Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education

被引:134
作者
Barab, Sasha A. [1 ]
Scott, Brianna [1 ]
Siyahhan, Sinem [1 ]
Goldstone, Robert [1 ]
Ingram-Goble, Adam [1 ]
Zuiker, Steven J. [2 ]
Warren, Scott [3 ]
机构
[1] Indiana Univ, Sch Educ, Bloomington, IN 47405 USA
[2] Nanyang Technol Univ, Natl Inst Educ, Learning Sci Lab, Singapore 637616, Singapore
[3] Univ N Texas, Denton, TX 76207 USA
基金
美国国家科学基金会;
关键词
Educational games; Virtual worlds; Play; Experiment; Undergraduates;
D O I
10.1007/s10956-009-9171-5
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instructional design conditions where the content had increasingly level of contextualization: (a) expository textbook condition, (b) simplistic framing condition, (c) immersive world condition, and (d) a single-user immersive world condition. Results indicated that the immersive-world dyad and immersive-world single user conditions performed significantly better than the electronic textbook group on standardized items. The immersive-world dyad condition also performed significantly better than either the expository textbook or the descriptive framing condition on a performance-based transfer task, and performed significantly better than the expository textbook condition on standardized test items. Implications for science education, and consistent with the goals of this special issue, are that immersive game-based learning environments provide a powerful new form of curriculum for teaching and learning science.
引用
收藏
页码:305 / 320
页数:16
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