This paper (Stephan 2023) is about the use of video games as a pedagogical tool in class. Instead of taking the perspective of a lecturer, the author seeks the student’s perspectives to evaluate the success of an interactive teaching method at the crossroads of history, archaeology, and classics. The paper starts with a literature review, that highlights the intensive use of video games among college students and high schoolers as well as the impact video games can have on learning about the past. The case study this paper is based on is made with the game Assassin’s Creed: Odyssey, which is introduced in the next part of the paper as well as previous works on the same game. The author then explains his method, which entailed the tasks students had to complete for a class in classics. They could either choose to play a video game or more classically read some texts. After the tasks were done, students filled out a 14-question-survey to collect data about prior gaming experience, assignment enjoyment, and other questions specific to the assignments.
The results were based on only a fraction of the course participants (n=266) that completed the survey (n=26), which is a low number for doing statistical analysis. Besides some quantitative questions, students had also the possibility to freely give feedback on the assignments. Both survey types (quantitative answers and qualitative feedback) solely relied on the self-assessment of the students and one might wonder how representative a self-assessment is for evaluating learning outcomes. Both problems (size of the survey and actual achievements of learning outcomes) are getting discussed at the end of the paper, that rightly refers to its results as preliminary. I nevertheless think that this survey can help to better understand the role that video games can play in class. As the author rightly claims, this survey needs to be enhanced with a higher number of participants and a better way of determining the learning outcomes objectively. This paper can serve as a start into how we can determine the senseful use of video games in classrooms and what students think about doing so.
I am satisfied with the changes the author has made. To me, they seem to significantly improve the text and the author deserves to have their revised scholarship published. Congratulations!
I am happy with the changes in the text and have no further comments on the article.
DOI or URL of the preprint: https://doi.org/10.5281/zenodo.8221602
Version of the preprint: 1
Although the article heads in a good direction and is in itself an interesting study, some points the reviewers made have to be adressed. Both reviewers agree, that the study has some inconsistencies that need to be adressed or clarified. The reviews describe these inconsistencies in detail and I do not need to repeat them here. I would urge the author to take them as constructive as they are meant to refine the article into a newer version. The paper is an important contribution to the area of Archaeogaming and refining it can only make it better.
Overall this is a good paper with important results that should be published. In the attached document I address some minor issues with comments, and some textual edits.
The main issue I currently see with the paper is the contextualization of the topic in the introduction. I believe that relating the study to declining student numbers in humanities (a definite problem world-wide) is not doing the argumentation any favor. It's a topic that is never returned to, and it is not really addressed with the survey. I think it would be best to contextualize the topic in it's own framework, i.e. video games and education (something that is done later).
Another point I want to address is that there should be a more explicit explanation as to why not all students had to do both assignments, so also be able to compare how students who don't play video games feel about it. In my experience this creates a rather different result in such studies, and I think it deserves a mention why the author chose not to do it.
Finally the text needs a bit of editing when it comes to in-text citations and its references.
Download the reviewThough I think there may be room for the author's work and idea to develop into an article, I do not recommend this current article for publication.
The article tends to be pretty loose in expressing what exactly is being measured. Sometime it claims to assess whether video game lessons show an "increase in the achievement learning outcomes." In discussion, the author says "video games hold potential to increase student satisfaction and learning." But a student survey with the questions asked at most can only measure whether students feel they have learned not whether they have learned targeted learning goals-- which is not the same thing. Elsewhere the author is clearer but still shifts back and forth on this. A clear discussion of what exactly can be determined and why from the surveys is missing and/or inconsistent.
If I am mistaken and the author can link the claim that the appeal of a learning mode increases effectiveness they should be citing it.
Other issues throughout leave the clarity of the instruction and its impact murky. Was Discovery Tour used? Which tours? What readings were used? Did the Discovery Tour tours used as homework topically match the readings assigned? These are all important questions that need answers for the article to provide insight. Not least of all, this is because the survey asked what the students learned and we don't know if they were studying even comparable topics (other than being in the ancient world). The lack o this information makes it less clear that the survey has objective usefulness.
Statistical reasoning is not my strong suit at all yet I am very aware that in line 211 the claim "the differences seem significant in scale" is not a statement of statistical significance and so not really a useful statistical claim.
Finally, I'm afraid that I am unconvinced the findings show anything new or unexpected or even reinforcing. Video game playing students opted for a video game lesson and thought it more enjoyable is a big conclusion and that just does not seem enough to publish.
One suggestion. Perhaps author can resurrect this research by making the case that positive attitude can effect learning or thinking one has learned is high correlated to having learned. As it is, though I regret to say it, I cannot recommend it for publication.