Monday, June 5, 2023

Research Backed Digital Games.

I have been trying to find independent research showing which digital games do what they are supposed to do other than finding company based information.  I once taught in a school where I had to teach reading using one of those scripted programs and I went looking for independent research to show the program worked and the only study I found that was not on the company site, indicated the program was not as good as a literature based program. 

As far as digital games, I found a couple of independent sources not from the companies.  The first suggested game is Wazzit Trouble designed to help students conceptualize topics. This app is designed to have students help break a creature out of jail by working through the combinations of the cell.  This app was tested with 3rd graders and the results showed the students who played this game improved quite a bit.  This app does cost money. This study was done at Stanford.  

I have found articles that explain which programs are used by teachers, suggestions by a few places like Common Sense organization but few actual places that show the research. Common Sense has published a list of suggested sites one can use but many of them are geared more for elementary school and most are paid.  They do however provide a bottom line such as explaining one site's games focus on fluency but doesn't go beyond drills.  

According to an article on Education Week, several folks at McGill University evaluated 90 math related apps in the Apple Store and discovered that quite a few did not include the information needed by teachers and parents to properly evaluate quality.  The missing information included things like whether any researchers were consulted in the design, does the app meet any standards or is it aligned to any particular program or educational philosophy.Without this information, it is difficult to determine if the app will do exactly what you want it to do.  

Thus, it is up to teachers to really determine if the app does what it needs to do to help students improve mathematical thinking, fluency, and understanding of concepts.  So in that same article that talked about evaluating 90 apps, they go on to make four suggestions a teacher can use when evaluating apps for use in the classroom.

First, it is important to know what the purpose behind the app is.  Is it meant to drill students, to introduce new concepts or review older concepts, is it gamified, or is it designed to let the student explore through self direction?  It is important to look for apps whose purpose is closely aligned to the instructional goals. 

Next look to see if the app has feedback and scaffolding.  It is important that the app not just tell students if their answer is right or wrong but it should offer hints and scaffolding so that the student arrives at the correct answer. Aside from being important to learning, it keeps students engaged because they are less likely to give up. The app should identify when the student is in a cycle of struggle and adjust work so the student can get through it.  In addition, students should be able to start where they need to based on their abilities and it moves them to more complex problems as they show understanding.

The math should be integrated into gameplay such as with Dragonbox Algebra for Elementary students.  It asks them to move boxes around until both sides are balanced.  Once the student has the equation balanced, they have "won" the round. The whole app encourages mathematical thinking.  You do not want an app with lots of small unrelated mini-games as a break or reward because it can take the student's focus away from the mathematical thinking.

Finally, look at how easy it is to use the app.  Is the student able to input their answer correctly or does the app make it hard to enter the answer. If the app operates with a touch screen, does the screen move as the student wants?  If the student struggles to respond to the question or move the screen, then they will get frustrated and the app will not get a good feel of what the student actually knows.

Years ago, I found an app to hell my students practice their multiplication tables.  I didn't realize that it required students to just type in the missing number to make the statement true in order.  It did 9 x ____ = 9, 9 x _____ = 18, etc so the student would type in 1, 2, 3, etc.  It didn't require them to learn because they just typed the digits in.  Let me know what you think, I'd love to hear.  Have a great day.



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