{"title":"Exploring In-Game Scaffolds for Higher-Order Learning in a Case-Based RPG Learning Game","authors":"Danielle Oprean, Declan Brown, Nate McGorry, Blake Pieper, Nicholas Rankin, Soren Larsen","doi":"10.34190/ecgbl.17.1.1590","DOIUrl":null,"url":null,"abstract":"As active learning tools, digital games often focus on including interface and design features to scaffold progression. However, little emphasis on the use of such in-game scaffolds for higher-order learning exists in the literature. We focused this study on the second interaction of a working prototype game called Stories of a GeoFarmer. The study evaluates the importance of in-game scaffolds for engaging learners in higher-order thinking in undergraduate Geography education. Stories of a GeoFarmer is a case-based role-playing game where players take on the role of a farmer in different countries. The game utilizes documented case studies of different environmental issues relating to cultural geography to place players into the role of the individuals impacted by the various situations. The situations are ill-structured presenting interesting arguments for no-win situations meant to engage more thinking about geographic implications. We incorporated several in-game scaffold types that connected to the learning objectives including metacognitive, conceptual, and procedural. We use a mixed methods exploratory design approach consisting of thematic analysis and correlation of post-game survey responses. Our research question asks how does in-game scaffolding in the geography game Stories of GeoFarmer affect the adult learners' experience? Results from 63 undergraduates indicate that students can regularly recall and extrapolate how their in-game actions affect the environment. However, fewer students are able to evaluate why no singular solution exists to the game’s problem despite all the provided in-game scaffolds. Metacognitive scaffolds play the largest role in prompting students to recognize cause and effect but also highlight the necessity of making multiple scaffold types more prominent in order to reach higher-order thinking. This study holds implications for serious game designers to consider how in-game scaffolds can be presented to support high-order learning in adults.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"26 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Conference on Games Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ecgbl.17.1.1590","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
As active learning tools, digital games often focus on including interface and design features to scaffold progression. However, little emphasis on the use of such in-game scaffolds for higher-order learning exists in the literature. We focused this study on the second interaction of a working prototype game called Stories of a GeoFarmer. The study evaluates the importance of in-game scaffolds for engaging learners in higher-order thinking in undergraduate Geography education. Stories of a GeoFarmer is a case-based role-playing game where players take on the role of a farmer in different countries. The game utilizes documented case studies of different environmental issues relating to cultural geography to place players into the role of the individuals impacted by the various situations. The situations are ill-structured presenting interesting arguments for no-win situations meant to engage more thinking about geographic implications. We incorporated several in-game scaffold types that connected to the learning objectives including metacognitive, conceptual, and procedural. We use a mixed methods exploratory design approach consisting of thematic analysis and correlation of post-game survey responses. Our research question asks how does in-game scaffolding in the geography game Stories of GeoFarmer affect the adult learners' experience? Results from 63 undergraduates indicate that students can regularly recall and extrapolate how their in-game actions affect the environment. However, fewer students are able to evaluate why no singular solution exists to the game’s problem despite all the provided in-game scaffolds. Metacognitive scaffolds play the largest role in prompting students to recognize cause and effect but also highlight the necessity of making multiple scaffold types more prominent in order to reach higher-order thinking. This study holds implications for serious game designers to consider how in-game scaffolds can be presented to support high-order learning in adults.
作为主动学习工具,数字游戏通常侧重于包含界面和设计功能来推动进程。然而,文献中很少强调使用这种游戏内支架进行高阶学习。我们将研究重点放在名为《Stories of a GeoFarmer》的原型游戏的第二次互动上。本研究评估了在本科地理教育中,游戏内支架对于吸引学习者进行高阶思维的重要性。《Stories of a GeoFarmer》是一款基于案例的角色扮演游戏,玩家在游戏中扮演不同国家的农民。游戏利用与文化地理相关的不同环境问题的记录案例研究,将玩家置于受各种情况影响的个体角色中。这些情况结构不合理,提出了一些有趣的论点,说明没有赢的情况,旨在让人们更多地思考地理含义。我们结合了一些与学习目标相关的游戏框架类型,包括元认知、概念和程序。我们使用混合方法探索性设计方法,包括主题分析和赛后调查反应的相关性。我们的研究问题是,地理游戏《Stories of geoffarmer》中的游戏脚手架如何影响成人学习者的体验?来自63名本科生的研究结果表明,学生们可以定期回忆和推断他们在游戏中的行为是如何影响环境的。然而,很少有学生能够评估为什么游戏问题没有单一的解决方案,尽管提供了所有的游戏框架。元认知支架在促使学生认识因果关系方面发挥了最大的作用,但也强调了为了达到更高层次的思维,需要使多种支架类型更加突出。这项研究为严肃的游戏设计师提供了启发,让他们思考如何在游戏中呈现支架来支持成人的高阶学习。