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ASA-Sponsored
Classroom of the Future
Charles A. Wood
Executive Director
NASA-Sponsored Classroom of the Future™
Center for Educational Technologies®
Wheeling Jesuit University
Assessing Learning Associated with Videogames
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Figure 1.
Model of Systemic Inspiration Growth (MoSIG)
1. Flow—Today’s gaming scholars, developers, and theorists have identified flow as an essential component of computer games (Asgari, 2005; Chen, 2006; Jones, 1998, December; Kirriemuir & McFarlane, 2004; Prensky, 2001; Sweetser & Wyeth, 2005). Successful games are designed to enhance players’ perception of flow. Flow is defined as an individual’s optimal level of skills and challenges (see, for example, Csikszentmihalyi, 1990; Csikszentmihalyi & Larson, 1980, 1987; Csikszentmihalyi & Schneider, 2000). The Futurelab1 Report 8 on games and learning advised "we should understand the deep structures of the game play experience that contribute to 'flow' and build these into environments designed to support learning" (Kirriemuir & McFarlane, 2004, p. 5).
2. Identity—According to game scholars (e.g., Fine, 1983; Gee, 2005), successful games enhance players’ sense of identity through learner construction of a self-image from interaction with game-related actors and social networks. This effect follows from identity theory (Gee, 2001) and self-efficacy observation learning theory (Bandura, 1997).
3. Self-efficacy—An individual’s self-perception of ability to succeed at a task is self-efficacy (Bandura, 1997). The Learning Federation R & D Roadmaps (2003) set self-efficacy as a research metric to be developed and measured in gaming environments because it is essential to learner success in STEM achievement and career preparation. Self-efficacy is a qualitative and quantitative outcome in the River City Project—an NSF funded, multi-year project conducted by Chris Dede and his students at Harvard (Dede, Clarke, Ketelhut, Nelson, & Bowman, 2005; Ketelhut, 2005; River City Project, 2005) to study the design features of multi-user virtual learning environments (MVLE). In alignment with the bi-directional relationship between identity and self-efficacy modeled within COTF’s MoSIG (see Figure 1), Dede’s team has found “. . . that the students identities are shaped in positive ways toward engagement and [self-]efficacy in science” through the MVLE (River City Project, 2005).
4. Mental Models—Mental models are internal understandings formed by an individual. A learner’s mental models of a targeted science, technology, engineering, and mathematics (STEM) domain is understanding of the domain concepts and procedures, how they are related, and how to apply them (Bransford, Brown, & Cocking, 2000; Gentner, 1983; Gilbert & Boulter, 2000; The Learning Federation Project, 2003). Game developers recognize that learning within games is the development of a mental model (e.g., Wright, 2004).
We propose to conduct pilot studies to investigate learning in association with games. We will test methods of embedding learning (such as mental models/content, flow, self-efficacy, identity and career) assessment within game prototypes.
References
| File Type | application/msword |
| File Title | 3) Transform VDC into a database driven website with online forms for users to enter and submit their work |
| Author | Anna |
| Last Modified By | Walter Kit |
| File Modified | 2007-03-07 |
| File Created | 2007-03-07 |