Can we learn a topic and have fun in the process? Is it possible to want to KEEP learning about a subject because of the fun we had before? Tangential learning is the idea that we are inspired to learn more about an educational subject when we are introduced to it through a medium that we enjoy, one that isn't conventionally educational. Gaming is the form of media that requires the greatest amount of engagement. We can assume that it will be an effective medium for tangential learning based on this.
When someone thinks of learning, they are more inclined to think of labor rather than play. Teaching someone through gaming is a delicate balancing of the game being enjoyable to play while still leaving an imprint on the player. The idea of tangential learning "sneaks" into the player's mind that they may learn something. They are not explicitly told that they will learn something, but they are given the opportunity to do so.
REASEARCH & STUDY
The purpose of this study was to see how successful tangential learning may be when applied to commercial games with a topic or subject matter that could be considered instructive, such as history, economics, and so on.
Kurt Squire conducted a study in 2004 in which he observed a group of sixth graders with average to below average social studies grades play Civilization III. They played out scenarios from their ancient history curriculum. Most students improved their social studies scores and had a stronger appreciation for history by the end of the study.
I conducted a Facebook survey in which respondents were asked about their motivation for learning a subject and their degree of consistency in learning a subject. The survey was shared on social media on social media and was frequently reposted. Due to the topic matter, I chose an anime/gaming group in which I am a member to assure maximum participation.
RESULTS
The following is data based on results from the survey that was given.
The participants were presented with a list of reasons as to why they like to learn more about a subject. Personal goals was the most common reason among all the options.
Will playing these games with these topics make the player more knowledgeable about the subject or motivate them to want to learn more? It's both, according to these findings. Participants have reported that playing the game either piqued their interest in learning more or helped them learn more on top of what they already knew, regardless of whether it is educational or not.
I gave the participants a list of commercial games that I thought included topics that may be deemed educational (games that took place in certain parts of history, had a science heavy plot, etc). They chose the games they were familiar with, as well as the topics presented in each game.
Out of the list presented, the top three games with the most familiarity are listed below, along with the subjects covered in each game.
God of War
Sim City
Assassin's Creed
SO....WHAT DID WE LEARN?
As I expected, tangential learning is an effective way of learning a subject, according to the results of the surveys. Participants have exhibited an enhanced motivation to study and increased competency in particular areas due to playing games that feature them. Games (including commercial ones) can be utilized in the classroom to teach students the intended subjects if they are presented in a certain way.
I believe the “gamification” of education is something that has been happening for a long time. With the capabilities that we have now, I believe that it is achievable now more than ever.
REFERENCES
Kurt D. Squire, Ben DeVane, and Shree Durga (2008). Designing centers of expertise for academic learning through video games
Tangential Learning - How Games Can Teach Us While We PlayYouTube, uploaded by Extra Credits, 11 May 2012, www.youtube.com/watch?v=rlQrTHrwyxQ.