Museum Games and Personal Epistemology: A Study on Students' Critical Thinking with a Mixed Reality Game

Simon Morard, Eric Sanchez, Catherine Bonnat
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Abstract

This study examines how 12-15-year-old students use information while playing Geome, a mixed reality game intended for museum school visits. Geome presents environmental issues, prompting students and asking them to discern and dismiss misinformation  and rumors. The study aims to analyze the students' playful learning experience and their perspective on the game. It focuses on the students' critical thinking, interactions and beliefs about knowledge and knowing, referred to as personal epistemology. Adopting a qualitative approach, the research was conducted across three classes in a museum. A combination of audio, video, and in-game interactions was collected from specific moments during gameplay and analyzed according to epistemological dimensions (Certainty, Simplicity, Source, Justification). Video analysis suggests that when faced with ill-structured problems within a playful scenario, some students are spurred to actively process information and develop critical thinking skills. Meanwhile others remain entrenched in their initial conceptions about the nature of knowledge and the act of knowing. The study discusses how the game's characteristics shape students' personal epistemology. Overall, this research demonstrates that games in museum contexts have the potential to promote active learning and critical thinking in some students, when confronted with complex or ill-structured problems.
博物馆游戏与个人认识论:利用混合现实游戏研究学生的批判性思维
本研究探讨了 12-15 岁的学生在玩混合现实游戏 "Geome "时如何使用信息。Geome 介绍了环境问题,提示学生并要求他们辨别和消除错误信息和谣言。本研究旨在分析学生的游戏学习体验以及他们对游戏的看法。研究重点是学生的批判性思维、互动以及对知识和认知的信念,即个人认识论。研究采用定性方法,在博物馆的三个班级进行。从游戏过程中的特定时刻收集了音频、视频和游戏中的互动,并根据认识论维度(确定性、简单性、来源、合理性)进行了分析。视频分析表明,当面对游戏场景中结构不严谨的问题时,一些学生会被激励积极处理信息并发展批判性思维能力。与此同时,另一些学生仍然固守着他们最初对知识性质和认知行为的概念。本研究讨论了游戏的特点如何塑造学生的个人认识论。总之,这项研究表明,在面对复杂或结构不完善的问题时,博物馆中的游戏有可能促进一些学生的主动学习和批判性思维。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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