Video games engage and connect neurodiverse and neurotypical students
Summer Jeppesen first started exploring the online game Minecraft at her school library’s computer lab a couple
of years ago.
“Once I get into it, it’s relaxing, but it can be
challenging, too,” says the Year 5 student at the remote Shepherdson College in
the Northern Territory. “A highlight for me has been building a house with my
best friend. It was pretty big – 15 by 15 square [blocks].
We did half each, and it had all
these vines growing over it, with two floors and a
balcony.”
Her peer, Bradley Yunupingu, says the video game “is
good, and it makes me feel good building a different world with very tall
buildings with my friends”.
Their school has 400 students and is in the Galiwin’ku
community on Elcho Island about 500 kilometres north-east of Darwin.
Building social-emotional skills
The school’s information communications technology
coordinator/librarian/digital technologies teacher, Marion Hooper, introduced Minecraft
to her students three years ago. It’s become a free lunchtime and after-school
activity to help students develop computer skills. She adapts activities to
their levels, interests, and curriculum areas.
“The big revelation has been the social-emotional aspect.
When the students enter the computer lab, they can be unregulated, maybe a bit
sweary. But Minecraft completely changes their frame of mind and they’re
playing with their friends cooperatively within 10 minutes,” says Hooper. She
notices the changes particularly for neurodiverse students, and she is
impressed with the level of interaction, communication, cooperation, and
peer-led learning.
The current Minecraft version doesn’t allow students
to play together in the same ‘world’. Instead, they create the “same standalone
world on each of their computers and talk to each other about it”. That’s a
huge outcome considering there’s a sizable cohort of neurodiverse students,
says Hooper.
“Minecraft has been good for them as a safe world
where they don’t have to confront each other face to face.”
Gamification for inclusive learning
Senior lecturer in learning intervention at the Melbourne
Graduate School of Education Dr Matthew Harrison says video games can be a
powerful way to improve engagement.
A former teacher,
Harrison noticed he could connect with students at risk of becoming disengaged
from education by “leaning into my inner geek as a gamer” when he was in his
second year of teaching.
“I realised I could use
gaming as a space for social inclusion, particularly for kids with disabilities
or who were neurodiverse,” says Harrison, who specialises in inclusive
education, neurodiversity and digital technologies for teaching and learning.
Harrison cautions that,
while video games are an effective tool, their use needs to be carefully
planned. “Look at your learning outcome to decide if video games fit your
pedagogical strategy,” he says.
“Games can create
the conditions for learning, but teachers teach. Ask yourself if students are
busy, learning, or both, and support them in their learning. Use explicit
instructions to build a foundation of knowledge and help them apply that as you
move to more of a coaching role during play,” he says.
Appropriate games aim to let students demonstrate knowledge
and practice skills they would not be able to otherwise, he says. For example,
they could use virtual reality to simulate a tour of an international space
station or explore historical periods through the strategy game Civilization
VI.
Many video game interfaces offer accessibility options such
as subtitles or adaptations for students with fine motor issues, Harrison says.
Learning and social change
Game and narrative designer Dr Susannah Emery, who lectures
at the University of South Australia, is one of 500 International Women in
Games Ambassadors. Emery’s research looks at the use of video games and digital
media for learning and to promote social change.
She cites recent research findings that reveal girls weren’t
encouraged or felt supported to play video games and were pushed to play
different types of games,
or not play them at all.
“This is a huge problem for the [games development]
industry. Teachers have an important role in ensuring students are exposed to
games, learn from, see themselves developing them and, if it’s in their
interests, encourage them to take up a STEM career,” Emery says.
Games offer opportunities for “stealth assessments” hidden
inside their mechanics. They include checking player competency – if you fail
at a level, you’ll return to its start and think about how to approach it
differently, says Emery.
She recommends teachers play games themselves to check their
potential, even if there is no educational label on the box. “My students liked
it when I learned a game with them, and they saw me fail. They said, ‘Oh, let’s
show you how to do it’. “Games are good to incite empathy because they allow
players to experience perspectives different to those we have in real life,”
says Emery.
“Even with commercial games ... where you play characters
you design, and go around the world completing quests – you’re applying written
comprehension skills, undertaking a series of actions through scaled
difficulty, balancing your resources, navigating maps. That’s a whole bunch of
different skills that align with the Australian curriculum.”
Minecraft has merit in the classroom, Emery says.
“Teachers can lead that game a lot. We can determine the goals depending on the
lesson plan – opting for survival, fight-and-action, or class-build mode.
There’s a lot of room to work creatively and collaboratively.”
She acknowledges that games aren’t for everyone but says
there’s much research to tap into about the ability of games to engage
neurodivergent students. The goal is to make learning content accessible for
all learners, Emery says.
Margaret Paton
This article was originally published in the Australian Educator, Summer 202227 February 2023