Gamified approach to teaching introductory astronomy online

Игрофицированный подход к онлайн-обучению вводной астрономии
Daniel F. Barringer, Julia D. Plummer, Julia Kregenow, Christopher Palma
2018-06-15

Test Of Astronomy Standardsdigital world settingeducational video gamesgamified learningonline astronomy education
This paper is part of the Focused Collection on Astronomy Education Research.] An increased interest in using video games in educational contexts has led to many innovations in both formal and informal environments. Educational researchers, instructional designers, and educators have sought and developed ways to incorporate video games or gamelike elements into a curriculum. We present a study of a webbased college-level introductory astronomy class in which content is delivered entirely in a digital world setting through nonplayer characters and built-in minigames. Based on prior research on the potential benefits of video games for use in education, we expect that topics covered in the minigames, the most gamified aspects of the course, should be particularly effective. Using data collected through pre-and posttesting of two sections of ASTRO 001V (the designation given in Penn State's course catalog) with the Test Of Astronomy Standards, we focused our analysis on six questions that pertain directly to minigame topics. We found that two of these questions showed encouraging gains, while the other four demonstrated that students continued to hold on to common alternate conceptions within those topic areas. This finding suggests that more work is required to understand how to improve the games in ways that will further support student astronomy learning.
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Only two of the six minigame-related questions showed encouraging learning gains after instruction.
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Researchers analyzed pre- and posttest performance on six astronomy questions directly related to minigame topics using the Test Of Astronomy Standards.
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Students retained common alternative conceptions on the other four minigame-related topics, indicating that gamification alone did not ensure conceptual change.
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The findings indicate that the minigames require further refinement to better support student astronomy learning.
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The study evaluated a fully online introductory astronomy course delivered through a digital world using nonplayer characters and built-in minigames.

a web-based college-level introductory astronomy course delivered entirely in a digital world through nonplayer characters and built-in minigames

the effectiveness of gamified minigame-based instruction for improving students’ astronomy learning and addressing persistent alternative conceptions

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2018-06-15
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Daniel F. Barringer
Julia D. Plummer
Julia Kregenow
Christopher Palma
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