Abstract
Gaming technology
and simulations have become increasingly popular within the United
States and beyond over the past ten years. A careful understanding of
the dynamics that make these games successful can serve as an
informative tool for creating educational games and technology. Utilized
in various disciplines as an educational tool, gaming technology has
been virtually ignored by the counseling profession. This paper provides
a brief history of gaming technology and examines the utility of gaming
and the potential applications in counselor education programs along
with special considerations with respect to technology competencies to
utilize this technology in the counseling profession.
The implementation of and effective use of technology is a key element
in most plans for reforming and restructuring education (Scheffler &
Logan, 1999). It is safe to say that all disciplines strive to ensure
that their students have knowledge in areas such as evaluation, access
of information, how to locate needed resources and how to apply
knowledge to issues and problems (Scheffler & Logan, 1999). This paper
seeks to highlight how gaming and simulation technology can be used to
enrich counseling programs and practice. A brief overview of gaming,
competencies needed, as well as the challenges and implications in using
this technology will also be explored.
Over the years,
there has been an increasing reliance on the use of technology to not
only accomplish core program objectives but also to increase the level
of interactivity between students and educators. The counseling
profession also has seen an increase in the use of technology over the
last few years (Berry, Srebalus, Cromer & Tackas, 2003;
Granello, 2000;
McFadden & Jencius, 2000).
The Council for Accreditation of Counseling and Related Education
Programs (CACREP) as well as the
Association for Counselor Education and Supervision (ACES) recognize
the utility of technology and both outline specific technology
competencies for counseling programs. Counselor education and clinical
practice have long benefited from the use of technology mediums such as
the computer, internet, audio equipment, video equipment and other types
of multimedia technology. However, the use of simulation and gaming
technology in counselor education and practice has been underutilized.
The use
of simulation and gaming technology as a learning strategy is a
relatively new phenomenon that is slowly gaining acceptance. College
professors, military and other trainers acknowledge the benefits and use
games to motivate their learners, and teach complex concepts (Kirk,
2001). The potential exists for this technology to impact various facets
of counselor training and clinical practice (Smokowski, 2003). With an
increasing emphasis on performance-based assessments of counseling
students, one can no longer ignore the fact that true competence cannot
be solely assessed through written examinations. How do you then assess
a counseling student’s performance before he or she begins working with
clients? The use of gaming technology provides a solution.
Brief History of
Gaming
Most
individuals encounter some form of gaming in their lifetime. The
Entertainment Software Association (ESA) reports that about
seventy-five percent of American heads of households play computer and
video games and, in 2004, more than 248 million computer and video games
were sold
(ESA, 2005). Simulations, which essentially model physical or social
systems through another system such as a computer interface, play a
pivotal role in most of these games (Squire, 2003). There are several
types of simulations. Realism-based simulation includes
contemporary car racing games, business simulations, sports, combats,
and civilization development games. Abstract simulation includes
space battle games, fantasy and adventure. Other types of simulations
include puzzle games and conversions of traditional games (Kirriermuir,
2002).
The first video
game, “Pong” was introduced in 1970. Another classic game which many are
familiar with, is “Pac Man.” The gaming industry now produces
increasingly sophisticated gaming environments. Gaming has been used for
naval training and concept development since the 19th century
(Coleman, 2001). Coleman also indicates that the term gaming
obtained a new meaning as the Navy and Marine Corps discovered the
“value of applying commercial personal computer (PC) gaming technology
to meet tactical training and concept analysis” (p.73). With the advent
of affordable, high-speed Pentium processors, increased hard disk
capacity and high performance video cards, several gaming companies
partner with military sources to ensure that game performance and
data-bases reflect reality as closely and accurately as possible
(Coleman, 2001). For example, the military utilizes this technology to
help desensitize trainees so they can act and perform more objectively
when faced in real-life situations.
The
medical profession uses simulation crisis care and simulated surgical
interventions to help enrich the training of medical students and
paramedics (Somokowski, 2003). The
National Institute of Justice uses simulation gaming technology (Incident
Commander) to help public safety workers learn to effectively
respond to terrorist attacks, hostage situations and natural disasters (LoPiccolo,
2004). Researchers at the
Massachusetts Institute of Technology (MIT) and the
University of Wisconsin launched the
“Education Arcade” initiative to help transform the classroom use of
video and computer games (Roach, 2003). They strive to create games that
are both educational and entertaining. The “Virtual
U” project is another example of how gaming technology can be
applied to education. Other programs such as the “Serious
Games Initiative” and
“Social Impact Games” have also embarked on the effective
utilization of gaming technology for training in any profession (LoPiccolo,
2004).
Virtual
Reality Exposure Therapy is one application that introduces the mental
health profession to the use of simulations. The mental health
profession has primarily seen the introduction of one such application –
the use of simulations in Virtual Reality Exposure Therapy. Many authors
argue that this method is effective in treating anxiety disorders (Orman,
2003), social phobias (Klinger, Bouchard, Legeron, Lauer, Chemin &
Nugues, 2005) and driving phobias (Wald & Taylor, 2003). Smit & Van Der
Molen (1996) and Sharf & Lucas (1993), advocate for the use of
simulation for the assessment of counseling skills. Berven (1985) calls
for the use of case management simulations and Smokowski (2003)
highlights the applicability of gaming in enhancing group work practice.
Despite these grounded appeals (some more than a decade old), very
little has been done to begin incorporating gaming technology as a
learning tool in counselor education programs.
An Innovative and
Engaging Approach
According to the
Entertainment Software Association (ESA, 2005), approximately 50% of
Americans play video games (about 145 million people) and 43% of
interactive gamers are women. Because of the enormous use of gaming
technology in recent years, the need exists to discover what makes
gaming so engaging to the user and whether these attributes can be
transferred to the creation of games which can be used in counselor
education.
Malone
(1981) argues that three main elements make video games fun:
challenge, fantasy and curiosity. Malone further uses
these elements to serve as guidelines for creating educational programs.
He purports that education games should have: (1) clear goals that
students find meaningful, (2) multiple goal structures and scoring to
give students feedback on their progress, (3) multiple difficulty levels
to adjust the game difficulty to learner skill, (4) random elements of
surprise, and (5) an emotionally appealing fantasy and metaphor that is
related to game skills (Squire, 2003;
Malone, 1981). Another researcher,
Bowman (1982) explains that the power of video games “lies in the fact
that they are action systems where skills and challenges are
progressively balanced, goals are clear, feedback is immediate and
unambiguous and relevant stimuli can be differentiated from irrelevant
stimuli. Together, this combination contributes to the formation of a
flow experience” (Bowman, 1982, p.15).
Students
in traditional classes generally have little control over their
learning. The students function as recipients of materials and
activities chosen by their instructors who must then adapt to the
ability level of their group. In addition, feedback on performance is in
many areas shallow, imprecise and normative (Bowman, 1982). The use of
gaming technologies can challenge students, promote collaboration,
accommodate varying learning styles and hence enhance student learning
(Bowman, 1982;
Squire, 2003).
Harnessing the
Innovation
Since
the advent of gaming, the debate has continued on the potentially
negative impact of the use of videogames and other gaming technologies (Provonzo,
1991). Some argue that gaming can lead to violence and aggression among
other unhealthy behaviors and attitudes. However, the research on gaming
finds little to no evidence to support these arguments (Squire, 2003).
Additionally, newer games enhance character development and foster
meaningful learning. The
Entertainment Software Association purports that generally gamers
spend about 23.4 hours per week on activities such as exercising,
community involvement and reading compared with only 6.8 hours per week
playing video games.
Squire
(2003) likenes gaming to traditional storytelling. Additionally, he
presents the following five reasons why gaming technology proves to be a
powerful learning tool: (1) they allow the user to manipulate otherwise
unalterable variables, (2) they enable students to view phenomena from
new perspectives, (3) they allow the student to observe systems of
behavior over time, (4) pose hypothetical questions to a system, (5)
visualize a system in three dimensions (Barab, Hay, & Duffy, 1999), and
(6) compare simulations with the users’ understanding of a system.
Gaming technology creates digital representations of an emerging world,
introduces the players to various environments that help them identify
with it, and learn the rules of the system (Trotter, 2004). The use of
gaming also provides the user exposure to many different stimuli and
environments that they would otherwise not be able to experience
naturally due to ethical or other reasons.
Pioneers
in instructional technology warn that the success of educational games
lies in the instructional context of the game and not in the game
itself. Therefore, the game’s conceptualization, and the user’s ability
to process the experience and outcomes that contribute to the success of
educational games (Clegg, 1991;
Squire, 2002). In short, gaming cannot be
fully understood without considering the social and cultural context
within which they operate (Mitchell, 1985).
Applying Gaming
Technology in Counselor Education
According to Baggerly (2002) and Kagan (1973), learning in counselor
education programs typically entails didactic presentations, role
playing, feedback from others, and feedback from self. Jones and Karper
(2000) also agree that counselor education programs emphasize active
learning strategies and skills mastery, which enhance the student’s
developmental and collaborative processes (Baggerly, 2002). The use of
gaming, particularly simulations can enrich key components of counseling
programs. All of these key components of counseling programs can be
enriched through the use of gaming and in particular simulations.
Gifford (1991) identified seven attributes that make gaming
both fun and effective learning tools. These attributes also clearly
describe why gaming technology is a great fit for counselor education:
(1)
Free play (Creativity):
As opposed to current modes of instruction, games are without
limitations of space, time, or gravity;
(2)
Microworlds:
Allow the user to move with ease between electronic microworlds and from
one graphical environment to another. This sharply contrasts with the
methods use in conventional classrooms;
(3)
Instant replay encourages risk taking:
He argues that games can provide an instant replay of students’
performances, allowing them to study, edit, or try again in a safe
environment for risk-taking;
(4)
Mastery:
Even when the user is struggling to learn a complex game, they usually
feel they are in control. The feeling of control is encouraged by the
ease with which players can repeat an activity until it has been
mastered;
(5)
Interaction:
Users tend to experience computers as partners in learning. They relish
this non-hierarchical relationship in which the roles of teacher and
student are blurred or altered;
(6)
Clear goals:
Students in the classroom cannot always see the point of learning math,
science or social studies. However, when they play electronic games they
are usually working toward a clear objective. Compelling games give game
players high levels of motivation; and
(7)
Intense Absorption:
Short attention spans and poor impulse control frequently disappear with
effective computer interventions, supporting the notion that changing
the environment, not the child can support individual success (Gifford,
1991, p.7).
Berry,
Srebalus, Cromer and Takacs (2003) found that counselor trainees possess
different learning styles with no truly dominant learning style. The
implication for counselor education programs is that instruction needs
to be varied to meet the diverse needs of all students. Counselor
trainers and educators must bear in mind that pedagogical theory and
principles must guide the application of gaming technology in counseling
programs and that technology should not be used blindly.
Instructional and
Clinical Application
Some
proponents of the use of gaming technology in education argue that
developing educational games is now an imperative, as students of the
video-game generation no longer respond favorably to traditional
instruction” (Prensky, 2000;
Squire, 2002). Gaming and simulation
technologies can be infused into the curriculum of counselor education
programs, particularly in “techniques” and “practicum” courses where
simulated clinical experiences might be advantageous. Additionally, this
technology can create innovative and exciting tools for learning several
types of information such as counseling theories, DSM-IV-TR diagnoses,
assessments, clinical interventions and other content driven topics.
Gaming
provides creative options to transfer knowledge through the use of
innovative multimedia presentations either in the classroom or to
enhance professional conference presentations. Providing the audience
with scenarios to demonstrate clinical interventions and
intervention-related decision trees is one example. Whether in the
classroom or at a conference, the use of actual client sessions during a
presentation to demonstrate certain skills may not be feasible and could
create certain ethical considerations. Gaming technology not only
addresses the issues of client confidentiality but also provides for a
more interactive presentation with no client risk. Additionally,
counseling simulations can teach trainees to differentiate between
client emotional states (Alpert, 1986), and examine the evaluation of
clinical and counseling skills (Berven & Scofield, 1980). Instructional
strategies and techniques that integrate gaming and simulation also
would increase content retention and skill mastery (Gifford, 1991).
Simulation and gaming technologies provide unlimited opportunities for
the presentation of scenarios, clinical environments, multicultural
populations, client demographics, and client disorders. Uses include
teaching trainees critical skills such as empathy, active listening,
reflection, clarification and questioning, linking, tone setting as well
as establishing, holding, shifting and deepening the focus, which are
all components of core counseling courses (Jacobs, Masson, & Harvill,
2002). The ability to immerse students in high-risk situations and with
high-risk populations provides another benefit in using gaming in
counseling preparation programs. Creating simulations with these
scenarios allow for “role-playing” that would greatly enrich the
interaction and exposure level that counseling students receive, without
the dangers involved in using actual clients.
Handheld
consoles, a delivery method of gaming and simulation technology, offer a
novel and interesting alternative to traditional modes of instruction (Kirriemur,
2002). They are easy and simple to use, portable and inexpensive.
Potential uses include tutor-led counselor preparation games, and
assessments (quizzes, interactive modes of testing) to promote
collaboration in achieving objectives of the class and to enhance
critical skills needed to become competent in the profession of
counseling. Handheld consoles also provide a medium to develop
interactive electronic textbooks or course materials. Limitations in
application potentials for handheld consoles rest only with counselor
education and gaming developers (Kirriemur, 2002).
Simulation and gaming applications exist for direct use with clients as
well. This technology provides the client exposure to virtual
environments, similar to his or her real life situation, allowing them
to experiment with decisions and consequences. Examples include dealing
with peer pressure, desensitization exercises, active listening, and
assertiveness training to name a few (Klinger, et al., 2005;
Orman,
2003; Wald & Taylor, 2003). “As the simulation user experiments, he or
she links decisions and consequences without having to experience the
process in real life” (Smokowski, 2003, p19). Additionally, gaming
technology enhances the delivery of self-help psycho-educational
resources. Such technology can be used with depression, career
decision-making, parenting, substance abuse education and conflict
resolution resources (Sampson, Kolodinsky & Greeno, 1997). However, it
would be important to evaluate and identify if face-to-face counseling
might be more efficacious than self-help or if they should be use in
tandem. Whether used during the session or as assigned homework,
simulation and gaming technologies provide an innovative resource for
counselors and clients.
Computer simulations
and gaming also prove beneficial in clinical supervision activities.
These technologies would allow the user to create his or her own
computer simulations using recorded tapes from previous sessions (Smokowski,
2003). The benefit of creating computer simulations lies in “the
integration of text, transitions, and most important, programmed
decision trees” (p.18). Effective use of micro-counseling techniques,
such as minimal encouragers and active listening, can be assessed using
simulation exercises developed by the supervisor or counselor (Jacobs et
al., 2002). Additionally, these technologies can limit isolation during
supervisor-supervisee collaborations, particularly when geographic
distance presents as an issue (Casey, Bloom & Moan, 1994).
Next Steps
The
review of the literature suggests that there is still a need for further
research on the use of technology in the counseling profession (Hayes,
1999). Key issues such as the theoretical contexts of games, motivation
to use computer games and individual differences, and the creation of
games to be used in the counseling profession need to be thoroughly
reviewed. It also is crucial that the client and students remain the
primary focus of these games, with the technology being secondary to
these.
Berry,
Srebalus, Cromer and Takacs (2003) reveal that the technology
competencies of counselor educators fall below those of counselor
trainees. Additionally, the use of traditional role-playing was a low
preference mode of instruction suggesting that counselor educators need
to employ more captivating and technology-enhanced modes of instruction
to satisfy the learning needs of their students. To ensure this,
counselor educators need ongoing education and training on the emerging
technologies to remain technologically proficient and to translate their
technological competence, confidence and knowledge to their students
(Berry et al., 2003).
Desired
or needed technology competencies vary depending on use. It is unlikely
that counselor educators and others that train mental health
professionals will develop the technological skills needed to write and
develop simulation and gaming software due to the extensive academic
training in computer science needed. However, teaching counselor
educators the skills needed to effectively and efficiently collaborate
with gaming software developers might be the most beneficial approach.
The ambitious and technologically proficient counselor educator can
eventually develop the software.
Again, it is
important that equal emphasis be placed on using this new technology in
all aspects of counselor trainer programs particularly in instruction
(See Table 1), counseling (
See Table 2), clinical supervision (See Table
3) and research (See Table 4). The tables present potential uses of
gaming technology and simulation in counselor education programs.
The
Technology Competencies outlined by the
Association for Counselor Educators and Supervisors (ACES) provides
a set of skills needed to effectively utilize gaming technology.
Although the competencies do not all relate to gaming and simulation,
the skills would be needed at some point in the collaboration or
software development process. The 12 competencies are:
1.
Be able to use productivity software to develop web pages, group
presentations, letters, and reports;
-
Be able to use
such audiovisual equipment as video recorders, audio recorders,
projection equipment, video conferencing equipment, and playback
units;
-
Be able to use
computerized statistical packages;
-
Be able to use
computerized testing, diagnostic, and career decision-making programs
with clients;
-
Be able to use
email;
-
Be able to help
clients search for various types of counseling-related information via
the internet, including information about careers, employment
opportunities, educational & training opportunities, financial
assistance/scholarships, treatment procedures, and social and personal
information;
-
Be able to
subscribe, participate in, and sign off counseling related list
serves;
-
Be able to access
and use counseling related CD-ROM data bases;
-
Be knowledgeable
of the legal and ethical codes which relate to counseling services via
the internet;
-
Be knowledgeable
of the strengths and weaknesses of counseling services provided via
the internet;
-
Be able to use the
internet for finding and using continuing education opportunities in
counseling; and
-
Be able to
evaluate the quality of Internet information (ACES
Technology Interest Networks, 1999).
Once
these fundamental skills are attained by counselors, the next step
involves learning technology competencies related to gaming. Curricula
would include modeling and simulation, instructional design, and
understanding simulation systems (Barab, Hay, & Duffy, 1999;
Squire,
2003; Thiagarajan, 1998). One program that provides the required
educational training is the Graduate Certificate in
Instructional Design for Simulations in the College of Education at
the
University of Central Florida (University of Central Florida, 2004).
The program description states, “The graduate certificate in
Instructional Design for Simulations takes an interdisciplinary
approach to prepare instructional designers and human resource and
training specialists in corporate, industry and educational settings to
design training and educational systems, addressing both the technical
and the instructional aspects of stand-alone and PC-based desktop
training simulations” (p.1). This graduate certificate consists of five
courses: Instructional Systems Design, Transmedia Story Creation,
Introduction to Modeling and Simulations, Instructional Simulations
Design for training and education and Instructional Game Design for
training and education..
Another
program is the Graduate Certificate in Interactive Design and Game
Development (Savannah
College of Art and Design, n.d.). That program description states,
“Students develop skills that allow them to create interactive art and
design to meet a variety of vendor industry standards. These include
content and design for open-source as well as for closed proprietary
systems. Students utilize various applications and programming
techniques” (p.1). The five courses in this program include: Interactive
Design and Media Application, Visual Interface and Informational Design,
Interactive Web Design, Scripting for Interactivity, and Database and
Dynamic Web Site Programming. Counselor educators who take this step to
increase their knowledge and skills in this area position themselves for
collaboration opportunities and software development in simulation and
gaming.
It is
important to note that advanced proficiency in gaming technology will
not be needed for use of the software. Newer applications are
increasingly less complex and easier to use. Additionally, professional
development and training in new technologies and software should become
a common practice for all counseling professionals who wish to stay
current in this area. Counselor trainees also need adequate introduction
and training in the use of these gaming technologies before use with
clients. Providing counseling trainees and practicing clinicians who use
these technologies with frequent opportunities for reflection,
debriefing and follow-up with a qualified supervisor, will maximize
benefits to clients.
Conclusion
Gaming
technology has been used in educational settings for decades. Such
instructional modes exists in the military, commercial pilot training,
and in many edutainment products used in the classroom. Major
advancements in gaming technology continue and has yet to be fully
explored by the counseling profession. The use of gaming and simulation
proves efficacious in the instruction of counseling theories as well as
in the transferring of skills needed to become practitioners.
Additionally, opportunities exist for counselor educators and trainers
to learn and develop technological skills and competencies needed to
effectively collaborate and even develop simulation and gaming software
for counselor trainees and clients. Ultimately, the use of gaming in
counselor education programs will serve to enhance the work of counselor
educators in the classroom and enhance client outcomes.
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Authors' Biography
Wendy Greenidge is from the Caribbean
island of St. Lucia and received a Master's Degree in Clinical
Psychology from the University of Central Florida. She is currently a
second year doctoral student in Counselor Education also at the
University of Central Florida in Orlando. She has worked extensively
with child and adolescent populations especially in the areas of
substance abuse and sexual abuse. Her main research interests include
infusing technology into counseling programs as well as counseling
culturally diverse populations. Wendy can be reached at 407-455-2638,
wgreenid@mail.ucf.edu or P.O. Box 781192, Orlando, FL 32878.
Dr. Andrew Daire earned his M.S. in Mental Health Counseling from
Stetson University and his Ph.D. in Counseling Psychology from the
Florida State University. He is a Florida Licensed Mental Health
Counselor and National Certified Counselor. His areas of professional
and research interests are caregiving issues with families impacted by
special needs, career development, and integrating technology and
technology competencies in counselor education. He can be reached at
adaire@mail.ucf.edu.