Using video games to improve education

Are the use of video games in education good or bad?

Many say bad. We believe we’ve cracked how to make it good.

Read on.

Problem

Video games are largely used for entertainment purposes. Which many hardcore academics argue – falls slightly outside the scope of true education.

In recent times we’ve seen a growth in education based video games. All seeking to improve students learning, literacy and more. The problem is few are yet able to actually measure their impact or contribution to academic attainment.

Enter our project. Code-named: Virtual Gyms.

Insight

Back in 2010, the UK’s National Health Service (NHS) approached Anthony David King to discuss a well-known, but not so well addressed insight:

Poor student health results in poor academic success.

Their question: How could we support them to address this issue?

At the time, we were working with Westminster City Council in London. To introduce breakfast clubs into 50 of their local schools. Part of a programme that also aimed to help improve student health in education.

So this time, we believed we could do something a little more innovative.

Idea

To create our idea, we borrowed the 3 box concept from creative marketing giant M&C Saatchi:

‘Simple universally recognisable truth + Irrefutable fact = Strikingly simple idea.’

Here is what we come up with:

1. Simple universally recognisable truth = Kids love playing video games.

2. Irrefutable fact = Exercise improves health.

3. Strikingly simple idea = Connect exercise equipment to video games consoles. When students exercise, the game plays. When they stop exercising, the game stops. Encouraging them to exercise more.

Logic

Our logic was this: we can dispute how video games help education. But if we can use video games to improve health, and healthier students achieve better academic outcomes, then video games can indeed improve education.

So, working with the NHS and a large Academy school in North-West London, we launched a pilot of using video games in education: Virtual Gyms.

Games consoles

For the project, we used 4 Xbox 360′s and 4 Playstation 3′s. Note: We love the Wii. But we discovered during our testing stage that students began doing only the minium wrist action necessary to play certain Wii games. Therefore not fully exercising.

Console popularity

From our research, the playstation 3 was the most popular console owned by students at home. Therefore would give students access to a larger collection of games. The Xbox 360 was the 2nd most popular. With the option to play online with other schools  if they also had a Virtual Gym.

Exercise equipment

We connected step machines to the video games consoles. Because they were better for whole body exercise and took up less space when being used. And also easily stored away within school facilities.

The connection

This little device connected the console to the exercise equipment. When students exercise on the step machine, the game plays. If they stop exercising, the device pauses the game. Encouraging students to keep exercising.

Games

All games we’re 2-4 player. And were either competitive – where students played against each other. Or collaborative – where students would have to work as a team to progress in the game. We also used sports games that encouraged students less active in Physical Education, to play more real-world sport.

Controllers

Special illuminated controllers were used that light-up when the exercise equipment is being used and the game is in play. When exercise stops and the game is paused, its light goes off.

TVs

We also supplied 8 x 26 inch flat screen TV’s. Mounted on specially wheeled stands that can be easily moved and stored away in school facilities when not in use.

Students

What also makes Virtual Gyms different is its inclusiveness. Allowing both girls and boys of different ages and fitness levels to participate together on an even playing field.

Feedback

While we believed we would receive both positive and negative feedback. We didn’t expect to receive as little negative feedback as we did. Or for the positive feedback to be so inspiring:

“Students who would usually only have the fitness levels to participate for 15 minutes of a normal 45 minute PE lesson, are actively engaging in Virtual Gyms. Non-stop for a full hour. And could easily do another hour.”

- Physical Education (PE) teacher

“Virtual Gyms is the first activity I’ve seen that encouraged students who usually hate physical activity – and are known for constantly forgetting their PE kits, to actually request to borrow the schools spare kits to participate in a physical activity.”

- Teacher