuous and rapid feedback processing system which helps people sustain concentration for long intervals to achieve the game's goal.

In one case a research team found that adults that volunteered to be evaluated in the extremely confined and loud MRI machine while playing "Tactical Ops" were so engrossed in the action (trying to prevent a terrorist attack as part of the Special Forces Team) that they bypassed the break at the twenty-minute mark and kept playing for at least an hour.16

This is the dopaminergic effect discussed at much length throughout this book because of how task completion is correlated with novelty. It is the prefrontal cortex recognizing an imminent reward and sending the signal to release the neurotransmitter, perpetuating the individual's concentration to achieve the reward even if it requires multiple steps (and a noisy fMRI device). The prolonged attention to the tasks results in neuroplasticity, that is, the reinforcement of the neural pathways by producing more dendritic connections to nerve axons. This is memory development for the task at hand, which allows the individual to move to the next, more complicated level in the game because they have mastered the prerequisite goal.

In addition, empowerment is intrinsically induced because there is no teacher encouragement or tangible reward like a token, but rather onscreen increments that allow a person to derive pleasure during the process. I have watched my sons struggle through challenging contests with their Nintendo console, experiencing failure but overcoming obstacles to subsequently go to the next round. Their responses were visceral and vocal, but they did not quit, maintaining intense concentration for long stretches in their pursuit. They found pleasure as they played, even with failed attempts, striving to get the highest score or beat the avatar opponent. Children will not complete school or home chores unless they are motivated, and this may come in the form of a presumed punishment for failure to perform the task or some tangible reward such as an allowance. However, a video game provides a significant step-by-step challenge that children find enjoyable as they succeed. Furthermore, video games keep their attention for prolonged periods, an engagement level that often surpasses anything they do in their lives.

It is an intensity that almost never occurs in school because the feedback loop is comparatively less and one way – teacher to student. The dopaminergic effect during the school day does not come close to that of playing a video game.

Consider, too, that children will not find a video game enjoyable once it becomes too easy because the interaction must have some uncertainty of success and a feedback loop that rewards that success by advancement to the next level. Richard Haier saw lower glucose metabolism levels, for instance, on PET scans for the volunteers that became adept at "Tetris" over the month period.

As teachers, we need to create lessons that are at the edge of student abilities: not too easy, not too hard, but at the “regime of competence”. This is in line with our discussion about patterns described previously where they are encoded in the brain from previous learning, a starting place for a lesson in order to maximize assimilation.  Students working toward well-defined goals that are in the range of their challenge level will become engaged much like the focus and perseverance that transpires during video games. It is this strategy by schools and the constituent teachers that nurtures joyful classrooms, attentive students, and motivation to complete homework exercises.17

Want automatic student empowerment? Procure subject-relevant video games and use them in the classroom or assign them as homework. The problem is that product development has not reached the needs of most curricula such as Advanced Placement and International Baccalaureate programs. In many instances, digitized video games cover only bits and pieces of a class curriculum and many are not in a game format, and thus might not meet the requirement of a comprehensive course syllabus.
As a science teacher, I found the use of the hardware in the laboratory and the online homework service provided the interactive elements that students appreciated, similar but not close to the feedback Bavelier saw when her participants played "Call of Duty 2" and "Unreal Tournament".

The rapidity of feedback, clear cut goals, and well-designed graphics sustains concentration for extended periods and affect diverse regions of the brain. The question is whether those benefits (processing speed, cooperation, strategic thinking, spatial navigation, and motor performance) are utilized in classrooms. That is an incredible list of processes desired by educators, touching base with the dopaminergic effect to expedite their utilization and improve facilitation of subject matter and promote collegiality.

*******


Keeping attentive and the regime of competence

I have observed students that have been nurtured in this manner and were already highly motivated content area facilitators as they entered my classroom for the first time. They had the reinforcement from some source—parents, teachers, or a personal experience that drove them to academic success. It was my responsibility to use a methodology to keep them motivated and generate enthusiasm among their peers. Here are a couple of ways I maintained attentiveness in my courses.
1. Gave frequent short quizzes that mimicked the homework.
2. Allowed students to work collaboratively on tasks.
3. Used graphic PowerPoints.
4. Adopted an online homework service that contained a progress chart including test and quiz scores. Extra help could be elicited from me digitally through a contact button on the screen.
5. Kept homework to a minimum and not too repetitive.
6. Kept lectures short and interspersed discussions or practice exercises.
7. Provided worksheets that mirrored questions on tests.
8.     Allowed students to serve as leaders in the distribution of content.


Validate and Empower: Jackie Robinson and Branch Rickey

Jackie Robinson broke the 'color barrier' when he was promoted to baseball's Major Leagues in 1947 by Branch Rickey, owner of the Brooklyn Dodgers. Rickey noted Robinson's vast physical attributes from football, baseball, basketball, tennis, and track at UCLA. Rickey said: "There was never a man in the game who could put mind and muscle together quicker and with better judgment than Robinson. He's the best prospect I've ever seen."1 Anticipating harsh treatment from fans and opposing players, he told Robinson he was looking for a man who “had guts enough not to fight back." Robinson demonstrated amazing composure and resolve during his career and was honored repeatedly: Rookie of the Year, Most Valuable Player, five-time All-Star Team selection, and eventually Baseball’s Hall of Fame. Jackie Robinson validated every black citizen in the country with his on-field exploits and calm demeanor amidst the storm of insults. According to historian Doris Kearns Goodwin, Robinson's "efforts were a monumental step in the civil-rights revolution in America ... [His] accomplishments allowed black and white Americans to be more respectful and open to one another and more appreciative of everyone's abilities."2 He was energetic in his approach to life, asserted himself effectively, and was an American hero. The enormity of his influence led to Major League Baseball retiring his number (42) for all teams and honoring him with a day in his memory every year.

1. Kahn, Roger, (2015) Rickey & Robinson: The True, Untold Story of the Integration of Baseball, Rodale Books.  
2. Williams, P., Sielski, M. (2004).  How to Be Like Jackie Robinson: Life Lessons from Baseball's Greatest Hero. HCI. pp. 211–212.



































































References

1.     Haier, R., (1992). Intelligence and Changes in Regional Cerebral Glucose Metabolic Rate Following Learning., Intelligence, v16 n3-4, 415-26.
2.     Hoeft F., Watson C., Kesler S., Bettinger K., Reiss A., (March 2008).  Gender differences in the mesocorticolimbic system during computer game-play, J Psychiatr Res.42(4):253-8.
3.     Kühn, S., Gleich, T., Lorenz, R. C., Lindenberger, U., Gallinat, J. (2013).  Playing Super Mario induces structural brain plasticity: Grey matter changes resulting from training with a commercial video game. Molecular Psychiatry advance online publication.
4.     Gee, J. P. (2003).  What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave Macmillan. ISBN 978-1-4039-6538-7
5.     National Summit on Educational Games, Fact Sheet, (2006).
        Retrieved from: https://fas.org/programs/ltp/policy_and_publications/summit/Fact%20Sheet.pdf
6.     Your (Smarter) Brain on Video Games Interview with Daphne Bavelier
        Retrieved from:
        http://www.medgadget.com/2012/12/your-smarter-brain-on-video-games-interview-with-daphne-bavelier-ph-d.html
7.     Journal of Experimental Psychology: Human Perception and Performance (JEP:HPP) (Vol. 32, No. 6, pages 1,465-1,478)
8.     Beck, J., (2006).  The Kids are Alright: How the Gamer Generation is Changing. Harvard Business Review Press
9.     Przybylski, A., (July 2014).  Electronic Gaming and Psychosocial Adjustment, Pediatrics
        Retrieved from:
        http://pediatrics.aappublications.org/content/early/2014/07/29/peds.2013-4021
10.   Gentile, D. A., Anderson, C., Yukawa, S., (June 2009).  The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence from Correlational, Longitudinal, and Experimental Studies, Pers Soc Psychol Bull. 35(6): 752–763.
11.   Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E., & DeCoster, J. (2012).  Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior. Cyberpsychology, Behavior, and Social Networking, 15, 277–280.
12.   Tear, M. J., & Nielsen, M. (2013).  Failure to demonstrate that playing violent video games diminishes prosocial behavior. Retrieved from:
        http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0068382
13.   Jackson, L. A., et al. (March 2012). Information technology use and creativity: Findings from the Children and Technology Project. Computers in Human Behavior, Computers in Human Behavior, Volume 28, Issue 2, Pages 370–376.
14.   Torrance, E. P. (1987).  Torrance tests of creative thinking. Bensenville, IL: Scholastic Testing.
15.   Green, C., Pouget, A., Bavelier, D., (September 2010).  Improved Probabilistic Inference as a General Learning Mechanism with Action Video Games, Current Biology, Volume 20, Issue 17, 1573–1579.
16.   Ritterfeld, U., Weber, R., Fernando, S., & Vorderer, P. (2004).  Think science! Entertainment education in interactive theaters. Computers in Entertainment, 2(1),  1-58.
17.   A Neurologist Makes the Case for the Video Game Model as a Learning Tool, (April 14, 2011).
        Retrieved from:
        http://www.edutopia.org/blog/video-games-learning-student-engagement-judy-when the brain
18.   Simon, S., (September 2016).  How much screen time is healthy for children? TechAdvisor,
        Retrieved from:
        http://www.pcadvisor.co.uk/feature/digital-home/how-much-screen-time-is-healthy-for-children-benefits-3520917/