December 1st, 2012 | RESEARCH
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science's most 'gamelike' features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools.
Document
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Team Members
Matthew Gaydos, Author, University of Wisconsin, MadisonKurt Squire, Author, University of Wisconsin, Madison
Citation
Identifier Type: DOI
Identifier: 10.1007/s11422-012-9414-2
Identifier Type: ISSN
Identifier: 1871-1502
Publication: Cultural Studies of Science Education
Volume: 7
Number: 4
Page(s): 821
Related URLs
Tags
Audience: Educators | Teachers | Middle School Children (11-13)
Discipline: Ecology | forestry | agriculture | Education and learning science
Resource Type: Peer-reviewed article | Research Products
Environment Type: Games | Simulations | Interactives | Media and Technology