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Pedagogy, Partnership, and Collaboration: A Longitudinal, Empirical Study of Serious Educational Gameplay in Secondary Biology Classrooms

The use of serious educational games has the potential to increase student learning outcomes in science education by providing students with opportunities to explore phenomena in ways that vary from traditional instruction; yet, empirical research to support this assertion is limited. This study aim...

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Autores principales: Hodges, Georgia W., Oliver, J. Steve, Jang, Yoonsun, Cohen, Allan, Ducrest, David, Robertson, Tom
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Netherlands 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7781415/
https://www.ncbi.nlm.nih.gov/pubmed/33424211
http://dx.doi.org/10.1007/s10956-020-09868-y
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author Hodges, Georgia W.
Oliver, J. Steve
Jang, Yoonsun
Cohen, Allan
Ducrest, David
Robertson, Tom
author_facet Hodges, Georgia W.
Oliver, J. Steve
Jang, Yoonsun
Cohen, Allan
Ducrest, David
Robertson, Tom
author_sort Hodges, Georgia W.
collection PubMed
description The use of serious educational games has the potential to increase student learning outcomes in science education by providing students with opportunities to explore phenomena in ways that vary from traditional instruction; yet, empirical research to support this assertion is limited. This study aimed to explore deeply what learning gains were associated with the use of three serious educational games (SEGs) created for use in secondary biology classrooms that partner teachers implemented during a 2-week curriculum unit. This longitudinal, mixed method study includes a control year, in which we examined how six highly qualified teachers taught students (n = 407) a 2-week curriculum unit addressing cellular biology without the SEGs, followed by 2 years in which the teachers integrated the SEGs into the curriculum unit with students (n =871). Data were collected from multiple sources, including a validated content pre- and post-test measure, embedded gameplay data, participant observation, teacher interviews, and focus groups. Quantitative findings showed significant learning gains associated with students who experienced the game condition during year 2, when compared with the control condition. During the replication year (year 3), learning gains increased again, compared with year two. Although the SEGs did not change between years 2 and 3, teachers were provided real-time access to students’ performance during gameplay. Thematic analysis of observation notes, teacher interviews, and student performance in-game identified four affordances teachers identified related to the use of serious educational games in their classrooms and the extended partnership model employed. Implications for researchers and game designers are discussed. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (10.1007/s10956-020-09868-y) contains supplementary material, which is available to authorized users.
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spelling pubmed-77814152021-01-05 Pedagogy, Partnership, and Collaboration: A Longitudinal, Empirical Study of Serious Educational Gameplay in Secondary Biology Classrooms Hodges, Georgia W. Oliver, J. Steve Jang, Yoonsun Cohen, Allan Ducrest, David Robertson, Tom J Sci Educ Technol Article The use of serious educational games has the potential to increase student learning outcomes in science education by providing students with opportunities to explore phenomena in ways that vary from traditional instruction; yet, empirical research to support this assertion is limited. This study aimed to explore deeply what learning gains were associated with the use of three serious educational games (SEGs) created for use in secondary biology classrooms that partner teachers implemented during a 2-week curriculum unit. This longitudinal, mixed method study includes a control year, in which we examined how six highly qualified teachers taught students (n = 407) a 2-week curriculum unit addressing cellular biology without the SEGs, followed by 2 years in which the teachers integrated the SEGs into the curriculum unit with students (n =871). Data were collected from multiple sources, including a validated content pre- and post-test measure, embedded gameplay data, participant observation, teacher interviews, and focus groups. Quantitative findings showed significant learning gains associated with students who experienced the game condition during year 2, when compared with the control condition. During the replication year (year 3), learning gains increased again, compared with year two. Although the SEGs did not change between years 2 and 3, teachers were provided real-time access to students’ performance during gameplay. Thematic analysis of observation notes, teacher interviews, and student performance in-game identified four affordances teachers identified related to the use of serious educational games in their classrooms and the extended partnership model employed. Implications for researchers and game designers are discussed. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (10.1007/s10956-020-09868-y) contains supplementary material, which is available to authorized users. Springer Netherlands 2021-01-04 2021 /pmc/articles/PMC7781415/ /pubmed/33424211 http://dx.doi.org/10.1007/s10956-020-09868-y Text en © Springer Nature B.V. 2021 This article is made available via the PMC Open Access Subset for unrestricted research re-use and secondary analysis in any form or by any means with acknowledgement of the original source. These permissions are granted for the duration of the World Health Organization (WHO) declaration of COVID-19 as a global pandemic.
spellingShingle Article
Hodges, Georgia W.
Oliver, J. Steve
Jang, Yoonsun
Cohen, Allan
Ducrest, David
Robertson, Tom
Pedagogy, Partnership, and Collaboration: A Longitudinal, Empirical Study of Serious Educational Gameplay in Secondary Biology Classrooms
title Pedagogy, Partnership, and Collaboration: A Longitudinal, Empirical Study of Serious Educational Gameplay in Secondary Biology Classrooms
title_full Pedagogy, Partnership, and Collaboration: A Longitudinal, Empirical Study of Serious Educational Gameplay in Secondary Biology Classrooms
title_fullStr Pedagogy, Partnership, and Collaboration: A Longitudinal, Empirical Study of Serious Educational Gameplay in Secondary Biology Classrooms
title_full_unstemmed Pedagogy, Partnership, and Collaboration: A Longitudinal, Empirical Study of Serious Educational Gameplay in Secondary Biology Classrooms
title_short Pedagogy, Partnership, and Collaboration: A Longitudinal, Empirical Study of Serious Educational Gameplay in Secondary Biology Classrooms
title_sort pedagogy, partnership, and collaboration: a longitudinal, empirical study of serious educational gameplay in secondary biology classrooms
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7781415/
https://www.ncbi.nlm.nih.gov/pubmed/33424211
http://dx.doi.org/10.1007/s10956-020-09868-y
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