Teacher Implementation and the Impact of Game-Based Science Curriculum Materials

被引:14
|
作者
Wilson, Christopher D. [1 ]
Reichsman, Frieda [2 ]
Mutch-Jones, Karen [3 ]
Gardner, April [1 ]
Marchi, Lisa [4 ]
Kowalski, Susan [1 ]
Lord, Trudi [2 ]
Dorsey, Chad [2 ]
机构
[1] BSCS, 5415 Mark Dabling Blvd, Colorado Springs, CO 80918 USA
[2] Concord Consortium, 25 Love Lane, Concord, MA 01742 USA
[3] TERC, 2067 Massachusetts Ave, Cambridge, MA 02140 USA
[4] Maine Math & Sci Alliance, 219 Capitol St,Suite 3, Augusta, ME 04330 USA
基金
美国国家科学基金会;
关键词
Educational games; Game-based learning; Genetics; Argumentation; Teacher implementation; Fidelity of implementation; STUDENTS; INQUIRY; KNOWLEDGE; GENETICS;
D O I
10.1007/s10956-017-9724-y
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of digital games, we studied the replacement of existing high school biology genetics lessons over a 3- to 6-week period with Geniverse, an immersive, game-like learning environment designed to be used in classrooms. The Geniverse materials infuse virtual experimentation in genetics with a narrative of a quest to heal a genetic disease; incorporate the topics of meiosis and protein synthesis with inheritance; and include the science practices of explanation and argumentation. The research design involved a quasi-experiment with 48 high school teachers and about 2000 students, student science content knowledge and argumentation outcome measures, and analysis using hierarchical linear modeling. Results indicate that when Geniverse was implemented as the designers intended, student learning of genetics content was significantly greater than in the comparison, business-as-usual group. However, a wide range of levels of Geniverse implementation resulted in no significant difference between the groups as a whole. Students' abilities to engage in scientific explanation and argumentation were greater in the Geniverse group, but these differences were not statistically significant. Observation, survey, and interview data indicate a range of barriers to implementation and teacher instructional decisions that may have influenced student outcomes. Implications for the role of the teacher in the implementation of game-based instructional materials are discussed.
引用
收藏
页码:285 / 305
页数:21
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