Center for Children and Technology Reports on DS Games at AERA
I’m honored to be invited to participate in a discussion group this fall put together by the Education Development Center’s Center for Children and Technology (EDC/CCT). The research this group is involved with in the field of classroom gaming is impressive.
The list of projects EDC/CCT is working on is extensive. Among many, one project with the U.S. Dept. of Education involves the design of educational game modules for the Nintendo DSi handheld, aimed at middle school science and literacy.
A paper by Marion Goldstein, Marian Pasquale, and Katie McMillan Culp, members of the Possible Worlds team at CCT, was presented recently at AERA 2011. Here is the abstract for the paper, entitled Using Students’ Naïve Theories to Design Games for Middle-Grades Science:
This paper reports on one phase of a long-term research and development project that is creating video game modules for middle-school science classrooms. The games are intended to help teachers address common scientific misconceptions by providing students with opportunities to interact with visualizations of otherwise abstract or inaccessible concepts or phenomena that are the source of those misconceptions. The visualizations serve as metaphors for natural phenomena, and linking activities help teachers build connections between the visualizations and the targeted concepts. Findings presented here are derived from formative research conducted to inform the development of a game and associated classroom materials that address genetics and heredity. The paper discusses how teachers in our sample typically teach this material in seventh grade, student expressions of common misconceptions about genetics and heredity, and how an initial design for the game responds to and addresses those misconceptions. Students’ misconceptions were associated with the concepts of randomness of inheritance, gene expression, and natural selection.
Perhaps the most impressive aspect of the team’s approach to instructional handheld gaming design is the commitment to research-based efforts. Through direct research with middle school students, the team uncovered several misconceptions held by the students through a series of experiments. When showed a mixed race couple, students’ assumptions regarding the physical makeup of the couple’s children were based on misconceptions. Other experiments uncovered faulty assumptions based on genetic adaptations of beetles and the random characteristics of lotteries. With this research in hand, the team set out to tackle common misconceptions among students at this age and grade level. The remainder of the paper discusses results with prototypes of the resulting game modules.
It’s an excellent report of a work in progress. Research and design such as this will ultimately result in stronger and more effective educational video games.