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Rich Viviano
ADE 620
Article Critique


       The article I selected for review is titled Using Edutainment Software to Enhance Online

Learning written by Mary Green and Mary Nell McNeese from the University of Southern

Mississippi. I was intrigued by the title because I am a part of a distance learning program here at

Buffalo State, so anything relevant to online learning and education could be helpful in my

journey through not only this program but in my future career endeavors. The title also offered

something new, a term that I was not familiar with; “Edutainment.” An obvious combination of

education and entertainment, this caught my attention as a good article title should.

       I began by reading the abstract introduction which I hoped would set the foundation and

include a brief explanation of the reasons for writing this piece. What I first notice was a

discrepancy between the title and the introduction. In the title the authors set the stage for the

intended audience to be online students, online instructors, or both. However, in the brief

introduction the online learner is never mentioned. I assumed that because of the title all of the

content in the article would be only relevant to the online audience. This was not the case. Also

lacking in the introduction is a definition of what the term “edutainment” means and how this

directly ties in with online learning.

       After reading the article in its entirety, I first attempted to establish a target audience of

the authors. It would seem the authors were trying to raise awareness for the type of learner that

instructors and administrators may encounter with regards to current and future college students.

It is clear in the conclusion that the authors seem to be trying to at least raise the awareness to

educators that unless they accept the fact that interaction with this learner profile is inevitable,

they may struggle to keep interest of particular students. This is evident in the statement
“Educators can ignore the trend or they can harness the great learning potential of digital games,

allowing students to learn by exploring virtual worlds, collaborating with each other, and solving

problems without realizing they are learning” (Green & McNesse, 2007, p.14). This statement

also provides better evidence that the authors are trying to really make a strong point to

policymaker, educators and administrators that educational evolution is necessary for success.

Because the title references online learning, one can assume the audience would be higher

education instructors, however the trends of learning with the use of education software and

computer programs transcends all learning ages, not only online learners. I feel the authors could

have better stated their intended audience. This would have helped me and other readers

understand their intentions and why the argument for the need for educational gaming is

necessary and relevant.

       Despite the disconnect early on between the title of the article and the content, the authors

main point seems clear. It would appear that the authors are attempting to convey the message to

instructors or school administrators that the newer generation, or the current college age

generation (by my estimation ages 17-25, however this is never made clear in the article) are part

of an evolving learning community that was raised in an environment where gaming was a large

part of the learning experience. I can attest to this being fact, I am twenty-eight years old and

since I can remember gaming systems like Atari, Nintendo and Playstation consumed much of

my youth. This learning occurred in school as well with the use of early computer games such as

Number Munchers, Oregon Trail and Where in the World is Carmen San Diego. I can relate to

what the authors are saying in that software based games are a large part of the learning

experience of the generation X and Y (or “Mellennials”), and that it is important for educators to

be aware of the learning behavior associated with this type of stimulated learner.
The authors begin the main focus of the article by defining the sections in which they

state the arguments for and against digital game use in education settings. They begin with a

simple structure, blatantly pointing out the first and second arguments against the use of gaming

in educational settings by included reasons of culture, affordability, using technology for a “just

because” reason and the safety issues surrounding gaming and young children. The conclusion

and the introduction in the article would make one think that the authors are in favor of education

gaming, however stating strong arguments against the use of this type of software and

technology contradicts what appears to be their intention. They use one argument stating that

“Educators, business executives, and the general public are concerned that technology is

sweeping through education without their input on shaping or restraining it. There is

apprehension that control is in the hands of those who stand to profit most from it (Green &

McNeese, 2007, p.7). They also mention challenges in using education software in the classroom

by stating “Another challenge to the teacher is that games can be housed on the hard drive of the

computer or online where students can play when they should be doing other classwork. This can

become an added discipline problem for the teacher. In a multi-user setting, teachers need to act

as monitors, because discipline issues such as inappropriate use of language or sexual harassment

that teachers have in the classroom will also occur in a virtual environment” (Green & McNeese,

2007, p.9). This is an important statement because it is one of the few times in the article that the

mention of an online setting is mentioned. More of the conversation with regards to the for and

against argument for education gaming is in reference to the classroom environment, not the

online setting. This is further evidence that the authors used a title which referenced material

related to online learning, but the content of the article reflected more of a focus on tradition,

face to face classroom.
The authors continue the content of the article by providing examples of how education

gaming or “Edutainment” would benefit a certain generational learner. The differences between

the author’s arguments for educational gaming and against are evident in the structure of the text.

The authors clearing define the arguments against, while the arguments for are imbedded in the

text, never being obvious to the reader. The arguments against are clearly define by language

such as, “the first argument against” and “the second argument against.” However, the in-favor

arguments are not easily discovered and are overshadowed by other arguments against the use of

education gaming. They speak of a learners having fun and being motivated which enhances the

learning experiences thus providing a better environment for learning. They state “When

students are motivated, they spend more time on the activity, and learning becomes an incidental

part of the activity. It would seem that the longer one spends on an activity, the more they will

learn” (Green & McNeese, 2007, p.9). This is a logical argument in favor, but it is quickly

contradicted by a statement about technology that is not only detrimental to the argument of the

benefit of educational gaming, but also in my personal opinion not factual and strongly based in

opinion; “Technology, although motivating, often diminishes the need to review prior

knowledge, to strategize, to analyze, to make new connections, or engage in other high level

learning activities” (Green & McNeese, 2007, p.9). If the intention of the authors was to argue in

favor of using educational gaming, this statement written in their own words, strongly

contradicts that sentiment. The statement not only attacks the use of edutainment, but also the

use of technology as a learning tool. If there true intent is of indifference to educational gaming,

then the above statement is not a logical argument and does not speak to empirical evidence on

either side of the argument. I feel a statement such as this discredits the authors in many ways.

Designing, engineering, and using technology in several dimensions calls upon proior knowledge
and experiences to enhance learning. Much of technology using a building block format, where

one piece is learned then another and so on in order to use and master the skill. Prior knowledge

is essential to furthering the understanding and use of technology.

       The most informative section of the article and perhaps the most logically constructed is

the section highlighting the cognitive effects of digital game playing. This section speaks more

about the characteristics of a gaming learner. The authors take the time to use evidence and the

ability of generation Y learners to multitask and understand complex and fast paced learning

challenges. “Game players are required to figure out the game rules through trial and error,

observation and hypothesis testing, which are skills necessary in mathematics and the sciences.

As a result, game players are not afraid to make mistakes and they have a strong orientation

toward problem solving” (Green & McNeese, 2007, p.10). Green and McNeese also point out

how the use of interactive educational gaming can enhance teamwork and communication skills

and can also excel on different learning levels. “Students are now more connected synchronically

and asynchronically, providing them with instant access to information through experts, friends

and families and offering interactivity with fellow students, friends and strangers in multi-user

games. As a result of this interactivity, players tend to develop and participate within a network

of players who share ideas, experiences and strategies. They learn to work well together or play

alone when a partner is not available” (Green & McNeese, 2007, p.10). I noticed much of the

cognitive learning section of the article could have also been used as supporting arguments for

the benefit of using education gaming. However that did not seem to be the goal of the authors.

       The article concludes with a section that outlined some current issues surrounding digital

gaming and how the development of academic based games on the rise. The authors give some

information about specific gaming conferences and universities departments that focus on the
development and study of academic gaming. This information is beneficial for instructors that

seek to use education software as part of the learning environment.

       After reading the article in full a few times over, I really cannot say Green and McNeese

did an excellent job conveying the relationship between online learning and education gaming as

the title would suggest. The arguments against educational gaming were for the most part clear

and well structured, but the arguments for education gaming were scattered, loosely constructed

and largely hidden. In so far as the actual construct of the language and content; I would give the

opinion that for a scholarly article, the authors’ own language was unpolished, basic, and even

elementary at times. The content of the article was heavily weighted with quotations and

excerpts from sources which showed the authors may not have command of the overall message

they were trying to convey; which was also confusing at times. Sources should be used to

supplement a thought or opinion, and should not be as the majority of content of a written work;

doing this can give the appearance of lack of original knowledge about the subject matter. The

audience was never clearly defined, and much of the context made reference to a traditional

classroom and little was mentioned about the online learning environment, which again one

would have expected from the title of the article.

       Overall, there was some good content in the article and probably worth reading if one

was interested in the material. They made clear for the most part what effects gaming have on a

learner, the skills gained by the “gaming generation,” and how educators should be aware of the

positive and negatives associated with such a stimulated learner. The authors could have done a

better job in organizing the arguments for and against digital education gaming. They also could

have made clear whether or not they were in favor, against, or simply trying to raise awareness

about the issue. They also could have made clearer the audience they were directing the
information to as well as the audience of learners they were referring to in the article. This could

have been easily done by mentioning an age range or generation name such as X or Y. Much was

left up the previous knowledge of the readers or assumptions made by the reader, neither of

which should be assumed by an author. Although there may have been organizational issues,

heavy uses of quotes form other sources and sometimes murky direction, the basic notion that the

evolution of learners in turn must involve the evolution of educators is a message that is relevant

and can be used with any educational audience.




Reference:

Green, M., & McNeese, M. (2007). Using edutainment software to enhance online learning.

       International Journal on E-Learning, 6(1), 5-16.

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Viviano, rich article critique

  • 1. Rich Viviano ADE 620 Article Critique The article I selected for review is titled Using Edutainment Software to Enhance Online Learning written by Mary Green and Mary Nell McNeese from the University of Southern Mississippi. I was intrigued by the title because I am a part of a distance learning program here at Buffalo State, so anything relevant to online learning and education could be helpful in my journey through not only this program but in my future career endeavors. The title also offered something new, a term that I was not familiar with; “Edutainment.” An obvious combination of education and entertainment, this caught my attention as a good article title should. I began by reading the abstract introduction which I hoped would set the foundation and include a brief explanation of the reasons for writing this piece. What I first notice was a discrepancy between the title and the introduction. In the title the authors set the stage for the intended audience to be online students, online instructors, or both. However, in the brief introduction the online learner is never mentioned. I assumed that because of the title all of the content in the article would be only relevant to the online audience. This was not the case. Also lacking in the introduction is a definition of what the term “edutainment” means and how this directly ties in with online learning. After reading the article in its entirety, I first attempted to establish a target audience of the authors. It would seem the authors were trying to raise awareness for the type of learner that instructors and administrators may encounter with regards to current and future college students. It is clear in the conclusion that the authors seem to be trying to at least raise the awareness to educators that unless they accept the fact that interaction with this learner profile is inevitable, they may struggle to keep interest of particular students. This is evident in the statement
  • 2. “Educators can ignore the trend or they can harness the great learning potential of digital games, allowing students to learn by exploring virtual worlds, collaborating with each other, and solving problems without realizing they are learning” (Green & McNesse, 2007, p.14). This statement also provides better evidence that the authors are trying to really make a strong point to policymaker, educators and administrators that educational evolution is necessary for success. Because the title references online learning, one can assume the audience would be higher education instructors, however the trends of learning with the use of education software and computer programs transcends all learning ages, not only online learners. I feel the authors could have better stated their intended audience. This would have helped me and other readers understand their intentions and why the argument for the need for educational gaming is necessary and relevant. Despite the disconnect early on between the title of the article and the content, the authors main point seems clear. It would appear that the authors are attempting to convey the message to instructors or school administrators that the newer generation, or the current college age generation (by my estimation ages 17-25, however this is never made clear in the article) are part of an evolving learning community that was raised in an environment where gaming was a large part of the learning experience. I can attest to this being fact, I am twenty-eight years old and since I can remember gaming systems like Atari, Nintendo and Playstation consumed much of my youth. This learning occurred in school as well with the use of early computer games such as Number Munchers, Oregon Trail and Where in the World is Carmen San Diego. I can relate to what the authors are saying in that software based games are a large part of the learning experience of the generation X and Y (or “Mellennials”), and that it is important for educators to be aware of the learning behavior associated with this type of stimulated learner.
  • 3. The authors begin the main focus of the article by defining the sections in which they state the arguments for and against digital game use in education settings. They begin with a simple structure, blatantly pointing out the first and second arguments against the use of gaming in educational settings by included reasons of culture, affordability, using technology for a “just because” reason and the safety issues surrounding gaming and young children. The conclusion and the introduction in the article would make one think that the authors are in favor of education gaming, however stating strong arguments against the use of this type of software and technology contradicts what appears to be their intention. They use one argument stating that “Educators, business executives, and the general public are concerned that technology is sweeping through education without their input on shaping or restraining it. There is apprehension that control is in the hands of those who stand to profit most from it (Green & McNeese, 2007, p.7). They also mention challenges in using education software in the classroom by stating “Another challenge to the teacher is that games can be housed on the hard drive of the computer or online where students can play when they should be doing other classwork. This can become an added discipline problem for the teacher. In a multi-user setting, teachers need to act as monitors, because discipline issues such as inappropriate use of language or sexual harassment that teachers have in the classroom will also occur in a virtual environment” (Green & McNeese, 2007, p.9). This is an important statement because it is one of the few times in the article that the mention of an online setting is mentioned. More of the conversation with regards to the for and against argument for education gaming is in reference to the classroom environment, not the online setting. This is further evidence that the authors used a title which referenced material related to online learning, but the content of the article reflected more of a focus on tradition, face to face classroom.
  • 4. The authors continue the content of the article by providing examples of how education gaming or “Edutainment” would benefit a certain generational learner. The differences between the author’s arguments for educational gaming and against are evident in the structure of the text. The authors clearing define the arguments against, while the arguments for are imbedded in the text, never being obvious to the reader. The arguments against are clearly define by language such as, “the first argument against” and “the second argument against.” However, the in-favor arguments are not easily discovered and are overshadowed by other arguments against the use of education gaming. They speak of a learners having fun and being motivated which enhances the learning experiences thus providing a better environment for learning. They state “When students are motivated, they spend more time on the activity, and learning becomes an incidental part of the activity. It would seem that the longer one spends on an activity, the more they will learn” (Green & McNeese, 2007, p.9). This is a logical argument in favor, but it is quickly contradicted by a statement about technology that is not only detrimental to the argument of the benefit of educational gaming, but also in my personal opinion not factual and strongly based in opinion; “Technology, although motivating, often diminishes the need to review prior knowledge, to strategize, to analyze, to make new connections, or engage in other high level learning activities” (Green & McNeese, 2007, p.9). If the intention of the authors was to argue in favor of using educational gaming, this statement written in their own words, strongly contradicts that sentiment. The statement not only attacks the use of edutainment, but also the use of technology as a learning tool. If there true intent is of indifference to educational gaming, then the above statement is not a logical argument and does not speak to empirical evidence on either side of the argument. I feel a statement such as this discredits the authors in many ways. Designing, engineering, and using technology in several dimensions calls upon proior knowledge
  • 5. and experiences to enhance learning. Much of technology using a building block format, where one piece is learned then another and so on in order to use and master the skill. Prior knowledge is essential to furthering the understanding and use of technology. The most informative section of the article and perhaps the most logically constructed is the section highlighting the cognitive effects of digital game playing. This section speaks more about the characteristics of a gaming learner. The authors take the time to use evidence and the ability of generation Y learners to multitask and understand complex and fast paced learning challenges. “Game players are required to figure out the game rules through trial and error, observation and hypothesis testing, which are skills necessary in mathematics and the sciences. As a result, game players are not afraid to make mistakes and they have a strong orientation toward problem solving” (Green & McNeese, 2007, p.10). Green and McNeese also point out how the use of interactive educational gaming can enhance teamwork and communication skills and can also excel on different learning levels. “Students are now more connected synchronically and asynchronically, providing them with instant access to information through experts, friends and families and offering interactivity with fellow students, friends and strangers in multi-user games. As a result of this interactivity, players tend to develop and participate within a network of players who share ideas, experiences and strategies. They learn to work well together or play alone when a partner is not available” (Green & McNeese, 2007, p.10). I noticed much of the cognitive learning section of the article could have also been used as supporting arguments for the benefit of using education gaming. However that did not seem to be the goal of the authors. The article concludes with a section that outlined some current issues surrounding digital gaming and how the development of academic based games on the rise. The authors give some information about specific gaming conferences and universities departments that focus on the
  • 6. development and study of academic gaming. This information is beneficial for instructors that seek to use education software as part of the learning environment. After reading the article in full a few times over, I really cannot say Green and McNeese did an excellent job conveying the relationship between online learning and education gaming as the title would suggest. The arguments against educational gaming were for the most part clear and well structured, but the arguments for education gaming were scattered, loosely constructed and largely hidden. In so far as the actual construct of the language and content; I would give the opinion that for a scholarly article, the authors’ own language was unpolished, basic, and even elementary at times. The content of the article was heavily weighted with quotations and excerpts from sources which showed the authors may not have command of the overall message they were trying to convey; which was also confusing at times. Sources should be used to supplement a thought or opinion, and should not be as the majority of content of a written work; doing this can give the appearance of lack of original knowledge about the subject matter. The audience was never clearly defined, and much of the context made reference to a traditional classroom and little was mentioned about the online learning environment, which again one would have expected from the title of the article. Overall, there was some good content in the article and probably worth reading if one was interested in the material. They made clear for the most part what effects gaming have on a learner, the skills gained by the “gaming generation,” and how educators should be aware of the positive and negatives associated with such a stimulated learner. The authors could have done a better job in organizing the arguments for and against digital education gaming. They also could have made clear whether or not they were in favor, against, or simply trying to raise awareness about the issue. They also could have made clearer the audience they were directing the
  • 7. information to as well as the audience of learners they were referring to in the article. This could have been easily done by mentioning an age range or generation name such as X or Y. Much was left up the previous knowledge of the readers or assumptions made by the reader, neither of which should be assumed by an author. Although there may have been organizational issues, heavy uses of quotes form other sources and sometimes murky direction, the basic notion that the evolution of learners in turn must involve the evolution of educators is a message that is relevant and can be used with any educational audience. Reference: Green, M., & McNeese, M. (2007). Using edutainment software to enhance online learning. International Journal on E-Learning, 6(1), 5-16.