Role playing games for scientific citizenship

被引:0
|
作者
Gaydos, Matthew J. [1 ]
Squire, Kurt D. [2 ,3 ]
机构
[1] Univ Wisconsin Madison, Dept Educ Psychol, 210-C Teacher Educ Bldg,225 North Mills St, Madison, WI 53706 USA
[2] Univ Wisconsin Madison, Wisconsin Inst Discovery, Educ Res & Dev, Madison, WI 53706 USA
[3] Univ Wisconsin Madison, Educ Communicat & Technol Div, Madison, WI 53706 USA
基金
美国国家科学基金会;
关键词
Science education; Curriculum; Pedagogy; Reform processes; Assessment;
D O I
10.1007/s11422-012-9414-2
中图分类号
G [文化、科学、教育、体育]; C [社会科学总论];
学科分类号
03 ; 0303 ; 04 ;
摘要
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 followup 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 weremost engaged by Citizen Science'smost "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.
引用
收藏
页码:821 / 844
页数:24
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