Engaging middle school students in scientific practice with a collaborative mobile game.

Previous research using collaborative mobile augmented reality games in science education revealed that such games can be used to promote learner engagement and have found that engagement in such mobile games is related to flow. This study investigated whether player's flow experience differed by ac...

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Publicado en:Journal of Computer Assisted Learning Vol. 35; no. 2; pp. 197 - 208
Autores principales: Bressler, Denise M., Bodzin, Alec M., Tutwiler, Michael Shane
Formato: questionnaire/scale research tables/charts Journal Article
Publicado: Wiley-Blackwell Apr2019
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Apr2019
      vid: 35
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        135292581
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        10.1111/jcal.12321
        135292581
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        atl: Engaging middle school students in scientific practice with a collaborative mobile game.
      aug:
        au:
          Bressler, Denise M.
          Bodzin, Alec M.
          Tutwiler, Michael Shane
        affil: Center for Mathematics, Science, and Computer Education, Rutgers, The State University of New Jersey, Piscataway New Jersey
      sug:
        subj:
          Students, Middle School
          Video Games
          Achievement
          Learning Methods
          Outcomes of Education
          Human
          Male
          Female
          Sex Factors
          Computers, Hand-Held
          Task Performance and Analysis
          Outcome Assessment
          Pennsylvania
          Urban Areas
          Descriptive Statistics
          Quantitative Studies
          Sample Size Determination
          Summated Rating Scaling
          Coefficient alpha
          Linear Regression
          Multiple Linear Regression
          Regression
          Statistical Significance
          Scales
          Male
          Female
      ab: Previous research using collaborative mobile augmented reality games in science education revealed that such games can be used to promote learner engagement and have found that engagement in such mobile games is related to flow. This study investigated whether player's flow experience differed by achievement track, gender, or gender composition of working groups. In an urban school district, 202 students from two eighth‐grade science classes participated in a collaborative mobile science game. Data included a self‐report survey collected after the game that measured player's flow experience. Using a regression model, the relationship of flow experience with achievement track and gender was explored while controlling for group composition and teacher effects. The study found that gender was related to flow experience; specifically, girls reported higher flow experience scores (d = 0.30). Flow experience did not have a statistically significant relationship with achievement track showing that the activity engaged all observed students similarly. Lay Description: What is already known about this topic: Achievement level tracking is a known problem for discouraging student success.Girls lack interest in science; they are more anxious and enjoy it less than boys.Girls and low achievers are more engaged if science is taught in a meaningful way.Game‐based learning can be engaging and facilitates social construction of knowledge.What this paper adds: The collaborative mobile game model engages low‐achievement students in a similar fashion to other students.The collaborative mobile game model engages girls more than boys.Implications for practice and/or policy: Playing collaborative mobile games may help low‐achieving students achieve more success in science.Playing collaborative mobile games may help girls become more interested in science.Overall, this study demonstrates a way to engage under‐represented populations with science.
      pubtype: Academic Journal
      doctype:
        questionnaire/scale
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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