Study: Students Win When Teachers Deploy Learning Games

Earlier this morning, Legends of Learning issued a press release about the Vanderbilt University study “Substantial Integration of Typical Educational Games into Extended Curricula.” The following is a version of this research.

In the largest study of its kind, researchers found students boosted their test scores by the equivalent of over half a letter grade in three weeks when their teachers used digital games in the classroom. The new research, published by Journal of the Learning Sciences, demonstrates the benefits of game-based learning for students when compared to students who had no access to such games.

Substantial Integration of Typical Educational Games into Extended Curricula,” was co-authored by researchers at Vanderbilt University and involved more than 1,000 students of 13 teachers in 10 diverse urban, suburban and rural schools in seven states (get the executive summary here). The educators integrated a standards-aligned set of 55 typical educational games into their curricula. Each teacher taught at least one class with the games and one class without.

The research found students in the classes with the games outperformed their peers on essay and multiple choice questions. It also found:


  • Engagement increased. Teachers reported dramatic increases in engagement among students who learned with the games.

  • Teachers enthused. Ninety-two percent of teachers who used the education games said they would like to use similar games again because of the impact on student performance and engagement.

Researcher and co-author Douglas Clark, professor, Vanderbilt University’s College of Education and Human Development, says, “The results highlight the potential of digital games for enhancing instruction, particularly in light of the teachers strongly positive experiences and interest in continuing to use games like these in the future. This study is important because it is based on data collected with a large set of games used by teachers in extended curricula across multiple school districts.”

Two of his co-authors, Dr. Vadim Polikov, a research scientist, and Aryah Fradkin, a former teacher, tapped into the results to launch Legends of Learning. The online platform is now home to thousands of curriculum-based education games and assessment items for middle school earth and space science, life sciences and physical science curricula. Teachers across the U.S. are using the same kind of standards-aligned games validated by the study to raise engagement and test scores. The games are available via the Legends of Learning site.

Dr. Polikov is presenting the findings next week at the International Society for Technology in Education (ISTE) Conference in San Antonio, Texas, on Monday, June 26. Legends of Learning will demonstrate its games and platform live at ISTE at booth 2632.

Some highlights from the Legends of Learning platform include:


  • Short games (5–25 minutes) that align to middle school science curriculum standards to ensure content engages and helps students succeed in their studies

  • An intuitive platform similar to Netflix and Amazon that makes games easy and natural to use in classrooms

  • A dashboard that allows teachers to observe student comprehension in real time, create game playlists for classes and individual students, and assess content mastery

  • A feedback loop that rewards game developers based on ratings given to their games by teachers and students, which allows the best games to rise to the top

The study was published in The Journal of the Learning Sciences (JLS), one of the top peer-reviewed academic journals for research on education and learning. JLS is ranked in the top 3 percent (5th out of 230) of all scholarly educational research journals as rated by Thomson Reuters, Journal Citation Reports®.

News: Readying Launch of Several Hundred Middle School Science Games

This is a copy of a news release issued today.

Legends of Learning getting ready to launch our online platform of several hundred curriculum-based science games for middle school earth and space science, life sciences, and physical science curricula later this month. The company was founded after the results from a forthcoming research study, “Substantial Integration of Typical Educational Games into Extended Curricula,” from Vanderbilt University revealed that short, simple education games aligned to curriculum standards improve student engagement and academic performance.

 

Founded by former research scientist Vadim Polikov, Legends of Learning stands for the principle that rigorous academic research needs to form the foundation of strategies that take blended learning techniques such as game-based learning to the next level. The wide-ranging study — more than 1,000 students in seven states and in schools with differing student bodies, socioeconomic factors and geographical locations — demonstrated statistically significant success.

One year later, Legends of Learning’s content platform and games are being tested and vetted by hundreds of teachers across the country in preparation for the official launch later this month. The company will demonstrate its platform and games at the National Science Teachers Association’s National Conference in Los Angeles, March 30-April 2, 2017.

More than 100 middle schools will use Legends of Learning in their classrooms when it launches. Scores of teachers using the platform will participate in a second study to demonstrate efficacy and best practices for blended learning with curricula endgames. The second study will be conducted by researchers from the University of Wisconsin-Madison and Vanderbilt University.

“Original research is critical to our education system’s overall success,” said Vadim Polikov. “I firmly believe that proving — or disproving — hypotheses with strong rigorous research is the best way to move education forward. One of the most crucial aspects for the education sector to adapt new methods is efficacy. Educators’ time is at a premium now, so providing them with something that is demonstrably effective and easy to use has a far greater chance of being implemented.”

Some unique aspects of Legends of Learning’s approach to education include:

  • Building games off existing middle school science curriculum standards to ensure content not only engages students but also helps them succeed in their studies;
  • Using an intuitive platform similar to Netflix and Amazon to make it easy and natural for teachers to use the games in their classrooms; and
  • Releasing a dashboard that allows teachers to observe student comprehension in real time.

Teachers interested in being part of the Legends of Learning Ambassador program can visit legendsoflearning.com/teachers. Legends of Learning will take 100 teacher ambassadors to the ISTE 2017 Conference & Expo in San Antonio, June 25-28. For more information about Legends of Learning visit legendsoflearning.com.

For Teachers
For Schools
For Districts