SURGE’s Evolution Deeper into Formal Representations: The Siren’s Call of Popular Game-Play Mechanics

We have iteratively designed and researched five digital games focusing on Newtonian dynamics for middle school classrooms during the past seven years. The designs have evolved dramatically in terms of the roles and relationships of the formal representations, phenomenological representations, and control schemes. Phenomenological representations can be thought of as the “world” representations that depict the actual actions and motion of a game as they occur (i.e., the central representations in most recreational games). Formal representations highlight the disciplinary relationships of interest from a pedagogical perspective (such as vector arrows, graphs, and dot traces). Our initial design perspective focused on highlighting the formal physics relationships within popular game-play mechanics. This perspective prioritized a commitment to the phenomenological representations and controls of recreational games, specifically marble-genre games. We designed formal representations around and over the phenomenological representations of that genre. Over the next seven years, we navigated the tensions between the original recreational genre and creating a new genre situated within the formal representations themselves. More specifically, our designs evolved to situate the game-play squarely in the formal representations in terms of the controls as well as in terms of the communication of goals and challenges. We backgrounded phenomenological representations and streamlined visual complexity to focus on key relationships. Our discussion compares our design evolution to the SimCalc design evolution recounted in IJDL’s recent special issue on historic design cases.

[1]  Bruce L Sherin,et al.  How Students Understand Physics Equations , 2001 .

[2]  Douglas B. Clark,et al.  Self-Explanation and Explanatory Feedback in Games: Individual Differences, Gameplay, and Learning , 2015 .

[3]  L. Schauble,et al.  Cultivating Model-Based Reasoning in Science Education , 2005 .

[4]  David Hammer,et al.  Misconceptions or P-Prims: How May Alternative Perspectives of Cognitive Structure Influence Instructional Perceptions and Intentions , 1996 .

[5]  Heather Brasell,et al.  The effect of real‐time laboratory graphing on learning graphic representations of distance and velocity , 1987 .

[6]  Jeremy Roschelle,et al.  From New Technological Infrastructures to Curricular Activity Systems: Advanced Designs for Teaching and Learning , 2010 .

[7]  L. Schauble,et al.  Scientific Thinking and Science Literacy , 2007 .

[8]  J. Mokros,et al.  The impact of microcomputer‐based labs on children's ability to interpret graphs , 1987 .

[9]  Michael Barnett,et al.  Electromagnetism Supercharged! Learning Physics with Digital Simulation Games , 2004, ICLS.

[10]  Frank Allgöwer,et al.  Motivation and Learning Progress Through Educational Games , 2007, IEEE Transactions on Industrial Electronics.

[11]  Karolin Papst Beyond Barbie And Mortal Kombat New Perspectives On Gender And Gaming , 2016 .

[12]  Douglas B. Clark,et al.  Disciplinarily-Integrated Games: Generalizing Across Domains and Model Types , 2016 .

[13]  Douglas B. Clark,et al.  Driving Assessment of Students’ Explanations in Game Dialog Using Computer-Adaptive Testing and Hidden Markov Modeling , 2012 .

[14]  A. diSessa Toward an Epistemology of Physics , 1993 .

[15]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[16]  Douglas B. Clark,et al.  Digital Games, Design, and Learning , 2016, Review of educational research.

[17]  Douglas B. Clark,et al.  Integrating self-explanation functionality into a complex game environment: Keeping gaming in motion , 2014, Comput. Educ..

[18]  D. Hestenes,et al.  Force concept inventory , 1992 .

[19]  Sophie Pfeifer,et al.  Taking Science To School Learning And Teaching Science In Grades K 8 , 2016 .

[20]  Espen Aarseth,et al.  I Fought the Law: Transgressive Play and The Implied Player , 2007, DiGRA Conference.

[21]  James Minogue,et al.  Investigating the impact of video games on high school students' engagement and learning about genetics , 2009, Comput. Educ..

[22]  A. Lu Video Games and Learning: Teaching and Participatory Culture in the Digital Age , 2013 .

[23]  J. McGonigal Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .

[24]  James E. Driskell,et al.  Games, Motivation, and Learning: A Research and Practice Model , 2002 .

[25]  David Hestenes,et al.  Interpreting the force concept inventory: A response to March 1995 critique by Huffman and Heller , 1995 .

[26]  Brian C. Nelson,et al.  Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States , 2011, Comput. Educ..

[27]  Logan Fiorella,et al.  Principles for Reducing Extraneous Processing in Multimedia Learning: Coherence, Signaling, Redundancy, Spatial Contiguity and Temporal Contiguity Principles. , 2014 .

[28]  Mei-Jen Kuo,et al.  How does an online game based learning environment promote students' intrinsic motivation for learning natural science and how does it affect their learning outcomes? , 2007, 2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07).

[29]  J. Gee Good video games and good learning , 2007 .

[30]  Jim Minstrell,et al.  Diagnostic Instruction: Toward an Integrated System for Classroom Assessment , 2016 .

[31]  Caroline Pelletier Gaming in Context: How Young People Construct Their Gendered Identities in Playing and Making Games , 2008 .

[32]  Andra A. DiSessa Inventing Graphing: Meta­ Representational Expertise in Children , 1991 .

[33]  Andrea A. diSessa,et al.  Relations between Types of Reasoning and Computational Representations , 2004, Int. J. Comput. Math. Learn..

[34]  Brian C. Nelson,et al.  Digital games and the US National Research Council’s science proficiency goals , 2013 .

[35]  R. Lehrer,et al.  Technology and mathematics education , 2008 .

[36]  Jeremy Roschelle,et al.  SimCalc: Democratizing Access to Advanced Mathematics , 2014 .

[37]  K. Squire From Content to Context: Videogames as Designed Experience , 2006 .

[38]  J. Frederiksen,et al.  Inquiry, Modeling, and Metacognition: Making Science Accessible to All Students , 1998 .

[39]  Jeremy Roschelle,et al.  SIMCALC : Accelerating Students’ Engagement With the Mathematics of Change , 2000 .

[40]  Douglas B. Clark,et al.  Disciplinary integration of digital games for science learning , 2015, International Journal of STEM Education.

[41]  Robert L. Goldstone,et al.  Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education , 2009 .

[42]  Douglas B. Clark,et al.  Games, Learning, and Society: Prediction and Explanation as Design Mechanics in Conceptually Integrated Digital Games to Help Players Articulate the Tacit Understandings They Build through Game Play , 2012 .

[43]  Andrew Pickering,et al.  The mangle of practice : time, agency, and science , 1997 .

[44]  Douglas B. Clark Longitudinal Conceptual Change in Students' Understanding of Thermal Equilibrium: An Examination of the Process of Conceptual Restructuring , 2006 .

[45]  Andrea A. diSessa and Jim Minstrell Cultivating conceptual change with benchmark lessons. , 2013 .

[46]  B. White ThinkerTools: Causal Models, Conceptual Change, and Science Education , 1993 .