Serious Game Leverages Productive Negativity to Facilitate Conceptual Change in Undergraduate Molecular Biology: A Mixed-Methods Randomized Controlled Trial

Andrea Gauthier, J. Jenkinson
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引用次数: 14

Abstract

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 preand 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). KeywoRdS Conceptual Change, Interactive Simulation, Molecular Biology, Productive Negativity, Randomized Controlled Trial, Serious Game
严肃游戏利用生产性消极性促进大学生分子生物学概念变化:一项混合方法随机对照试验
我们设计了一款严肃的游戏《MolWorlds》,通过使用游戏机制(游戏邦注:包括资源管理、沉浸式第三人称角色、顺序关卡进程和三星评分系统)鼓励生产性消极循环,来促进关于分子涌现的概念转变。我们通过比较和关联测试前后的误解、互动统计数据和游戏粘性,以及使用相同图像和模拟系统但缺乏游戏元素的互动模拟,来测试游戏设计的增值效应。我们在学期开始和学期结束时测试了一年级、二年级和三年级生物学生的误解(n = 526),其中一部分学生在测试前玩了30分钟的游戏(n = 20)或对照组(n = 20)。3x3混合模型方差分析显示,虽然教育水平(一年级、二年级或三年级生物学)对测试前到测试后的误解没有影响,但干预类型(无干预、模拟或游戏)有影响(p<.001)。两两比较显示,接触互动模拟(p = .007)和接触游戏(p<.001)的参与者,在调整教育水平后,与没有接受任何干预的参与者相比,明显失去了更多的误解。模拟组和游戏组之间存在趋势差异(p = 0.084),游戏组解决了更多误解。对点击流数据的定量分析显示,控制模拟具有更大的探索自由度,对于不经常玩游戏的人来说更容易上手。然而,对游戏玩法数据的定性分析显示,《molworlds》玩家比对照组玩家经历了更多富有成效的消极事件(p< 0.001),而且富有成效的消极事件的质量与较低的测试后误解之间存在趋势关系(p = 0.066)。关键词概念变化,交互模拟,分子生物学,消极生产,随机对照试验,严肃博弈
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