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Games-to-Teach Project Research

A host of research issues have emerged from our effort to create the next generation of games to support learning in math, science, and engineering. Some of our initial research efforts include:

Publications

Recent Presentations

In our first year, our goal is to explore the potential of using games to support learning, and develop new gaming models that appeal to a broad audience of gamers, infuse math / science/ engineering content with the gameplay, and are designed so that teachers can actually use them in classroom contexts. Growing out of these efforts, some of our research questions include:

  • What is state-of-the-art game design? Where is this medium going?
  • How can we develop new gaming forms to attract a broader audience of gamers?
  • How do researchers and developers create compelling gamespaces where players engage in meaningful math, science, and engineering practices?
  • Do players think with the information learned in these games in other offline situations?
  • How might we design games so that teachers can actually use them within classroom environments?
  • In the past, educational innovations such as these have struggled in schools; what can investigators learn from past innovations to help ensure their success? What might a sustainable, scalable model of next-generation educational media look like?

We hope that the games-to-teach prototypes will provide tentative answers to these design issues -- and point the way for more in depth formative research. As such, we also believe that these issues point toward broader issues more fundamental to the humanities and social sciences, such as

  • What is the role of the viewer/participant in consuming media?
  • How do the cultural and social contexts of media consumption affect the experience of interacting with media?
  • How does -- or doesn't-- knowledge transfer from one context to the next?
  • How do technologies and media (i.e. games) affect classroom microcultures?

Over the past year, the Games-to-Teach Project has begun exploring these questions as a part of our design work. As of Spring 2002, we have:

  • Surveyed the MIT student body on its game playing habits, interests, and perceptions of educational games
  • Conducted in depth interviews with MIT students
  • Interviewed a dozen top MIT faculty probing their perceptions of the pedagogical potential of gaming
  • Collaborated with a number of top game developers, including Doug Church, Eric Zimmerman, Brenda Laurel, Steve Meretzky, Chris Weaver, Kent Quirk, Brian Sullivan, Alex Rigopulos, Ben Sawyer, Keith Ferrazzi, and Ben Sawyer.
  • Invited top Educational Technologists, including Katerine Bielaczyc, Chris Dede, Tom Keating, Michael Young, Alvaro Galvis, and Eric Klopfer to our seminars to share their work and discuss the pedagogical potential of games.

In the summer of 2002, we will begin writing up and publishing some of these initial findings, as well as begin work developing two conceptual prototypes and a second suite of games in the humanities and social sciences.

Copyright 2000, MIT