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COMMUNITY:
Project Descriptions

CAREER: Scientific Role-Playing Games for 21st-Century Citizenship

August 15, 2008 - July 31, 2013 | Media and Technology
Video games have been heralded as models of technology-enhanced learning environments as they exemplify many of the ideas emerging from contemporary learning sciences research. In particular, such games promote learning through goal-directed action in simulated environments, through producing as well as consuming information, embedded assessments, and through participation in self-organizing learning systems. Research suggests that participation in such environments involves many forms of scientific thinking and may lead to increased civic engagement, although to date, there are few examples of game-based learning environments that capitalize on these affordances. This project will investigate the potential of online role playing games for scientific literacy through the iterative design and research of Saving Lake Wingra, an online role playing game around a controversial development project in an urban area. Saving Lake Wingra positions players as ecologists, department of natural resources officials, or journalists investigating a rash of health problems at a local lake, and then creating and debating solutions. Players will solve challenges within an interactive, simulated lake ecosystem as they attempt to save the lake, working for one of several constituencies. This design-based research project will span the full life cycle of a project, from case studies of learning in small, constrained settings to controlled experimental studies of games implemented across classrooms. In addition to asking if participation in scientific role-playing games can produce robust conceptual understandings, it will also examine if role playing games might serve as assessment tools for comprehending scientific texts, assessing conceptual understandings within scientific domains, and designing innovative solutions to environmental problems that draw upon scientific understandings. The education plan includes the production of game-based media that can be used to support a variety of research studies, an online professional development community of educators using games for learning, support for graduate students trained in game theory, the learning sciences, and new forms of assessment, and new courses in game-based learning and assessment.

Funders

NSF
Funding Program: ISE/AISL
Award Number: 0746348
Funding Amount: 661004

TEAM MEMBERS

  • Kurt Squire
    Principal Investigator
    University of Wisconsin-Madison
  • Discipline: Ecology, forestry, and agriculture | Education and learning science | History/policy/law
    Audience: General Public | Educators/Teachers | Museum/ISE Professionals
    Environment Type: Media and Technology | Websites, Mobile Apps, and Online Media | Games, Simulations, and Interactives

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