Conceptual Change in Preschool Science Education: Evaluating a Serious Game Designed with Image Schemas for Teaching Sound Concept

Author(s):  
Yiqi Xiao ◽  
Chenhan Jiang
1990 ◽  
Vol 10 (1) ◽  
pp. 19-35 ◽  
Author(s):  
James W. Garrison ◽  
Michael L. Bentley

2017 ◽  
Vol 7 (2) ◽  
pp. 20-34 ◽  
Author(s):  
Andrea Gauthier ◽  
Jodie Jenkinson

We designed a serious game, MolWorlds, to facilitate conceptual change about molecular emergence by using game mechanics (resource management, immersed 3rd person character, sequential level progression, and 3-star scoring system) to encourage cycles of productive negativity. We tested the value-added effect of game design by comparing and correlating pre- and post-test misconceptions, interaction statistics, and engagement in the game with an interactive simulation that used the same graphics and simulation system but lacked gaming elements. We tested first-, second-, and third-year biology students' misconceptions at the beginning and end of the semester (n = 526), a subset of whom played either the game (n = 20) or control (n = 20) for 30 minutes prior to the post-test. A 3x3 mixed model ANOVA revealed that, while educational level (first-, second-, or third-year biology) did not influence misconceptions from pre-test to post-test, the intervention type (no intervention, simulation, or game) did (p<.001). Pairwise comparisons showed that participants exposed to the interactive simulation (p = .007), as well as those exposed to the game (p<.001), lost significantly more misconceptions in comparison to those who did not receive any intervention, while adjusting for educational level. A trending difference was found between the simulation group and the gaming group (p = .084), with the gaming group resolving more misconceptions. Quantitative analysis of click-stream data revealed the greater exploratory freedom of the control simulation, with greater accessibility to individuals who do not play games on a regular basis. However, qualitative analysis of gameplay data showed that MolWorlds-players experienced significantly more instances of productive negativity than control-users (p<.001) and that a trending relationship exists between the quality of productively negative events and lower post-test misconceptions (p = .066).


2012 ◽  
Vol 47 (1) ◽  
pp. 109-129 ◽  
Author(s):  
George Zhou

The goal of science education is usually meant to develop students’ basic knowledge, skills, and scientific attitudes as stated in many countries’ curriculum documents, with little consideration of what backgrounds students bring into the classroom. A cultural approach to education has challenged this universal goal of science education. This paper provides a cultural analysis of conceptual change and recommends an argument approach to teaching for conceptual advancement. It argues that the outcome of classroom discourse cannot be oriented to be a replacement of students’ intuitive conceptions with scientific notions, rather coexistence between scientific understanding and culture/experience-based views is considered to be a more reasonable and realistic goal.


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