Abstract
This study used innovative assessment practices to obtain and document broad learning outcomes for a 15-hour game-based curriculum in Quest Atlantis, a multi-user virtual environment that supports school-based participation in socio scientific inquiry in ecological sciences. Design-based methods were used to refine and align the enactment of virtual narrative and scientific investigations to a challenging problem solving assessment and indirectly to achievement test items that were independent of the curriculum. In study one, one-sixth grade teacher used the curriculum in two of his classes and obtained larger gains in understanding and achievement than his two other classes, which used an expository text to learn the same concepts and skills. Further treatment refinements were carried out, and two forms of virtual formative feedback were introduced. In study two, the same teacher used the curriculum in all four of his classes; the revised curriculum resulted in even larger gains in understanding and achievement. Gains averaged 1.1 SD and 0.4 SD, respectively, with greater gains shown for students who engaged more with formative feedback. Principles for assessing designs and designing assessments in virtual environments are presented.
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Notes
This broader discourse is what Gee (2007) calls “the Game” to distinguish from the specifically designed discourses that make up “the game.”
Of course, feedback can be provided that tells students which of the 4–5 associations on each item was most correct. But the students are very unlikely to ever see that particular item or even those particular associations again. Nonetheless, must commercial tests cannot even provide that feedback because it compromises the test.
Because these implementations of the Taiga curriculum were relatively isolated from the broader QA narrative, these incentives played a relatively minor role in this study and will not be discussed further.
These standards were as follows: Scientific inquiry Begin to evaluate the validity of claims based on the amount and quality of the evidence cited; Technology and science Explain how the solution to one problem, such as the use of pesticides in agriculture or the use of dumps for waste disposal, may create other problems; Systems Recognize and describe that systems contain objects as well as processes that interact with each other; Models and Scale Demonstrate how geometric figures, number sequences, graphs, diagrams, sketches, number lines, maps, and stories can be used to represent objects, events, and processes in the real world, although such representation can never be exact in every detail.
This is important to test because statistically significant between-class/within-group differences will inflate the significance of between-group comparisons if not accounted for.
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Acknowledgments
Special thanks to Sasha Barab for his leadership as the director of the Quest Atlantis project and the lead developer of the Taiga world and curriculum; thanks to Sasha Barab, Chris Dede, and Doug Clark for crucial feedback on earlier versions of this article. Thanks also to Jacob Summers for his continuing participation in implementation and refinement of Taiga and for the student in his classroom for participating in these studies. Anna Arici, Jo Gilbertson, and Bronwyn Stuckey also contributed to the initial curricular design. Steven Zuiker, Eun Ju Kwon, and Anna Arici were instrumental in the assessment design, curricular revision, implementation support, and analysis in this study and the broader program of inquiry. This research was supported by the National Science Foundation Grant REC-0092831 to Indiana University. The views expressed here do not necessarily represent the views of the National Science Foundation or Indiana University.
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Hickey, D.T., Ingram-Goble, A.A. & Jameson, E.M. Designing Assessments and Assessing Designs in Virtual Educational Environments. J Sci Educ Technol 18, 187–208 (2009). https://doi.org/10.1007/s10956-008-9143-1
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DOI: https://doi.org/10.1007/s10956-008-9143-1