One day last spring, Jan Plass, a professor of educational communication and technology at New York University, and I were sitting in a classroom at the Urban Assembly Institute of Math and Science for Young Women, a girls-only public middle school in Brooklyn, where he and several graduate students were conducting research. Plass works at an organization called the Games for Learning Institute, directed by Ken Perlin, an N.Y.U. computer-science professor, that is dedicated to exploring the granular details of what makes games so mesmerizing and effective for learning.
We were watching a small group of sixth-to-eighth-grade girls play a relatively low-tech math game on a series of laptops. The girls played in pairs, solving equations to score points. All the while, the laptops’ built-in cameras recorded their voices and faces, while an imbedded piece of software tracked their movements inside the game. What Plass and his research team were hoping to find inside this data — which was being collected at 12 New York schools — were answers about whether children learn more when playing individually or collaboratively. (In order to measure progress, researchers gave the students tests before and after the game playing.)
Two of the girls were talking and pointing at the screen. “They’re spending time discussing how to solve the problem,” Plass said in a low voice. “They might not solve as many problems. But the question for us is whether the conversation adds to the learning, versus if they spent their time on more practice. Does discourse result in deeper processing?”
A question like this is, of course, as old as Socrates and not at all limited to game-oriented learning. But given that digital games like those designed by Plass and his colleagues allow researchers to capture and examine a student’s second-by-second decision-making, they offer what seem to be uniquely refined opportunities to peer into the cognitive process. What they are studying, Plass said, is the science behind focused engagement — a psychological phenomenon known as “flow.”
Much of this work is still in its infancy. Neuroscientists have connected game play to the production of dopamine, a powerful neuro transmitter central to the brain’s reward-seeking system and thought to drive motivation and memory processing (and more negatively, addictive behaviors) — all of which could have implications for how, when and what type of games should be used to advance children’s learning. But as it is with just about everything involving teaching and learning, there are no simple answers. Games, for example, appear to trigger greater dopamine releases in men than women, which could mean that game-based learning is more effective with boys than girls. Or, says Plass, it could be a matter of design: ideally, games can be built in such a way that they adapt to the individual learning styles of their players.
"— Video Games Win a Beachhead in the Classroom - NYTimes.com (via Instapaper)