EN
Breaking SPORE: Building Instructional Value in Science Education using a Commercial, Off-the Shelf Game
Abstract
This investigation explored an alternative method of technology integration and ways to enable educators to judiciously use a wider range of games in their classrooms. Although many games have been created with educational objectives in mind e.g., Quest Atlantis, Immune Attack, Democracy , proportionally fewer games and simulations are linked to scientific content and standards. More importantly, wildly popular and widely available entertainment-based games with educational components i.e., edutainment do not necessarily promote scientific understanding. Generally the purpose of games is entertainment. However, issues may arise if they are marketed as promoting or having a strong basis in content. In this study, we examine the simulation game Spore, which exhibits flawed scientific assumptions and may promote numerous misconceptions if used “as is” with students. We examine how a simple pedagogical adjustment to in a middle school science class may overcome the existing and designed limitations while yielding learning benefits. Specifically, we observe Spore’s influence on students’ conceptual understanding of natural selection when compared to a control group. The findings contribute to a growing body of literature that provides teachers with alternative methods for judicious technology integration, particularly with respect to the affordances of games and simulations like Spore.
Keywords
References
- Angelone, L. (2010). Commercial video games in the science classroom. Science Scope, 33 (6), 45-50.
- Archambault, L., & Crippen, K. (2009). Examining TPACK among K-12 online distance educators in the United States. Contemporary Issues in Technology and Teacher Education, 9 (1). Retrieved from http://www.citejournal.org/vol9/iss1/general/article2.cfm
- Barab, S., & Dede, C. (2007). Games and immersive participatory simulations for science education: An emerging type of curricula.
- Journal of Science Education and Technology, 16 (1), 1–3.
- Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research & Development, 53 (1), 86-107.
- Bean, T. E., Sinatra, G. M., & Schrader, P. G. (2010). Spore: Spawning evolutionary misconceptions? Journal of Science Education and Technology, 19 (5), 409-414.
- Bohannon, J. (2008). Flunking Spore. Science 322 (5901), 531.
- Bowman, R. F. (1982). A “Pac-Man” theory of motivation: Tactical implications for motivation. Educational Technology, 22 (9), 14-16.
Details
Primary Language
English
Subjects
-
Journal Section
-
Publication Date
January 1, 2016
Submission Date
-
Acceptance Date
-
Published in Issue
Year 2016 Volume: 1 Number: 1
APA
Schrader, P. G., Deniz, H., & Keilty, J. (2016). Breaking SPORE: Building Instructional Value in Science Education using a Commercial, Off-the Shelf Game. Journal of Learning and Teaching in Digital Age, 1(1), 63-73. https://izlik.org/JA45XH22LN
AMA
1.Schrader PG, Deniz H, Keilty J. Breaking SPORE: Building Instructional Value in Science Education using a Commercial, Off-the Shelf Game. JOLTIDA. 2016;1(1):63-73. https://izlik.org/JA45XH22LN
Chicago
Schrader, Peter G., Hasan Deniz, and Joshua Keilty. 2016. “Breaking SPORE: Building Instructional Value in Science Education Using a Commercial, Off-the Shelf Game”. Journal of Learning and Teaching in Digital Age 1 (1): 63-73. https://izlik.org/JA45XH22LN.
EndNote
Schrader PG, Deniz H, Keilty J (January 1, 2016) Breaking SPORE: Building Instructional Value in Science Education using a Commercial, Off-the Shelf Game. Journal of Learning and Teaching in Digital Age 1 1 63–73.
IEEE
[1]P. G. Schrader, H. Deniz, and J. Keilty, “Breaking SPORE: Building Instructional Value in Science Education using a Commercial, Off-the Shelf Game”, JOLTIDA, vol. 1, no. 1, pp. 63–73, Jan. 2016, [Online]. Available: https://izlik.org/JA45XH22LN
ISNAD
Schrader, Peter G. - Deniz, Hasan - Keilty, Joshua. “Breaking SPORE: Building Instructional Value in Science Education Using a Commercial, Off-the Shelf Game”. Journal of Learning and Teaching in Digital Age 1/1 (January 1, 2016): 63-73. https://izlik.org/JA45XH22LN.
JAMA
1.Schrader PG, Deniz H, Keilty J. Breaking SPORE: Building Instructional Value in Science Education using a Commercial, Off-the Shelf Game. JOLTIDA. 2016;1:63–73.
MLA
Schrader, Peter G., et al. “Breaking SPORE: Building Instructional Value in Science Education Using a Commercial, Off-the Shelf Game”. Journal of Learning and Teaching in Digital Age, vol. 1, no. 1, Jan. 2016, pp. 63-73, https://izlik.org/JA45XH22LN.
Vancouver
1.Peter G. Schrader, Hasan Deniz, Joshua Keilty. Breaking SPORE: Building Instructional Value in Science Education using a Commercial, Off-the Shelf Game. JOLTIDA [Internet]. 2016 Jan. 1;1(1):63-7. Available from: https://izlik.org/JA45XH22LN