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Simulating a “real” world or playing a game? Students playing a COTS game in the science classroom
Malmö högskola, Faculty of Culture and Society (KS), School of Arts and Communication (K3).ORCID iD: 0000-0002-6830-1542
Malmö högskola, Faculty of Education and Society (LS), Department of Nature, Environment and Society (NMS).
2012 (English)In: Interactive and Digital Media for Education in Virtual Learning Environments / [ed] Yiyu Cai, Nova Science Publishers, Inc., 2012, p. 19-33Chapter in book (Refereed)
Abstract [en]

Thirty students aged 13-15 were observed at school when playing the COTS computer game SimCity 4 with the mission to create sustainable cities. The aim was to study students’ use of scientific concepts, theories, and processes during gameplay. The analysis demonstrates that the gaming students were engaged in what can be described as scientific practice. They were exploring, penetrating and manipulating the game mechanics, thus demonstrating understanding of the interdependency of factors in the system. This was, however, mostly done in a rather unsystematic way. Students did observe and discuss the results of their actions, and according to later decisions also learned from them, but formal analyses or conclusions were largely lacking. They treated the gameplay as part of the school task, and the game as a virtual dynamic system rather than as a simulated real world. The results illustrate the assumption that computer gameplay in school needs to be contextualised in a way that enables the students to make sense of the educationally relevant content.

Place, publisher, year, edition, pages
Nova Science Publishers, Inc., 2012. p. 19-33
Keywords [en]
Computer games, SimCity 4, learning, scientific practice, observation studies
National Category
Social Sciences
Identifiers
URN: urn:nbn:se:mau:diva-10081Local ID: 19981ISBN: 978-1-61668-844-8 (print)OAI: oai:DiVA.org:mau-10081DiVA, id: diva2:1407113
Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2024-06-11Bibliographically approved
In thesis
1. Simulated "real" worlds: Actions mediated through computer game play in science education
Open this publication in new window or tab >>Simulated "real" worlds: Actions mediated through computer game play in science education
2010 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Over the last decade, a great variety of visionary ideas and beliefs have been brought forward, regarding the potentials of using computer games as a tool for learning and mediation in educational settings. This thesis aims at contributing to research in this field, by empirically exploring what happens when students play and reflect on their computer game play in science education. Three empirical studies and a research review have been conducted. The first study was part of a design-based research project on mobile learning, and involved 17 students (aged 15−16) playing the mobile educational game Agent O. The two following studies involved 72 students (aged 13−15) playing the COTS game SimCity 4, in connection with the annual Swedish school competition Future City. Research questions aimed at clarifying, in a science learning context, what aspects of scientific practice are: (1) mediated through computer game play; (2) used and referred to by students, when reflecting upon their actions during computer game play. This work is not about science education. Instead, it studies actions mediated by computer games, and possible implications for science education. The focus is on mediated actions that occur during computer game play and their potential relevance to school science learning. Two tendencies are important as a background to the thesis. Firstly, the rapidly increased use of digital media among young people. Secondly, the challenge digital media pose for education, generally, and in this case science education, more particularly. The results suggest a number of ways in which computer game play can play a role in science education. Findings show that computer games may provide platforms for engagement in scientific practice, support authentic experiences, and constructively constrain students’ actions, by confronting them with simulated complexities. Computer game play is an activity of great variation, that can take many directions, and outcomes may therefore correspond to teachers’ expectations in some cases, while leading to quite different outcomes in others. It is noteworthy that during game play the students in these studies were primarily playing a game, not simulating a “real” world situation. They did not relate to occurrences outside the game world, unless they were specifically instructed to do so. Conclusions further indicate that instruction is a crucial factor, to benefit from potentials of computer game play in educational settings.

Place, publisher, year, edition, pages
Malmö University, 2010. p. 108
Series
Malmö Studies in Educational Sciences: Doctoral Dissertation Series, ISSN 1651-4513 ; 50Studies in Science and Technology Education, ISSN 1652-5051 ; 30
Keywords
computer game play, science education, computer games, game-based learning, mediated action, empirical studies, Agent O, SimCity 4
National Category
Social Sciences
Identifiers
urn:nbn:se:mau:diva-7580 (URN)9993 (Local ID)978-91-86295-02-8 (ISBN)9993 (Archive number)9993 (OAI)
Note

Note: The papers are not included in the fulltext online.

Paper II, III an IV in dissertation as accepted manuscripts.

Available from: 2020-02-28 Created: 2020-02-28 Last updated: 2024-03-01Bibliographically approved

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Nilsson, Elisabet M.Svingby, Gunilla

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