Modeling Games in the K-12 Science Classroom

Modeling Games in the K-12 Science Classroom

Kara D. Krinks, Pratim Sengupta, Douglas B. Clark
Copyright: © 2019 |Pages: 20
DOI: 10.4018/IJGCMS.2019010103
OnDemand:
(Individual Articles)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

Digital games can be used as a productive and engaging medium to foster scientific expertise and have shown promise in supporting the co-development of scientific concepts and representational practices. This study focuses on the integration of a disciplinarily-integrated game, SURGE NextG, with complementary model-based activities to support the development of scientific modeling in Newtonian mechanics. Two pedagogical approaches were designed. Students in both approaches modeled the motion of an object inside and outside the game environment. One approach involved the material integration of virtual game play through a physical modeling activity in the classroom. The second approach involved a complementary modeling tool using an agent-based computational programming platform. While both modeling activities demonstrated affordances to support productive student learning, this study highlights the significance of designing multiple complementary representations of the same phenomenon as a core element of game play and related modeling activities.
Article Preview
Top

Introduction

This study focuses on the design and classroom integration of digital games for K-12 science education with the goal of fostering the development of conceptual and representational practices that are central to understanding Newtonian motion by engaging students in scientific modeling. Specifically, we focus on the integration of disciplinarily-integrated games (DIGs) (Sengupta and Clark, 2016; Clark, Sengupta, Brady, Martinez-Garza, & Killingsworth, 2015) with complementary modeling activities to support science learning. Essentially, all DIGs have the following characteristics: (a) formal representations for controlling the game, (b) formal representations for communicating challenges and opportunities, (c) a phenomenological representation presenting the phenomenon being modeled, (d) intermediate aggregating representations, and (e) game mechanics and goals focused on engaging the player in interpreting, creating, modifying, and translating across these formal and phenomenological representations (Clark, et al., 2015; Sengupta & Clark, 2016).

At their core, games are multi-representational environments (Virk, Clark & Sengupta, 2016). Research on use of microworlds and simulations in science education shows that the design of multiple and complementary representations of the same phenomenon can create opportunities for model evaluation through comparison of multiple and competing models of the phenomenon (Parnafes, 2007; Sengupta & Farris, 2012; Sengupta, Dickes & Farris, 2018). Similar to simulations and microworlds, DIGs leverage multiple formal representations as both core elements of game play and as tools to control the game environment (Clark, Sengupta, & Virk, 2016; Virk, Clark, & Sengupta, 2015, 2017). However, reasoning across multiple representations and comparing multiple models of a phenomenon can be difficult for students without appropriate scaffolding (Lehrer & Schauble, 2006). This study illustrates two types of modeling activities that could be augmented with disciplinarily-integrated games in order to support teachers and students in developing modeling practices in the classroom: physical modeling and computational programming and modeling. Specifically, we identify some key affordances and challenges of each modeling approach in two middle school classrooms that were taught by the same teacher. Overall, this work shows that creating multiple but complementary representations of the same phenomenon and then translating across these representations as part of core game activities can meaningfully support the integration of DIGs within the curriculum in a science classroom. Furthermore, out-of-game modeling activities involving representational work that is complementary to the game can positively shape student engagement with the game.

Complete Article List

Search this Journal:
Reset
Volume 16: 1 Issue (2024)
Volume 15: 1 Issue (2023)
Volume 14: 4 Issues (2022): 2 Released, 2 Forthcoming
Volume 13: 4 Issues (2021)
Volume 12: 4 Issues (2020)
Volume 11: 4 Issues (2019)
Volume 10: 4 Issues (2018)
Volume 9: 4 Issues (2017)
Volume 8: 4 Issues (2016)
Volume 7: 4 Issues (2015)
Volume 6: 4 Issues (2014)
Volume 5: 4 Issues (2013)
Volume 4: 4 Issues (2012)
Volume 3: 4 Issues (2011)
Volume 2: 4 Issues (2010)
Volume 1: 4 Issues (2009)
View Complete Journal Contents Listing