Gaming/Virtual Environments

CyberSTEM: Making Discovery Visible through Digital Games

CyberSTEM is developing and testing an integrated digital gaming network that spans homes, schools, and informal learning settings, offering a suite of digital games based on cutting-edge discoveries in the life sciences. The project asks if participation in CyberSTEM leads to increased learning in six areas: interest in science, conceptual knowledge, scientific reasoning, reflection on knowing, participating in science, and identifying as a scientist. The target audience includes youth in grades 6-9.

Lead Organization(s): 
Award Number: 
1119383
Funding Period: 
Thu, 09/01/2011 - Sun, 08/31/2014
Full Description: 

CyberSTEM is developing and testing an integrated digital gaming network that spans homes, schools, and informal learning settings, offering a suite of digital games based on cutting-edge discoveries in the life sciences. The project asks if participation in CyberSTEM leads to increased learning in six areas: interest in science, conceptual knowledge, scientific reasoning, reflection on knowing, participating in science, and identifying as a scientist. The target audience includes youth in grades 6-9.

CyberSTEM is iteratively designed, developed, tested and rolled out to the public across the three year project. Each individual game (and subsequently, the entire learning system) is developed through an iterative, research-driven process starting with laboratory studies of players designed to uncover how game play shapes their thinking, classroom-based case studies of how participation in CyberSTEM changes classroom practice, controlled studies of how participation in CyberSTEM has an impact on classroom achievement, and then how articipation in CyberSTEM beyond the classroom (in museums, homes, or other settings) influences youth participation in science. In each phase, research designs, methods, and analyses procedures appropriate to the questions will be employed, including experimental studies involving think aloud protocols, case studies using responsive case methodology, pre- and post- tests using repeated measure ANOVAs, and exploratory data mining techniques using discourse and regression analysis. As an integrated research project, CyberSTEM will build the capacity for rapid development and deployment of science-based games through developing art and code assets, as well as a network of schools, teachers, and students who can be recruited for research. All code, art assets, and research instruments will be published online and be open sourced.

CyberSTEM will result in an integrated gaming platform consisting of 5 model games that can be the basis of integrated game-based curricula. Each game will have an associated curriculum that teachers, museums, and other science educators can use to educate the public about cutting-edge science. By year three, the project will be tested in 20 schools. The project will use informal gaming channels such as Kongregate, iTunes, and XBox Live to reach the general public who will ultimately create the community that sustains CyberSTEM. This model of education and outreach that cuts across homes, schools, and informal science institutions has the potential to lead to a dramatic rethinking of education. Partnering organizations include Wisconsin University, the Minority Students Achievement Network and the Morgridge Institutes for Research.

CyberSTEM: Making Discovery Visible through Digital Games

Gateways to Algebraic Motivation, Engagement and Success (GAMES): Supporting and Assessing Fraction Proficiency with Game-Based, Mobile Applications and Devices

This project is designing digital games for middle school students that will help them prepare for success in Algebra. The games are intended to help students gain a deep understanding of measurement and fraction concepts that are critical as they begin to learn algebra. The project studies students' development of fraction concepts, their engagement in the tasks, and the use of hand-held devices as a useful platform for games.

Award Number: 
1118571
Funding Period: 
Mon, 08/15/2011 - Wed, 07/31/2013
Full Description: 

 

The Gateways to Algebraic Motivation, Engagement and Success (GAMES) project is designing digital games for middle school students that will help them prepare for success in Algebra. The games are intended to help students gain a deep understanding of measurement and fraction concepts that are critical as they begin to learn algebra. The design of the games is based on research on learning fractions and research on engagement. The researchers at Virginia Polytechnic Institute and State University are studying students' development of fraction concepts, their engagement in the tasks, and the use of hand-held devices as a useful platform for games. They are providing valuable information on how students develop fraction concepts and contributing to the development of a learning trajectory that will guide the teaching of measurement and fraction concepts.

The design of the games is based on engagement states that are known to facilitate learning, with specific attention to cognitive, behavioral, and affective domains. The mathematical framework driving the games is based on how students learn fraction concepts. Most grade 6 students think of fractions from a part-whole conception, but this is not an adequate base for developing algebraic concepts. The games help students develop splitting concepts by moving through activities that focus on sequencing, partitioning, and iterating. The games are designed for iOS platforms that provide ease of engagement and data collection flexibility.

The project offers a variety of products ranging from theories to games. The research is building a conceptual framework that identifies features of engagement that lead to learning, and contributing to the development of a learning trajectory related to fraction concepts. The work will produce a scalable model for developing and using digital games to increase engagement and learning of middle school students. In addition, three games and associated tasks are being developed for use with current curricula to enhance students' understanding of fractions and prepare them for learning algebra.

Gateways to Algebraic Motivation, Engagement and Success (GAMES): Supporting and Assessing Fraction Proficiency with Game-Based, Mobile Applications and Devices

EcoMobile: Blended Real and Virtual Immersive Experiences for Learning Complex Causality and Ecosystems Science

Researchers are studying whether middle school instruction about ecosystem science can be made more engaging and effective by combining immersion experiences in virtual ecosystems with immersion experiences in real ecosystems infused with virtual resources. Project personnel are developing a set of learning resources for deployment by mobile broadband devices that provide students with virtual access to information and simulations while working in the field.

Project Email: 
sharimet@gmail.com
Partner Organization(s): 
Award Number: 
1118530
Funding Period: 
Thu, 09/01/2011 - Mon, 08/31/2015
Full Description: 

Researchers at Harvard University are studying whether middle school instruction about ecosystem science can be made more engaging and effective by combining immersion experiences in virtual ecosystems with immersion experiences in real ecosystems infused with virtual resources. Project personnel are developing a set of learning resources for deployment by mobile broadband devices that provide students with virtual access to information and simulations while working in the field. The EcoMobile project is testing the hypothesis that student engagement, self-efficacy, and understanding of life science standards will be enhanced if students using a four-week inquiry-based curriculum that provides immersion experiences in simulated ecosystems employ smartphones, tablets, and other mobile devices to collect and share data, access on-site information, and visit geo-referenced locations while investigating real ecosystems. Target audiences are middle school students and teachers, curriculum developers, and education researchers.

The project is using quasi-experimental methods to collect data on the usability of the blended environment approach, student gains, and relationships between the two modes of learning. Pilot-test middle school teachers are implementing the EcoMobile curriculum and a comparison curriculum that does not employ mobile devices in the field. Using a variety of assessment instruments and methods, researchers are measuring changes in students' knowledge, attitudes, and self-efficacy.

Blending virtual and mobile device-enhanced real world learning experiences can potentially enhance student-directed inquiry, enhance learning, and students' ability to understand and solve complex environmental problems. EcoMobile encompasses the types of learning strengths and preferences many students today bring to school, based on their use of social media, mobile devices, and games. Employing virtual and augmented reality learning environments in science classes may broaden the pool of science in science careers by enhancing their engagement in science learning, self-efficacy, and knowledge of science and technology.

EcoMobile: Blended Real and Virtual Immersive Experiences for Learning Complex Causality and Ecosystems Science

Arcadia: The Next Generation -- Transforming STEM Learning through Transmedia Games

This project will study the design features of an experimental gaming environment called Arcadia: The Next Generation. Researchers working with a group of formal and informal educators to study the connections between scientific inquiry in Arcadia and STEM learning. The project provides a dynamic and evolving place where gamers, educators, parents, and citizen scientists can come together to share, rate, and build knowledge through a variety of fun science inquiry games.

Lead Organization(s): 
Award Number: 
1134919
Funding Period: 
Thu, 09/01/2011 - Sat, 08/31/2013
Full Description: 

Designers and researchers from the Educational Gaming Environments group (EdGE) at TERC are studying the design features (e.g., tools, media platforms, facilitation) of an experimental gaming environment called Arcadia: The Next Generation. This gaming environment supports high-quality scientific knowledge building in a diverse, public audience. EdGE and its partner, GameGurus are integrating web-based social networking, augmented reality, and data sharing apps on smartphones into Arcadia and are working with a group of formal and informal educators to study the connections between scientific inquiry in Arcadia and STEM learning. EdGE is also examining various economic models that can support the long-term sustainability of STEM gaming environments that bridge home, community, and formal and informal learning. The project provides a dynamic and evolving place where gamers, educators, parents, and citizen scientists can come together to share, rate, and build knowledge through a variety of fun science inquiry games.

The research associated with Arcadia looks specifically at how game design (tools, environment, storyline, reward system) can support and sustain scientific inquiry. Researchers will relate these design features to the extent and nature of scientific inquiry in Arcadia, the impact the gaming experience has on players' sense of science identity and behaviors, and how this varies for different types of players. Researchers are using methods from netnography (Kozinets, 2002, Hine 2000) where digital records of avatar activity are incorporated along with participant observations, surveys, and interviews. A group of players recruited through colleagues' programs in informal and formal science education settings are the subjects for a smaller sub-study that looks at how to help transfer the science skills and knowledge gained in social games to classroom and other forms of science education. EdGE has two small advisory groups: a group of formal and informal educators to help with formative evaluation and a group of experts in the areas of research to help guide the interpretation of the research findings.

Arcadia: The Next Generation is an important step in working towards a vision of future learning environments that span schools, homes, community settings, and social entertainment sites where transmedia learning networks integrate real-life components such as indoor and outdoor classrooms with free-choice Internet experiences and citizen science programs. The primary deliverable of Arcadia: The Next Generation is a model game environment that attracts and retains a player audience and engages them in high quality scientific inquiry. The associated research informs the field on how to leverage the tremendous amount of time the public spends in social digital games, and how to direct that time towards productive science learning. EdGE is partnering with youth and adult programs at informal and citizen science centers to recruit and select the research sample that is representative of the US population, including minority youth and adults, so that researchers can learn how to sustain inquiry for a broad and diverse population of social game players.

Arcadia: The Next Generation -- Transforming STEM Learning through Transmedia Games

Leveling Up: Supporting and Measuring High School STEM Knowledge Building in Social Digital Games

This project designs, develops and tests a digital gaming environment for high school students that fosters and measures science learning within alternate reality games about saving Earth's ecosystems. Players work together to solve scientific challenges using a broad range of tools including a centralized web-based gaming site and social networking tools, along with handheld smart-phones, and an avatar-based massively multiplayer online environment. The game requires players to contribute to a scientific knowledge building community.

 

Lead Organization(s): 
Award Number: 
1119144
Funding Period: 
Fri, 07/01/2011 - Mon, 06/30/2014
Project Evaluator: 
New Knowledge Organization
Full Description: 

This project designs, develops and tests a digital gaming environment for high school students that fosters and measures science learning within alternate reality games about saving Earth's ecosystems. Players work together to solve scientific challenges using a broad range of tools including a centralized web-based gaming site and social networking tools, along with handheld smart-phones, and an avatar-based massively multiplayer online environment (MMO). EdGE at TERC joins with GameGurus, high school teachers and assessment specialists to develop Leveling Up. The game requires players to contribute to a scientific knowledge building community; and players rate each other's contributions for their value to the communities' learning and decision-making in solving the challenge. Designers also work with high-school teachers to develop bridge activities that leverage science learning in games for use in formal education. Overall, the project goal is to understand the potential of the gaming environment as a direct intervention and as a catalyst to transform and measure high school STEM learning.

The research on Leveling Up compares the science learning measured within social digital games to class-based assessments of similar content and skills and explains the results using data from design documents, participant observations, surveys, interviews and student work. Formative research and iterative design with a cohort of with 15 testbed classes (grades 10-12) result in a set of assessments that have been validated in terms of scientific constructs and a set of common equivalent curriculum and assessments for implementation studies. In the third year of the project, researchers study 12 treatment classes and 3 control classes to compare students' advancement in the game to their gains on classroom assessments. In addition, half of the testbed classes use the classroom bridge activities and half do not, yielding samples of 180 students for each treatment and 90 students for the control sample. Researchers use multilevel models to examine the impact of the Leveling Up game play and bridge activities on high-school students' science knowledge. Independent evaluators (ILI) validate the interpretation of findings from the formative and implementation research.

Leveling Up is a fundamental first step for the STEM education field to understand how the pervasive social media emerging in today's society, including the phenomena of social digital gaming, can be leveraged to create exciting and productive STEM learning environments for the future. These technologies and knowledge building processes are critical for building a workforce of tomorrow that is scientifically, technologically, and data literate and also embody the inquiry and collaboration skills to contribute to productive and informed decisions about Earth's ecosystems and other important scientific and societal issues of our times. The project, Leveling Up, results in an ongoing STEM gaming environment for the public as well as a model for high school STEM assessment that may be used in other social digital games. Finally, Leveling Up also contributes a model for activities that bridge scientific inquiry occurring in social digital games with skills and content taught in high school STEM classes.

 

Leveling Up: Supporting and Measuring High School STEM Knowledge Building in Social Digital Games

Expanding PhET Interactive Science Simulations to Grades 4-8: A Research-based Approach

Colorado’s PhET project and Stanford’s AAALab will develop and study learning from interactive simulations designed for middle school science classrooms. Products will include 35 interactive sims with related support materials freely available from the PhET website; new technologies to collect real-time data on student use of sims; and guidelines for the development and use of sims for this age population. The team will also publish research on how students learn from sims.

Project Email: 
phethelp@colorado.edu
Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1020362
Funding Period: 
Wed, 09/01/2010 - Sat, 08/31/2013
Project Evaluator: 
Stephanie Chasteen
Full Description: 

In this DRK12 project, the PhET Interactive Simulations group at the University of Colorado and the AAALab at Stanford University are working together to produce and study learning from interactive simulations designed for middle school science classrooms. We are developing a suite of 35 high-quality, interactive simulations covering physical science topics. These simulations include innovative technologies that provide teachers with real-time, formative feedback on how their students are using the simulations.  The research investigates how various characteristics of the simulation design influence student engagement and learning, and how this response varies across grade-level and diverse populations. The research also includes an investigation of different ways of using simulations in class, and how these approaches affect student preparation for future learning when they are no longer using a given simulation.

      The original PhET simulations were designed for college use, but overtime, they have migrated to lower grades.  The current suite of free research-based, interactive PhET science simulations are used over 10 million times per year.  To optimize their utility for middle school science, we are conducting interviews with diverse 4-8th graders using 25 existing PhET simulations to help identify successful design alternatives where needed, and to formulate generalized design guidelines. In parallel, pull-out and classroom-based studies are investigating a variety of lesson plans to identify the most promising approach. These studies include controlled comparisons that collect both qualitative and quantitative data.

      On the basis of our emerging design principles, we are developing 10 new simulations in consultation with teachers, who are helping to identify high need areas for simulations. These new simulations also include a back-end data collection capability that can collect, aggregate, and display student patterns of simulation use for teachers and researchers. The design of the data collection and presentation formats depends on an iterative process done in collaboration with teachers to identify the most useful information and display formats. A final evaluation compares student learning with and without this back-end formative assessment technology.   

This project is working to transform the way science is taught and learned in Grades 4-8 so that it is more effective at promoting scientific thinking and content learning, while also being engaging to diverse populations. The project is expected to impact many, many thousands of teachers and students through its production of a suite of 35 free, interactive science simulations optimized for Grades 4-8 along with “activity templates”, guidance, and real time feedback to teachers to support pedagogically effective integration into classrooms. Finally, the intellectual merit of the project is its significant contributions to understanding when, how, and why interactive simulations can be effective learning and research tools.

Expanding PhET Interactive Science Simulations to Grades 4-8: A Research-based Approach

The Evidence Games: Collaborative Games Engaging Middle School Students in the Evaluation of Scientific Evidence

This project develops a series of interactive on-line games and investigates the effect these games have on increasing middle school science students' and teachers' knowledge and skills of scientific argumentation. There are four areas of argumentation addressed by the games: (1) understanding a claim, (2) judging the evidence about a claim based on type and quality (objectivity, reliability or validity), (3) analyzing the reasoning applied to the claim, and (4) evaluating the claim.

Lead Organization(s): 
Award Number: 
1019842
Funding Period: 
Sun, 08/15/2010 - Sun, 07/31/2011
Project Evaluator: 
Gabe Della-Piana
Full Description: 

The Evidence Games project develops a series of interactive on-line games and investigates the effect these games have on increasing middle school science students' and teachers' knowledge and skills of scientific argumentation. There are four areas of argumentation addressed by the games: (1) understanding a claim, (2) judging the evidence about a claim based on type (fact, opinion, theory, or data) and quality (objectivity, reliability or validity), (3) analyzing the reasoning applied to the claim (authority, analogy, correlation, causation, theory, principle, or generalization), and (4) evaluating the claim (rebuttals, counterarguments, sources of error, and summary). The games increase in complexity, beginning with simple claims and evidence, and advancing to a level of analyzing current scientific claims. The games allow students to engage in discourse in an on-line, virtual environment and encourage face-to-face discourse in classes about the learning activities in the games. A component of the games allows students to enter their own claims and evidence for evaluation by other students in a challenge format. The context for the game development and refinement is middle school science classes in the Kansas City, Kansas Public Schools (KCKPS). The participants are teachers and students in those classes, who represent a diverse population. The primary STEM field is that of science, although the ultimate goal is that the games have wide application and usage in final development. The primary organizations on the project team are research groups at the University of Kansas Center for Research on Learning including ALTEC (Advanced Learning Technologies in Education), the School of Education at the University of Kansas, and the Department of Psychology and Research in Education at the University of Kansas.

The research design involves the iterative development of the games including an analysis of the authentic setting in which the game will be utilized and an iterative development process in which the team, consisting of teachers, students, and development personnel, engages in a repeated process of specifying user requirements, generating an initial conceptual analysis, developing prototypes, analyzing working prototypes, and implementing the games in classrooms. The project targets eight teachers and a broad range of middle school students in KCKPS. During the development in years one and two, four to five teachers and their students act as co-developers in each of the two phases. In the pilot phase, eight teachers with 16-24 classes participate. The researcher team collects data using a variety of established protocols ranging from pre- and post-tests to measures of scientific discussion to subjective assessment.

The products include a series of games, and findings on the usability, feasibility, fidelity, and efficacy of using a series of sub-games to support students' ability to analyze claims. This proof of concept study reaches approximately 500 students in the third year of the study in the classes of the eight participating teachers. The Evidence Games project addresses the National Science Education Standards of inquiry and the nature of science addressed in middle school, which include sophisticated, critical thinking and analysis skills, and prepares students to understand more advanced ideas in science, technology, engineering, and mathematics.

The Evidence Games: Collaborative Games Engaging Middle School Students in the Evaluation of Scientific Evidence

Embodied STEM Learning Across Technology-based Learning Environments

This project conducts interdisciplinary research to advance understanding of embodied learning as it applies to STEM topics across a range of current technology-based learning environments (e.g., desktop simulations, interactive whiteboards, and 3D interactive environments). The project has two central research questions: How are student knowledge gains impacted by the degree of embodied learning and to what extent do the affordances of different technology-based learning environments constrain or support embodied learning for STEM topics?

Lead Organization(s): 
Partner Organization(s): 
Award Number: 
1020367
Funding Period: 
Sun, 08/15/2010 - Sun, 07/31/2011
Project Evaluator: 
Susan Haag
Full Description: 

This project conducts interdisciplinary research to advance understanding of embodied learning as it applies to STEM topics across a range of current technology-based learning environments (e.g., desktop simulations, interactive whiteboards, and 3D interactive environments). The project builds on extensive research, including prior work of the PIs, regarding both embodied learning and statistical learning. The PIs describe embodied learning as engaging the neuromuscular systems of learners as they interact with the world around them visually, aurally, and kinesthetically in order to construct new knowledge structures. Statistical learning is described as the ability to learn, often without intent, which sequences of stimuli are consistent with a set of rules. An example of statistical learning is pattern recognition, which is central to mastery of complex topics in many STEM disciplines including physics and mathematics.

The project has two central research questions: How are student knowledge gains impacted by the degree of embodied learning and to what extent do the affordances of different technology-based learning environments constrain or support embodied learning for STEM topics? To investigate these questions, the PIs are conducting three series of experiments in five phases using two physics topics. The first four phases are developmental and the final phase implements and assesses the two modules in schools (20 plus teachers, 700 plus K-12 students) in Arizona and New York (15 total sites, 10 plus public schools, minimum one Title I school).

The aim of this project is to meld these two research trajectories to yield two key outcomes: 1) basic research regarding embodiment and statistical learning that can be applied to create powerful STEM learning experiences, and 2) the realization of exemplary models and principles to aid curriculum and technology designers in creating learning scenarios that take into account the level of embodiment that a given learning environment affords. 

 

Embodied STEM Learning Across Technology-based Learning Environments

The Leonardo Project: An Intelligent Cyberlearning System for Interactive Scientific Modeling in Elementary Science Education

The project designs and implements technologies that combine artificial intelligence in the form of intelligent tutoring systems with multimedia interfaces (i.e., an electronic science notebook and virtual labs) to support children in grades 4-5 learning science. The students use LEONARDO's intelligent virtual science notebooks to create and experiment with interactive models of physical phenomena.

Lead Organization(s): 
Award Number: 
1020229
Funding Period: 
Sun, 08/15/2010 - Tue, 07/31/2012
Full Description: 

The project designs and implements technologies that combine artificial intelligence in the form of intelligent tutoring systems with multimedia interfaces to support children in grades 4-5 learning science. The students use LEONARDO's intelligent virtual science notebooks to create and experiment with interactive models of physical phenomena. With this technology, students' models 'come alive' as interactive multimedia artifacts that combine animation, sound, and narration. The curricular focus is on physical and earth sciences, and the technology supports multimodal interactive scientific modeling for four curricular units: forces and motion, magnetism and electricity, landforms, and weather and climate. A central feature of this environment is PadMates, which are intelligent virtual tutors that support science learning through interactive scientific modeling.

The PIs investigate the cognitive mechanisms by which learning occurs. Specifically, they study the central issues of problem solving (strategy use, divergent thinking, and collaboration) and engagement (motivation, situational interest, presence) with respect to achievement as measured by both science content knowledge and transfer. With diverse student populations in 60 classrooms drawn from both urban and rural settings, the studies determine precisely which technologies and conditions contribute most effectively to learning processes and outcomes.

The products include technologies and findings that should be the basis of a framework to inform the future development of similar systems. The impact should be substantial on all learners given the potential power of the technology to scaffold learning at an important developmental stage.

The Leonardo Project: An Intelligent Cyberlearning System for Interactive Scientific Modeling in Elementary Science Education

Math Snacks: Addressing Gaps in Conceptual Mathematics Understanding with Innovative Media

This project is developing and evaluating effectiveness of 15 - 20 short computer mediated animations and games that are designed to: (1) increase students' conceptual understanding in especially problematic topics of middle grades mathematics; and (2) increase students' mathematics process skills with a focus on capabilities to think and talk mathematically.

Lead Organization(s): 
Award Number: 
0918794
Funding Period: 
Tue, 09/01/2009 - Fri, 08/31/2012
Project Evaluator: 
Sheila Cassidy WEXFORD INC.
Full Description: 

This project Math Snacks: Addressing Gaps in Conceptual Mathematics Understanding with Innovative Media, led by mathematics and education faculty at New Mexico State University, is developing and evaluating effectiveness of 15 - 20 short computer mediated animations and games that are designed to: (1) increase students' conceptual understanding in especially problematic topics of middle grades mathematics; and (2) increase students' mathematics process skills with a focus on problem-solviing and communicating mathematically. The basic research question for this project is whether the planned collection of computer-mediated animations and games can provide an effective strategy for helping students learn core middle grades mathematics concepts in conceptual areas that research suggests are difficult for these students.  A second question relates to types of delivery that are effective for mathematics learning using these tools including in classrooms during extended learning time at home or in informal educational settings. The project is developing and testing the effectiveness of a set of such learning tools and companion print materials, including student and teacher guides, and short video clips documenting best practices by  teachers using the developed materials with students. A pilot study in year 3 and a substantial randomized control trial in year 4 will test the effects of using the Math Snacks web-based and mobile technologies on student learning and retention of identified core middle school mathematics concepts, as measured by performance on disaggregated strands of the New Mexico state standardized mathematics assessments. Thus the project will produce animations and games using the web and new mobile technologies, and useful empirical evidence about the efficacy of their use. One of the key features of the Math Snacks project is development of the mediated games and simulations in a form that can be used by students outside of normal classroom settings on media and game players that are ubiquitous and popular among today's young people. Thus the project holds the promise of exploiting learning in informal settings to enhance traditional school experiences.

Math Snacks: Addressing Gaps in Conceptual Mathematics Understanding with Innovative Media
Syndicate content