Reading Achievement Using Video Games
The work I have done surrounding games has led to improvement in reading scores. In 2006-2007, I took over the Language Arts Instruction for an entire middle school in Minneapolis, MN. The students were primarily drawn from North Minneapolis, qualified for free and reduced lunch, and were very bright, but were not scoring well on the standardized assessments. I implemented a curriculum that studied video games as new forms of narrative. Games tell stories, just like the anthologies stacked on my shelves. The difference was that when I pulled out the anthologies, classroom management became more challenging, as most of the kids were willing to get a behavioral referral than sit through a reading of “The Treasure of Lemon Brown” from the anthology.
These referrals were a lot of work, and there is no academic learning happening during that process.
I decided that instead of pushing stories at them, I should ask them what kind of media they liked. Most of them told me that they played video games and liked television, but few if any had any idea that there was anything of value in games besides entertainment. My role was to get them to understand literary elements, genre patterns, and critical thinking. The games provided an easy entry into narrative fiction, with the opportunity to also discuss genre and film techniques, as well as interaction and games studies.
Often people talk of games and children as a secret genius the kids reveal in the quiets away from the classroom. That somehow kids are fluent in how games work, successful in problem solving, and masterful in discussing how they work. If so, then there would be an easy transfer from invoking games to bootstrap traditional academic activities like reading to learn, deconstructing problems towards finding a solution, and the recognition of patterns.
There was no hidden genius here–that somehow kids are digital natives and have great knowledge and critical thinking skills with video games and television, where they didn’t with printed text. This was also found in a previous study. What the games offered was a more accessible narrative that I could use to develop their potential genius. Games provided interaction, social capital, and complex situations that kids could describe through composing walkthroughs and multimedia book reports. They were more accessible to kids because they did not have to take the step of decoding the words for meaning in creating mental representation (comprehension) to use for problem solving. The intent was to study games like we would study a printed text. Many of the students were game players, but few were very successful game players. This 9 week unit was well-received, as many of the students were interested in learning more about games, getting better at them, and doing something did not ordinarily get to do in a classroom.
The difficulty that I was facing came from cultural beliefs about games. Many believe that games are devoid of learning and academic uses. This was especially true for many of my colleagues. They had the feeling that kids were just participating with weapons of mass distraction, and there would be a debt to pay on the upcoming state reading test. For this reason, I made sure I educated my administrators and parents after I had done my planning, and I made sue to invite teacher mentors in to my room to observe, evaluate my instruction, and to interview kids and make them justify the unit by asking them direct questions about the value of studying games at school.
The kids did defend the unit, and made sure to back up what they were saying with examples. On student, Tony, when asked what value there was in studying Sonic the Hedghog replied, “you don’t understand, Sonic is just like the Odyssey story, he just wants to get home.”
Because a large percentage (38%) were not even close to passing the Minnesota Basic Skills Test, I was questioned about the usefulness of this unit when I should be doing reading drill and practice. However, my administrators thought I had an innovative idea, and parents supported this unit.
So 38% of my eighth-graders had a cut score of 1 on the Minnesota Basic Skills Test (MBST) — a test based upon recall– and we were about to face the Minnesota Comprehension Assessment 2 (MCA2), which is a comprehension assessment based upon the standards for reading and literature.
My kids were all bright, but they were not engaging in the testing process, the preparation for it, and were thereby not getting the practice necessary for identifying the kind of conceptual information necessary to do well on the MCA2: they were not learning literary elements and genre patterns.
I created a curriculum of game study. The organizing principle was that games are new forms of narrative, and that by studying game narratives, I could teach them literary elements and genre patterns. I created rubrics and assignments from the literary elements from the Minnesota state standards and integrated ideas from traditional Language Arts curriculum.
You will notice that between Seventh grade (Blue) and the Eighth grade the following year (Green) there was significant improvement in the school column. During that eighth grade year, I had all of the eighth -graders–but more importantly, we had a significant gain in a year when we switched from the Minnesota Basic Skills Test/ Minnesota Comprehension Assessment to the MCA2, which is a significantly harder test.
What you see in comparing my eighth-graders (GREEN) with the eighth-graders the year before (RED) was that there was a significant difference in achievement differences in the bottom performers (who are the hardest to move btw) –significantly fewer, a change of 9% in comparing eighth grade to eighth grade in “Does Not Meet”, and a 12% improvement between the 05-06 seventh-grade students, and their scores as eighth-graders.
The increase in students taking the test (they were all coming back to school because of the curriculum), and the amount of students who met or exceeded a higher standard was very satisfying . . . and I had fun teaching the unit, and the kids really valued the time we spent and professed that they were learning.
The unit was not easy, but the students had something interesting and more concrete to apply the concepts I want them to learn. Remember, I built my games unit on the standards and my background in reading comprehension made games an easy connection — games are another narrative with all the same literary elements and genre patterns. They were basically doing a technical writing assignment in the form of a multimedia book report. I used the Event Indexing Model and the Discourse Processing tradition from Kintsch & van Dijk to inform how they were to think about comprehension and learning in terms of inferences.
The bottom line, they surpassed expectations on the more difficult MCA2 test. We were expected to go down 12%. We went completely the other way.
We did do complementary readings, like The Odyssey, Raisin in the Sun, Sonny’s Blues, Langston Hughes, and more. The key element was that the kids now had a portal into these other areas. We had practiced using the abstract concepts like literary elements and genre patterns with more accessible narratives (games), and applied what we learned about game studies to talk about literature. We used game studies to leverage printed text. Stanovich calls this compensation–warming up cognitive cold spots with warm ones.
This unit also valorized activities that kids choose and participate in outside of school. It also created a situation where kids who were often not high achievers, but were smart and understood the games, could lead with their prior knowledge and experience and channel that into developing academic skills.
Central to the student’s success was that the instruction and assessment were grounded with an empirical model of reading comprehension, which viewed comprehension as the construction of mental representation. The better kids are at creating mental representation, the better they will be at questions and problem solving.
Once students can visualize and create mental representation, the can reflect upon the story and begin to apply the literary concepts and genre patterns. This was easier with games because they did not have to learn from a text, and get to the content through decoding symbols into meaning. When they payed a game, they saw and experienced, and could conceptualize from what Piaget called Image Schemas–mental representations from the senses, and learn the characteristics of the literary terms in the context of the things they were abstracted from.
What many kids who struggle with reading face is not cognitive deficits, but a poverty of experience, and thus experience with the world to attach to the words and concepts we want them to learn. If you don’t know about music, reading about it will not give you a personal, or deep understanding. You may understand in theory, by learning one abstraction by connecting it to another–but this is wholly different than having experience to develop concepts through induction, rather than deduction.
But that is often what we do in the classroom. Present the abstract concept, and ask them to learn in by reading–another abstract process dependent upon decoding and translating symbols into mental images. This seems backwards. Imagine a child who has never seen a peach, or known anything about peaches trying to decode, “he lifted the peach to his mouth and was surprised to be tickled as he took a bite.”
Without prior knowledge and experience, the child cannot know about peach fur. Would you imagine arms and tickling fingers?
Games and objects ground instruction, and provide the basis for experience and mental representation — comprehension. When we have this, we can spend less time decoding and more time discussing printed text. So by writing about accessible narratives such as games, we were more successful when reading related printed text. We had learned process, concepts, and deconstructing problems. This led to huge changes in student academic performance and confidence.
The majority of my curriculum that year was in studying video games as new narratives.
Here is the curriculum
Here is a story about what we were doing
Here is a class you can take I have been offering for the last seven years. You can take it online here at Professional Learning Board.
There is a lot to learn in a game, but there is a whole lot more to learn outside of the game in documenting, listening, presenting ideas, and extending them, than just playing the games themselves.
If you want, there is a whole bunch of games curriculum on my teaching blog for language arts, reading, engineering, computer science, etc.
Everything from board games to curriculum for analysis of a time line. You might notice that they are set up to be run like a game.
I am hoping that this article makes a start for teachers embracing a model where they consider Learning by Design.Interestingly, games are also involved in assessment, and kids like to know their scores. The scores are an indication of learning.
And the learning is the fun part, the content and the problems are hard–and learning is not always easy, but it can be desirable. Games are hard too, oddly enough, but when enough kids play them, and it creates enough buzz as social capital, there will be interest and some sacrifice to try and persevere in learning.
Tenacity, and metacognition are learned traits. With games and play, we can teach them.








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