using game based learning
using game based learning
Environments
by
Katherine F. Williams
MASTER OF SCIENCE
The student author, whose presentation of the scholarship herein was approved by the
program of study committee, is solely responsible for the content of this creative
component. The Graduate College will ensure this creative component is globally
accessible and will not permit alterations after a degree is conferred.
Ames, Iowa
2019
DEDICATION
For my family for supporting me through this trying journey. Without their
support, I would not have completed this and likely would have regretted it later on.
TABLE OF CONTENTS
Page
ACKNOWLEDGMENTS ................................................................................................. vi
REFLECTION .................................................................................................................. 26
REFERENCES ................................................................................................................. 27
iv
LIST OF FIGURES
Page
LIST OF TABLES
Page
ACKNOWLEDGMENTS
I would like to thank my committee chair, Dr. Scott Smalley for taking me on and
for sticking with me even when I felt I had fallen short. Without your support in this final
year I am confident I would have walked away from this experience and thanks to you, I
have completed this creative component. I am also appreciative of Dr. Mark Hainline and
Education and Studies at Iowa State University. At all stages through my journey in
higher education, this department has never faltered in their ability to support and
succeed. I thank the many people who have been a part of this journey including:
Dr. Nancy Grudens-Schuck, Dr. Greg Miller & former professor Dr. Ryan Anderson in
addition to those serving on my committee and other professors and staff for their
encouragement. Without them I would never have felt the confidence to continue with
ABSTRACT
Today’s learners are among the most technology literate generations our world
has seen. This presents a great challenge and opportunity for educators to implement new
tools into learning experiences. One of these tools is game-based learning. Games are a
tool that can enhance the topics and concepts being taught in the classroom. Agriculture
agriculture industry is continuing to grow and preparing learners to enter careers in the
industry is a priority. Games exist and are being developed to help provide learners with
the opportunity to learn processes, test knowledge and prepare for hands-on experiences.
By providing these opportunities for learners, interest in agricultural industries grows and
There are a variety of games available, each serving their own purpose. Game
adventure and puzzle. Using games in the classroom has the ability to improve skills in
mathematics, engineering, science, technology and others. By using new and emerging
tools to teach today & future learners, we are working to prepare an educated workforce
CHAPTER 1: INTRODUCTION
Gaming as a learning tool is not a new concept in education, however it has evolved
in recent decades as computer technology has become more common. Since the 1970s,
developers have been creating games for educational and entertainment purposes. One classic
example of this would be The Oregon Trail computer game. The game was originally
developed in 1971 by three student teachers from Minneapolis, MN who wanted to better
engage students in their learning outside of a textbook. The computer game became “the
most successful educational game of all time” (Garnjobst, acc. 2019) and is still being
published today in a variety of forms including as a video game, card game, and a
smartphone application. Due to the popularity of the game, the Minnesota Education
Computing Consortium (MECC) created in 1973, hired Don Rawitsch, the creator of The
Oregon Trail, and made the game available to all school districts in Minnesota. Since then,
the game has engaged generations of learners and many of the elements used to engage
Today, more and more classrooms have chosen to implement games, particularly
online or digital games, into their classrooms to help students learn various subjects. “40
percent of administrators say that their classrooms now include” (Project Tomorrow, 2015)
these types of technologies as tools for learning. In the past decade schools around the United
States have also been implementing 1:1 laptop and tablet programs to allow their students
access to digital technology and how to use these tools for success in the classroom. 60
percent of school principals report use of a laptop, tablet or Chromebook in their schools
(Evans, 2018).
2
[learners] engage in interactive cycles of assessment and feedback through the use of game
engagement, adaptivity, and graceful failure” (Plass, Homer & Kinzer, 2015) that help to
encourage players to continue play, develop strategy, and learn from their mistakes and
adjust accordingly. This is all relative to the model of game-based learning (see Figure 1).
The continuous cycle of being challenged, responding to the challenge, and receiving
focusing on agriculture, food and natural resources. These educators teach applicable skills in
3
overlapped in a single course of learning versus taking multiple courses to achieve the same.
This puts agricultural education in a unique position to utilize many learning vessels to help
learners achieve success. Game-based learning is one of these vessels that has the potential to
boost engagement in the realm of higher education and keep learners motivated for success
In this paper, I will discuss how game-based learning can help stimulate motivation
and engagement of learners, develop needed skills for future agricultural professionals and
how the skills learned can help propel learners forward as they pursue a career in agriculture
proportion of today’s workforce (Fry, 2018), has a strong reputation of engagement with
technology. Many Millennials know little to no portion of their life without some connection
to the internet or a computer. In 2015, 78 percent of households in the United States had at
least a desktop or laptop and 77 percent had a type of internet subscription (Ryan & Lewis,
2017). This use of computer technology is changing how today’s learners want to learn and
how they learn, and higher education must change with it to keep learners motivated and
Pintrich and Zusho (as cited in Edgar, Retallick & Jones, 2016) stated that “student
motivation is a persistent and pervasive problem for faculty and staff at all levels of
postsecondary education”. This leads to the suggestion that postsecondary educators need to
be incorporating more engaging modes of teaching that help learners to remain connected to
the material being taught and add value to what they are learning. Morrison-Williams offers
Table 1
Strategies for Engaging Millennial Learners – Source: Morrison- Williams
1. Ensure that students have a hands-on methodology with the material.
2. Ensure there are mentors in the subject matter. That can be the instructor but should also
include guest speakers and other industry experts who can give students valuable
information not found in the textbook, as well as personal anecdotes and feedback about
their own life and work experiences.
3. Allow Millennial students to bring their own experiences into the learning process thereby
actively engaging their prior learning in the process.
4. Engage in the use of technology with apps, blogs, social media and gamification.
5. Allow Millennials to use their naturally collaborative skill set to work in teams to
accomplish learning goals.
6. Encourage social responsibility in their projects as a way for students to bring their personal
experience and philosophies into the learning process. Millennials value experiences and so
they like to travel, volunteer and do things which make them feel better about themselves.
They are serving a greater purpose than themselves.
Adapted from Millennials – Changing the face of higher education. By S. Morrison-
Williams. The Pacific Institute.
5
The six strategies detailed in Table 1 are steps in the right direction when matched
with goals set by the current American Association for Agricultural Education’s national
educating future generations” (Edgar, Retallick & Jones, 2016). The agriculture education
into educational programs. This pairs closely with these goals as well as many of these
experiences allow students to interact with current working professionals and develop
relationship between the learner and a mentor or teacher has proven successful as was found
by Bird, Martin, Tummons, and Ball (2013). They concluded that “the educational value of
(SAE) in agriculture programs should not be overlooked” (Bird, et al. 2013). These mentors
have the potential to provide unique experiences for students to learn about a profession
6
before making the choice to pursue that as their career. By developing these types of
opportunities for learners, they are able to engage in experiential learning before entering the
workforce.
For today’s learners, agricultural educators must be prepared to educate with current
21st century learning tools, this includes game-based learning. “[Gamification] will allow
people to understand complex topics faster and with more nuances, and make the learning
process more anticipated and less feared or avoided” (Anderson & Raine, 2012). Gaming
technology has immersed itself into the culture of young adults with 60 percent of 18-29
year-olds reporting that they play video games often or sometimes (Brown, 2017). This
included “games played on a computer, TV, game console or portable device…”. This
evidence indicates many young adults today have some interest in gaming and suggests
In agricultural education there are many ways in which game-based learning can add
to the learning experience and potentially improve the quality of learning for students in
The purpose of this article is to provide insight into using game-based learning strategies in
the agriculture classroom. After reviewing this article, the reader should 1. Have improved
knowledge of game-based learning; 2. Understand more about the goals of today’s learners;
agriculture education.
7
There is a wide range of genres when discussing gaming including: action, strategy,
(Rollings & Adams, 2003, p 42-43). This variety provides flexibility in incorporating these
into lessons and using them to help learners better engage with and understand concepts. See
Table 2
Genres of Games
Include physical challenges, puzzles, races and a variety of conflict
Action challenges, mostly at the personal level. Can also include economic
challenges, usually involving collecting objects.
Include strategic, tactical, and logistical challenges, in addition to the
Strategy occasional economic ones. Can also include personal conflict
challenges.
Involve tactical, logistical, and exploration challenges. Economic
Role-Playing challenges are also common in the form of collecting currency or
exchanging tools.
Simulations Involve physical and tactical challenges, but do not usually include
exploration, economic or conceptual challenges.
Construction and Games that usually involve building a world and managing that world.
Management These games are primarily about economic and conceptual challenges.
Adventure Involve exploration and puzzle-solving. Conceptual challenges are
also common.
Puzzle Challenges are primarily logical, however some may include time
pressure or action elements.
Adapted from Andrew Rollings and Ernest Adams on Game Design by A. Rollings and
E. Adams. (2003). Indianapolis, IN. New Riders Publishing. p.42-43
Game Examples
computer literate group to date. This is due to the lifestyle that members of the Millennial
generation and the following Generation Z, those born after 1996, have become accustomed
to. In 2010, freshmen entering their first semester at The Ohio State University Agricultural
8
Technical Institute were asked about their perception of their computer skills going into
college. Sixty-five percent of those involved believed they had an “Intermediate” level of
skill with computers and ninety-one percent of the participants believed they would gain
more skills while attending college (Hostetler & Deeter, 2012). This level of skill with
computers helps to support the idea that gaming in the agriculture classroom is a viable
option for postsecondary agriculture educators. The following are a few examples of gaming
international employees working on Dutch pig farms and use in schools as new and
innovative learning. The game is classified in the simulation or adventure genre, placing the
player on a virtual pig farm. The objective of the game is to practice and learn the various
procedures they would face on an actual pig farm including skills in external biosecurity and
farrowing management. These skills are gained through a series of tasks that must be
completed in a particular order. This is used to model the same actions made on an actual pig
farm. If the tasks are not completed in the specific order or steps are skipped, the player will
have a decreased survival rate of their farrowed piglets. Throughout the process of the game,
the player can ask for help from the virtual farm manager, who will provide advice for how
to properly complete the tasks. Once all the tasks are completed, the player will receive an
evaluation of their work, including successfully completed tasks and mistakes made along
the way.
Game of Piglets was used in a study of 186 young adults to determine the
students who played the game reported that they learned skills to increase the survival rate of
piglets and of those players 23.7 percent had prior experience in pig production (Klit,
Its intended purpose is to promote awareness and add to the discussion around this topic. The
game is considered a farming simulator that allows the player to act as a farmer in making
decisions about growing food and how their actions impact their local environment. The
player’s main challenge is to produce vegetables and sell them for profit at the local market.
Since climate conditions impact the growth and value of the produce at the end of the season,
players are tasked with preparing their plants and making decisions on what to harvest when.
The conditions that impact growth in the game are water, temperature, and fertilizer.
For each plant option, the player is provided with optimal conditions for that plant to help
make the decision on when to plant the vegetable, how to best maintain the plants growth and
when to harvest. The game also requires the player to use money for all actions, adding
This game was used in its pilot version in a study with 20 university individuals
between the ages of 21 and 50 (Prada, et al. 2014). These players identified the game taught
them something about agriculture and the impact of agriculture on the environment.
WeShareIt is a computer assisted board game aimed at assisting policy makers with
developing strategies to balance energy, food and nature needs in developing African nations.
10
The game challenges players to make decisions on long- and short-term basis, and the
ultimate goal is to collect as many “happy faces” from citizens as they can. The decisions
made by the player creates positive and negative impacts which can affect their success later
in the game.
WeShareIt is a strategy game with components of a simulation style game. The game
challenges the player to make decisions healthy for planet Earth, by placing them into an
environment they know little about at first. However, as players learn more about their
environment and the resources available to them, they are able to develop structured ideas
with others in their group. These skills can be used to make real-life decisions later on in
similar situations and change the reaction to environmental disasters such as major storms or
drought.
Results from game play were only collected from 10 participants between the ages of
18 and 54. However, the results support that the game encouraged collaboration between
teams/nations for the best result and an understanding of solutions for potential problems in
their team/nation.
Conclusion
These examples provide a glimpse into the potential game-based learning has to offer
to learners gaining new tasks and skills. While all were used on a small sample of
participants ultimately, they were successful to their audiences, respectively. As these games
were developed with simulation-style components, they provide necessary learning of skills
to both those familiar with agricultural and environmental practices and those who are not.
11
education lectures are a part of learning. Lectures were found to be one of the “most common
instructor behaviors” (Stains, et al., 2018) being used 74.9 percent of the time in
et al., 2018). While lectures may be able to provide a great amount of information to learners,
the main question to tackle is how these learners are engaging with the material being
delivered. Kober (2015, p. 23) writes “that student-centered instructional strategies are more
As instructors think about bringing their classroom material further into the 21st
learners to be more involved in their learning process, they may have a greater chance of
Agricultural education provides learners with the opportunity to utilize STEM skills
in real-life situations. This has potential to aid learners in learning core concepts in science
and mathematics courses through application of their skills. Bunch, Robinson, Edwards, &
Antonenko (2014) studied secondary learners enrolled in an animal science course studying
swine disease at the time. Virtual Walking the Pens®, a game developed by Pfizer® Animal
Health was used to help students apply skills they had learned through their class to a virtual
animal feeding operation. The learners involved were measured on the impact of the game on
12
their mathematical competence. Results of the study suggested that “digital games were
found to be equally effective as the traditional lecture and discussion method” provided in
their course (Brunch, et al., 2014). While this study did not find a significant impact in
games in the classroom for learning would “not diminish student achievement” (Brunch, et
al., 2014).
study. Briggeman, Detre, Landford & Doye (2012) used the game Ag Bank Sim, a simulation
game developed by Oklahoma State University and the Oklahoma Banker’s Association, to
agricultural banking activities. Ag Bank Sim was studied in classrooms at Oklahoma State
University and Louisiana State University. Through analysis of pre- and post- test scores
percent increase in the average score at LSU. Due to the game being available online, those
participating were able to access the game more easily and helped to develop a more clear
consideration for new and updated courses. As the world learns towards technology driven
processes and practices, learners need to be prepared to enter a workforce that supports
learning with computer technology, but also provides quality learning experiences that focus
Using Games
in Agricultural
Education
A RESOURCE GUIDE
14
Authors Note
Enjoy!
15
Games can help to engage learners more as they have the potential
to add diversity to traditional learning, that is commonly based in
lecture. Providing students opportunities to learn in a variety of ways
can help address learners with different learning styles and help
teach skills and processes virtually before engaging in hands-on
experiences.
All games are learning tools. From board games to digital games to
simulations. Each provide a different experience for the player that
can be used as a teaching moment. This is what makes adding games
to the learning experience important.
Games can be used in teaching all ages from youth to adults. There
are a variety of games that you can use. See below for a breakdown
of the different types of games.
Choosing a game for your lesson might be the most challenging but
exciting part of using games to teach. In the pages to follow you can
learn how different styles of games can be used.
17
Action Games
Think about how you can get your learners active. Connect them with
information they are learning and reward learners for reaching their
goal.
Strategy Games
Role-Playing Games
These types of games allow for learners to search for information and
explore. They have similar goals as strategy games.
Simulation Games
Games that usually involve building a world and managing that world.
These games are primarily about economic and conceptual
challenges.
Example: Use a digital game that allows learners to start a farm from
scratch. Have them work in teams or individually to decide what type
of farm they want, what they will need to build it and initial costs and
maintenance costs.
Adventure Games
Puzzle Games
Puzzle games can help learners process through knowledge and apply
that knowledge effectively.
Example: Have learners make cards with terms and definitions and
compile them together into a large matching game.
• Nutrient Calculator
(http://www.nutrien-ekonomics.com/tools-to-
calculate-fertilizer-needs/)
Adventure
• Range Rambler
(https://utah.agclassroom.org/student/games/
Role Playing gis/base_content.html)
Plan it Out
Lesson Title/Topic: ___________________________________________________________
REFLECTION
game-based learning and the potential opportunities of using these strategies to teach in
agricultural education. Games and learning have always been present in my life and finding a
way to connect these to my love for agriculture has been an amazing experience.
The Agricultural Education graduate program has been nothing short of exceptional.
When I began looking into a graduate degree program, I never expected to be as supported,
motivated and encouraged as I have been through this experience. As an online student, I
expected to be viewed differently from other students as I would not be present physically in
courses and that interactions with students would be difficult. While the experience is unique
to online students, I never felt out of place or forgotten, rather I was supported by my peers,
encouraged by professors, and motivated to challenge myself. I learned from peers from all
corners of the United States and gained a wider perspective on the world of agriculture
education.
Through this experience I have learned greatly about myself and proved to myself
that I could conquer any challenge placed in front of me. I will forever advocate for this
program and department and look forward to the future of the program.
27
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