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Year 2016, Volume: 1 Issue: 1, 63 - 73, 01.01.2016

Abstract

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.
  • Brown, S. W., Lawless, K. A. & Boyer, M. A. (2013). Promoting positive academic dispositions using a web-based PBL environment: The GlobalEd 2 Project. Interdisciplinary Journal of Problem-based Learning, 7 (1). Retrieved from http://dx.doi.org/10.7771/1541-5015.1389.
  • Ching, D. (2012). Passion play: Will Wright and games for science learning. Cultural Studies of Science Education, 7, 767–782.
  • Colbert, J. A., Boyd, K. E., Clark, K. A., Guan, S., Harris, J. B., Kelley, M. A., et al., (2008). Handbook of Technological Pedagogical Content Knowledge (TPCK) for Educators. New York, NY: Routledge.
  • Connolly, T. M, Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59 (2), 661-686.
  • Cortez, M. F. (January 15, 2015). Shoot ‘em up video games boost brain’s ability to learn. Bloomberg News. Retrieved from http://www.bloomberg.com/news/articles/2014-11-10/shoot-em-up-video-games-boost-brain-s-ability-to-learn
  • Cuban, L. (2000). Computers oversold and underutilized: Computers in the classroom. New York: Harvard University Press.
  • Day, E. A., Arthur, W., & Gettman, D. (2001). Knowledge structures and the acquisition of complex skill. Journal of Applied Psychology, 85 (5), 1022-1033.
  • Electronic Arts, (2008). What is SPORE? Retrieved from http://www.spore.com/what
  • Evans, E. M. (2008). Conceptual change and evolutionary biology: A developmental analysis. In S. Vosiandou (Ed.), International Handbook of Research on Conceptual Change. New York, NY: Routledge.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. NY: Palgrave/St. Martin's.
  • Gee, J. P. (2007). Good video games + Good learning. New York, NY: Peter Lang.
  • Greenfield, P. M., Brannon, C., & Lohr, D. (1994). Two-dimensional representation of movement through three-dimensional space: The role of video game expertise. Journal of Applied Developmental Psychology, 15, 87-103.
  • Jonassen (2006). Modeling with Technology: Mindtools for Conceptual Change. Columbus, OH: Pearson.
  • Kelemen, D. (1999). Why are rocks pointy? Children’s preference for teleological explanations of the natural world. Developmental Psychology, 35 (6), 1440–1452.
  • Kuhn, T.S. (1970). The structure of scientific revolutions. (2nd ed.). Chicago: University of Chicago Press.
  • Malouf, D. B. (1987). The effect of instructional computer games on continuing student motivation. The Journal of Special Education, 21 (4), 27-38.
  • Mane, A. M., Adams, J. A., & Donchin, E. (1989). Adaptive and part: Whole training in the acquisition of a complex perceptual-motor skill. Acta Psychologica, 71, 179-196.
  • McCreery, M. P., Schrader, P. G., & Krach, S. K. (2011). Navigating massively multiplayer online games (MMOGs): Evaluating 21st century skills for learning in virtual environments. Journal of Educational Computing Research, 44 (4), 473-493.
  • Millar, A., & Navarick, D. J. (1984). Self-control and choice in humans: Effects of video game playing as a positive reinforcer. Learning and Motivation, 15, 203-218.
  • National Academy of Sciences (1998). Teaching Evolution and the Nature of Science. Washington, DC: National Academy Press.
  • Nussbaum, E. M. (2012). Argumentation and student-centered learning environments. In D. Jonasen & S. Land (Eds.), Theoretical Foundations of Student-Centered Learning Environments (pp. 114-141). New York: Routledge.
  • Pearson Education Inc. (2015). FunBrain. http://www.funbrain.com/
  • Pew Internet and American Life Project (2008). Teens, Video Games, and Civics. Pew Internet and American Life Project. Retrieved from http://www.pewinternet.org/~/media/Files/Reports/2008/PIP_Teens_Games_and_Civics_Report_FINAL.pdf.pdf
  • Plass, J. L., O’Keefe, P. A., Homer, B. D., Case, J., Hayward, E. O., Stein, M., & Perlin, K. (2013, September 9). The Impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. Journal of Educational Psychology. doi: 10.1037/a0032688
  • Poling, D., & Evans, E. (2002). Why do birds of a feather flock together? Developmental change in the use of multiple explanations: Intention, teleology and essentialism. British Journal of Developmental Psychology, 20 (1), 89.
  • Schrader, P. G., Archambault, L. A., & Oh-Young, C. (2011). Training by gaming: Preparation teachers of today for tomorrow’s learning environments. Journal of Technology and Teacher Education, 19 (3), 261-286.
  • Schrader, P. G., Lawless, K. A., & Deniz, H. (2010). Videogames in education: Opportunities for learning beyond the rhetoric and hype. In P. Zemliansky and D. Wilcox (eds.), Design and Implementation of Educational Games: Theoretical and Practical Perspectives (pp. 293-314). Hershey, PA: Information Science Reference.
  • Schrader, P. G. & McCreery, M. (2007). The acquisition of skill and expertise in massively multiplayer online games. Educational Technology Research & Development. Retrieved from http://www.springerlink.com/content/n2496u376825u512/.
  • Schrader, P. G., Zheng, D.P., Young, M. F. (2006). Teachers' perceptions of video games: MMOGs and the future of preservice teacher education. Innovate, 2 (3).
  • Sinatra, G., Brem, S., & Evans, E. (2008). Changing minds? Implications of conceptual change for teaching and learning about biological evolution. Evolution Education Outreach, 1, 189–195
  • Sparks, S. D. (2014). Playing high-action video games may speed up learning, studies say. Education Week. Retrieved from http://www.edweek.org/ew/articles/2014/11/13/13video.h34.html
  • Squire, K. D. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming, 2 (1). Retrieved from https://webertube.com/media/document_source/4681.pdf
  • Squire, K. D. (2006). From content to context: Video games as designed experiences. Educational Researcher, 35 (8), 19-29.
  • Squire, K. D. (2008). Open-ended video games: A model for developing learning for the interactive age. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning. The John D. and Catherine T. MacArthur Foundation series on digital media and learning. (pp. 167–198). Cambridge, MA: The MIT Press.
  • Squire, K. D., & Durga, S. (2008). Productive gaming: The case for historiographic game play. In R. E. Ferdig (ed.) Handbook of Research on Effective Electronic Gaming in Education, Vol I. Hershey, PA: Information Science Reference.
  • Statista (2015). Video Games Revenue Worldwide from 2012 to 2015, by Source (in Billion US Dollars). Retrieved from http://www.statista.com/statistics/278181/video-games-revenue-worldwide-from-2012-to-2015-by-source/
  • Statista (2015). Most Played PC Games on Gaming Platform Raptr in December 2014, By Share of Playing Time. Retrieved from http://www.statista.com/statistics/251222/most-played-pc-games/
  • Steinkuehler, C. A. (2006). Why game (culture) studies now? Games and Culture, 1 (1), 97-102.
  • Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. In Proceedings of the Sixth International Conference of the Learning Sciences, ed. Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, and F. Herrera, 521-8. Mahwah, NJ: Erlbaum.
  • Steinkuehler, C. A., Squire, K. D., & Barab, S. (Eds.) (2012). Games, Learning, and Society: Learning and Meaning in the Digital Age. Cambridge: Cambridge University Press.
  • Subrahmanyam, K., & Greenfield, P. M. (1994). Effect of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 15, 13-32.
  • Talbot, M. (January 12, 2015). A quest for a different learning model: Playing games in school. The Hechinger Report. Retrieved from http://www.huffingtonpost.com/2015/01/12/quest-to-learn-games_n_6456914.html
  • Thomas, M., Ge, X., & Greene, B A. (2011). Fostering 21st century skill development by engaging students in authentic game design projects in a high school computer programming class. Journal of Educational Computing Research, 44 (4), 391-408.
  • Toulmin, S. (1969). The Uses of Argument, Cambridge, England: Cambridge University Press.
  • Turkle, S. (2009). Simulation and Its Discontents. Cambridge MA: The MIT Press.
  • Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. Educause Rev., 41 (2), 16–30.
  • Wright, W. (2008). The Science Behind Spore. Retrieved from http://www.youtube.com/watch?v=dH5ALcdxNag.
  • Young, M. F., Schrader, P. G., & Zheng, D. P. (2006). MMOGs as learning environments: An ecological journey into Quest Atlantis and the Sims Online. Innovate, 2 (4).
  • Young, M.F., et al. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82 (1), 61-89.

Breaking SPORE: Building Instructional Value in Science Education using a Commercial, Off-the Shelf Game

Year 2016, Volume: 1 Issue: 1, 63 - 73, 01.01.2016

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.

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.
  • Brown, S. W., Lawless, K. A. & Boyer, M. A. (2013). Promoting positive academic dispositions using a web-based PBL environment: The GlobalEd 2 Project. Interdisciplinary Journal of Problem-based Learning, 7 (1). Retrieved from http://dx.doi.org/10.7771/1541-5015.1389.
  • Ching, D. (2012). Passion play: Will Wright and games for science learning. Cultural Studies of Science Education, 7, 767–782.
  • Colbert, J. A., Boyd, K. E., Clark, K. A., Guan, S., Harris, J. B., Kelley, M. A., et al., (2008). Handbook of Technological Pedagogical Content Knowledge (TPCK) for Educators. New York, NY: Routledge.
  • Connolly, T. M, Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59 (2), 661-686.
  • Cortez, M. F. (January 15, 2015). Shoot ‘em up video games boost brain’s ability to learn. Bloomberg News. Retrieved from http://www.bloomberg.com/news/articles/2014-11-10/shoot-em-up-video-games-boost-brain-s-ability-to-learn
  • Cuban, L. (2000). Computers oversold and underutilized: Computers in the classroom. New York: Harvard University Press.
  • Day, E. A., Arthur, W., & Gettman, D. (2001). Knowledge structures and the acquisition of complex skill. Journal of Applied Psychology, 85 (5), 1022-1033.
  • Electronic Arts, (2008). What is SPORE? Retrieved from http://www.spore.com/what
  • Evans, E. M. (2008). Conceptual change and evolutionary biology: A developmental analysis. In S. Vosiandou (Ed.), International Handbook of Research on Conceptual Change. New York, NY: Routledge.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. NY: Palgrave/St. Martin's.
  • Gee, J. P. (2007). Good video games + Good learning. New York, NY: Peter Lang.
  • Greenfield, P. M., Brannon, C., & Lohr, D. (1994). Two-dimensional representation of movement through three-dimensional space: The role of video game expertise. Journal of Applied Developmental Psychology, 15, 87-103.
  • Jonassen (2006). Modeling with Technology: Mindtools for Conceptual Change. Columbus, OH: Pearson.
  • Kelemen, D. (1999). Why are rocks pointy? Children’s preference for teleological explanations of the natural world. Developmental Psychology, 35 (6), 1440–1452.
  • Kuhn, T.S. (1970). The structure of scientific revolutions. (2nd ed.). Chicago: University of Chicago Press.
  • Malouf, D. B. (1987). The effect of instructional computer games on continuing student motivation. The Journal of Special Education, 21 (4), 27-38.
  • Mane, A. M., Adams, J. A., & Donchin, E. (1989). Adaptive and part: Whole training in the acquisition of a complex perceptual-motor skill. Acta Psychologica, 71, 179-196.
  • McCreery, M. P., Schrader, P. G., & Krach, S. K. (2011). Navigating massively multiplayer online games (MMOGs): Evaluating 21st century skills for learning in virtual environments. Journal of Educational Computing Research, 44 (4), 473-493.
  • Millar, A., & Navarick, D. J. (1984). Self-control and choice in humans: Effects of video game playing as a positive reinforcer. Learning and Motivation, 15, 203-218.
  • National Academy of Sciences (1998). Teaching Evolution and the Nature of Science. Washington, DC: National Academy Press.
  • Nussbaum, E. M. (2012). Argumentation and student-centered learning environments. In D. Jonasen & S. Land (Eds.), Theoretical Foundations of Student-Centered Learning Environments (pp. 114-141). New York: Routledge.
  • Pearson Education Inc. (2015). FunBrain. http://www.funbrain.com/
  • Pew Internet and American Life Project (2008). Teens, Video Games, and Civics. Pew Internet and American Life Project. Retrieved from http://www.pewinternet.org/~/media/Files/Reports/2008/PIP_Teens_Games_and_Civics_Report_FINAL.pdf.pdf
  • Plass, J. L., O’Keefe, P. A., Homer, B. D., Case, J., Hayward, E. O., Stein, M., & Perlin, K. (2013, September 9). The Impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation. Journal of Educational Psychology. doi: 10.1037/a0032688
  • Poling, D., & Evans, E. (2002). Why do birds of a feather flock together? Developmental change in the use of multiple explanations: Intention, teleology and essentialism. British Journal of Developmental Psychology, 20 (1), 89.
  • Schrader, P. G., Archambault, L. A., & Oh-Young, C. (2011). Training by gaming: Preparation teachers of today for tomorrow’s learning environments. Journal of Technology and Teacher Education, 19 (3), 261-286.
  • Schrader, P. G., Lawless, K. A., & Deniz, H. (2010). Videogames in education: Opportunities for learning beyond the rhetoric and hype. In P. Zemliansky and D. Wilcox (eds.), Design and Implementation of Educational Games: Theoretical and Practical Perspectives (pp. 293-314). Hershey, PA: Information Science Reference.
  • Schrader, P. G. & McCreery, M. (2007). The acquisition of skill and expertise in massively multiplayer online games. Educational Technology Research & Development. Retrieved from http://www.springerlink.com/content/n2496u376825u512/.
  • Schrader, P. G., Zheng, D.P., Young, M. F. (2006). Teachers' perceptions of video games: MMOGs and the future of preservice teacher education. Innovate, 2 (3).
  • Sinatra, G., Brem, S., & Evans, E. (2008). Changing minds? Implications of conceptual change for teaching and learning about biological evolution. Evolution Education Outreach, 1, 189–195
  • Sparks, S. D. (2014). Playing high-action video games may speed up learning, studies say. Education Week. Retrieved from http://www.edweek.org/ew/articles/2014/11/13/13video.h34.html
  • Squire, K. D. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming, 2 (1). Retrieved from https://webertube.com/media/document_source/4681.pdf
  • Squire, K. D. (2006). From content to context: Video games as designed experiences. Educational Researcher, 35 (8), 19-29.
  • Squire, K. D. (2008). Open-ended video games: A model for developing learning for the interactive age. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning. The John D. and Catherine T. MacArthur Foundation series on digital media and learning. (pp. 167–198). Cambridge, MA: The MIT Press.
  • Squire, K. D., & Durga, S. (2008). Productive gaming: The case for historiographic game play. In R. E. Ferdig (ed.) Handbook of Research on Effective Electronic Gaming in Education, Vol I. Hershey, PA: Information Science Reference.
  • Statista (2015). Video Games Revenue Worldwide from 2012 to 2015, by Source (in Billion US Dollars). Retrieved from http://www.statista.com/statistics/278181/video-games-revenue-worldwide-from-2012-to-2015-by-source/
  • Statista (2015). Most Played PC Games on Gaming Platform Raptr in December 2014, By Share of Playing Time. Retrieved from http://www.statista.com/statistics/251222/most-played-pc-games/
  • Steinkuehler, C. A. (2006). Why game (culture) studies now? Games and Culture, 1 (1), 97-102.
  • Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. In Proceedings of the Sixth International Conference of the Learning Sciences, ed. Y. B. Kafai, W. A. Sandoval, N. Enyedy, A. S. Nixon, and F. Herrera, 521-8. Mahwah, NJ: Erlbaum.
  • Steinkuehler, C. A., Squire, K. D., & Barab, S. (Eds.) (2012). Games, Learning, and Society: Learning and Meaning in the Digital Age. Cambridge: Cambridge University Press.
  • Subrahmanyam, K., & Greenfield, P. M. (1994). Effect of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 15, 13-32.
  • Talbot, M. (January 12, 2015). A quest for a different learning model: Playing games in school. The Hechinger Report. Retrieved from http://www.huffingtonpost.com/2015/01/12/quest-to-learn-games_n_6456914.html
  • Thomas, M., Ge, X., & Greene, B A. (2011). Fostering 21st century skill development by engaging students in authentic game design projects in a high school computer programming class. Journal of Educational Computing Research, 44 (4), 391-408.
  • Toulmin, S. (1969). The Uses of Argument, Cambridge, England: Cambridge University Press.
  • Turkle, S. (2009). Simulation and Its Discontents. Cambridge MA: The MIT Press.
  • Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. Educause Rev., 41 (2), 16–30.
  • Wright, W. (2008). The Science Behind Spore. Retrieved from http://www.youtube.com/watch?v=dH5ALcdxNag.
  • Young, M. F., Schrader, P. G., & Zheng, D. P. (2006). MMOGs as learning environments: An ecological journey into Quest Atlantis and the Sims Online. Innovate, 2 (4).
  • Young, M.F., et al. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82 (1), 61-89.
There are 57 citations in total.

Details

Primary Language English
Journal Section Research Article
Authors

Peter G. Schrader This is me

Hasan Deniz This is me

Joshua Keilty This is me

Publication Date January 1, 2016
Published in Issue Year 2016 Volume: 1 Issue: 1

Cite

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.

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