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Gaming science: the “Gamification” of scientific thinking
Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must b...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2013
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3766824/ https://www.ncbi.nlm.nih.gov/pubmed/24058354 http://dx.doi.org/10.3389/fpsyg.2013.00607 |
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author | Morris, Bradley J. Croker, Steve Zimmerman, Corinne Gill, Devin Romig, Connie |
author_facet | Morris, Bradley J. Croker, Steve Zimmerman, Corinne Gill, Devin Romig, Connie |
author_sort | Morris, Bradley J. |
collection | PubMed |
description | Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provide suggestions for evaluating their effectiveness. |
format | Online Article Text |
id | pubmed-3766824 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2013 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-37668242013-09-20 Gaming science: the “Gamification” of scientific thinking Morris, Bradley J. Croker, Steve Zimmerman, Corinne Gill, Devin Romig, Connie Front Psychol Psychology Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provide suggestions for evaluating their effectiveness. Frontiers Media S.A. 2013-09-09 /pmc/articles/PMC3766824/ /pubmed/24058354 http://dx.doi.org/10.3389/fpsyg.2013.00607 Text en Copyright © 2013 Morris, Croker, Zimmerman, Gill and Romig. http://creativecommons.org/licenses/by/3.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Morris, Bradley J. Croker, Steve Zimmerman, Corinne Gill, Devin Romig, Connie Gaming science: the “Gamification” of scientific thinking |
title | Gaming science: the “Gamification” of scientific thinking |
title_full | Gaming science: the “Gamification” of scientific thinking |
title_fullStr | Gaming science: the “Gamification” of scientific thinking |
title_full_unstemmed | Gaming science: the “Gamification” of scientific thinking |
title_short | Gaming science: the “Gamification” of scientific thinking |
title_sort | gaming science: the “gamification” of scientific thinking |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3766824/ https://www.ncbi.nlm.nih.gov/pubmed/24058354 http://dx.doi.org/10.3389/fpsyg.2013.00607 |
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