Abstract
Abstract There is increasing interest in the use of serious games in STEM education. Interactive simulations and serious games can be used by students to explore systems where it would be impractical or unethical to perform real world studies or experiments. Simulations also have the capacity to reveal the internal workings of systems where these details are hidden in the real world. However, there is still much to be investigated about the best methods for using these games in the classroom so as to derive the maximum educational benefit. We report on an experiment to compare two different methods of using a serious game for teaching a complex concept in marine ecology, in a university setting: expert demonstration versus exploration-based learning. We created an online game based upon a mathematical simulation of fishery management, modelling how fish populations grow and shrink in the presence of stock removal through fishing. The player takes on the role of a fishery manager, who must set annual catch quotas, making these as high as possible to maximise profit, without exceeding sustainable limits and causing the stock to collapse. There are two versions of the game. The “white-box” or “teaching” game gives the player full information about all model parameters and actual levels of stock in the ocean, something which is impossible to measure in reality. The “black-box” or “testing” game displays only the limited information that is available to fishery managers in the real world, and is used to test the player's understanding of how to use that information to solve the problem of estimating the optimal catch quota. Our study addresses the question of whether students are likely to learn better by freely exploring the teaching game themselves, or by viewing a demonstration of the game being played expertly by the lecturer. We conducted an experiment with two groups of students, one using free, self-directed exploration and the other viewing an expert demonstration. Both groups were then assessed using the black box testing game, and completed a questionnaire. Our results show a statistically significant benefit for expert demonstration over free exploration. Qualitative analysis of the responses to the questionnaire demonstrates that students saw benefits to both teaching approaches, and many would have preferred a combination of expert demonstration with exploration of the game. The research was carried out among a mix of undergraduate and taught postgraduate science students. Future research challenges include extending the current study to larger cohorts and exploring the potential effectiveness of serious games and interactive simulation-based teaching methods in a range of STEM subjects in both university and school settings.
Highlights
The term “serious games” has no fixed definition, it is widely understood to refer to games “with a purpose”, that is, games that move beyond entertainment alone to deliver engaging interactive media to support learning in its broadest sense (Stone, 2012)
The aim of the study reported in this paper is to investigate the effectiveness of active exploration of interactive simulation without teacher involvement versus passive viewing of an expert demonstrating the interactive simulation
The study area was the teaching and learning of marine ecology in higher education, and the study focused on teaching students a challenging skill: how to manage a fishery sustainably by understanding a complex mathematical model of biomass production and relating it to real world observations
Summary
The term “serious games” has no fixed definition, it is widely understood to refer to games “with a purpose”, that is, games that move beyond entertainment alone to deliver engaging interactive media to support learning in its broadest sense (Stone, 2012). There are two versions of the game: a “white-box” (teaching) version, which exposes the values of all parameters and variables used in the simulation, and is used to help students explore and understand the workings of the mathematical model; and a “black-box” (testing) version, which shows only the data that is visible in the real world, and is used to test the students’ skill in fishery management. The fishery manager must try to estimate the state of the fishery by tracking annual trends in the amount of fish caught This real-world process is too lengthy to be carried out with students as a practical exercise in real time. Both problems can be addressed through the use of an interactive simulation-based serious game.
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