Interactive Software Federation of Europe

Research

Video Games As A Complementary Tool for Education

A paper from Dr. Dominika Urbańska-Galanciak about the educational potential of video games.

"Games appropriately matched to the age and cognitive capabilities of students can successfully serve as a complement to traditional teaching. These do not cease to be either important or effective. But we should keep in mind the rapidly changing media environment and the reality in which students grow and the most important principle of verba docent exempla trahunt ("words teach, examples lead") guaranteeing educational success."

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Gamers Solve Longstanding Scientific Problem

Gamers have solved the structure of a retrovirus enzyme whose configuration had stumped scientists for more than a decade. The gamers achieved their discovery by playing Foldit, an online game that allows players to collaborate and compete in predicting the structure of protein molecules. This class of enzymes, called retroviral proteases, has a critical role in how the AIDS virus matures and proliferates. Intensive research is under way to try to find anti-AIDS drugs that can block these enzymes, but efforts were hampered by not knowing exactly what the retroviral protease molecule looks like.
Read more about the gamers' achievement here.

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Four Ways to Teach with Video Games

Researcher Max Lieberman presents in his study 4 ways to teach with games (teaching with content-aligned games, using games as texts, having students make games and integrating game-like motivational systems in the classroom). The author explains the great potential of teaching with games, and also raises the challenges that educators are facing in their implementation. 

Article Here

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Children’s Motivations for Video Game Play in the Context of Normal Development

Research in 2010 from Dr. Cheryl K. Olson (Massachusetts General Hospital) on motivations to play games. 

"Drawing on a survey of 1,254 middle school children, focus groups with boys and their parents, and findings from other quantitative and qualitative research, the author describes a variety of motivations for video game play (including games with violent content) and how these may vary based on factors such as mood, environment, personality, and developmental stage. The findings are put into the context of normal development, and suggestions are given for parents, educators, and researchers."

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Gaming In Families (Futurelab)

This report from Futurelab details the findings from the 2009-2010 Becta commissioned project ‘Gaming in Families’. The report includes key results from the literature review and Ipsos MORI survey along with findings from interviews with ten families who classified themselves as gaming families and three family workshops focused on gaming. The key audience for this report is policy-makers but the report also contains recommendations for parents and industry and may also be of interest to educators.

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