Dissertation+Reviews

=Dissertation Reviews=

Introduction
The focus of my dissertation reviews was centered on video games and their use in the classroom. Within that topic, I picked dissertations concerning perceptions, design, and educational outcomes of gaming. I plan to focus on designing games for education, whether they are for classroom, business, military, or other arena. I personally enjoy games and find them entertaining as well as educational. Some of my favorite simulation games are based on historical fact (Pharaoh, Emperor: Rise of the Middle Kingdom, and Age of Empires) and can serve as educational tools. They could be made much better by adding more alignment to standards, and that is what I would be interested in doing.

Dissertation #1
Covert Learning: Perceptions of Video Games and Education

Archbell, C. L. (2009). //Covert learning: Perceptions of video games and education.// Nipissing University (Canada)). //ProQuest Dissertations and// //Theses,// []

Summary
This dissertation was a composed of a set of interviews conducted to ascertain the extent of learning achieved from playing video games. The subjects all played MMORPGs (Massively Multiplayer Online Role Playing Games) that used storylines and included social and emotional connections with other players. As the educational value is often hidden in these games, it was termed covert learning by the researcher. It was discovered that the individuals experienced learning as a secondary consequence to game play. The researcher asserted that the best learning principal at play with gaming is the individuals’ personal level of involvement in choosing their gaming experience. The interviewees all stated that they saw the educational value in gaming and suggested that it would be a great tool in the classroom. They also saw that in home gaming, they were learning educational skills whether they liked it or not. In summarizing his research, the author asserted that it is important to understand the influence gaming has on individuals.

Review
I found this dissertation very interesting. I liked the fact that it was relatively recent research and addressed subject matter that is near and dear to me. I am firmly of the stance that video games have worth in the educational arena and that educators are missing a resource that could aid their students. I agree with the researcher in that much of the learning that occurs in games is covert, and although the player is not oblivious to the educational component, it is not seen as traditional learning. This has a direct impact on the direction I wish to take in education. I want to design interactive webpages and video games that can teach, but are also fun and challenging for students. There is a disconnect between educational gaming companies, teachers, and the student populations that they serve. Further research and a concerted effort by all parties will be needed to create stimulating games that educate.

Dissertation #2
Formative Research on an Instructional Design Theory for Educational Video Games

Watson, W. R. (2007). //Formative research on an instructional design theory for educational video games.// Indiana University). //ProQuest Dissertations and Theses,// []

Summary
This dissertation was a formative assessment of the Games for Activating Thematic Engagement (GAME) instructional design theory. There is increasing evidence of the positives uses of video games in education, and support is growing for their inclusion in the classroom. Limitations in the amount of research and the quality and quantity of educational games have held back their deployment in schools. The researcher described in great detail the design and development of a video game using GAME, user responses, and limitations and improvements to the game. In summarizing his research, the author was very clear in stating that additional research is needed to improve and refine the use of games in education. Additional studies in different educational settings would also add to the body of knowledge needed to enhance the art of game making.

Review
This dissertation was of particular interest to me as it addressed the need to great games that are meaningful, relevant, and enjoyable to the user. It is imperative to make sure that the product produced not only meets the academic standards of the course, but also focuses on the motivational and social needs of students. This would be an interesting method to use to produce educational video games and is a resource that I will further research.

Dissertation #3
An Exploration of Factors Affecting Teachers’ Use of Video Games as Instructional Tools

Ertzberger, J. (2008). //An exploration of factors affecting teachers use of video games as instructional tools.// Pepperdine University). //ProQuest Dissertations and Theses,// []

Summary
This dissertation focused on individuals attitudes towards video games in education. The researcher pointed out that not a lot of research had been done to explain the reluctance of teachers and educators to incorporate games in the classroom. By administering a survey, the researcher found that participants in general agreed that what they would like to see in game design is alignment to the curriculum, games that could be tailored to different situations, training in game usage, and reliable technology. They indicated that currently, drawbacks included cost, not aligning with the curriculum, lack of variety, and lack of time to create games. Conclusions discovered by the researcher basically led back to the fact that those surveyed did not play video games or were not familiar with technology. If those in education were given training and allowed to participate in cooperative gameplay, there may a chance to improve the likelihood of their using video games in their classes.

Review
I feel that this dissertation would be a great one for educators to read. It puts the onus of learning about technology on the shoulders of educators. People are reluctant to change, and as video games and other platforms develop and evolve, it is often hard to keep up. By exposing themselves to new techniques and educational implements, teachers and designers can both benefit from the expansion of their knowledge. I is critically important to change with your audience, in this case your students, in order to meet their needs and create an environment where they are comfortable, engaged, motivated, and above all else, learning. Students of today have far more different ways of engaging than any previous generations. Educators will need to keep up with their development in order to be effective.