Game and Simulation Stimulate Conceptual Change about Molecular Emergence in Different Ways, with Potential Cultural Implications
Abstract
:1. Introduction
1.1. Misconceptions and Conceptual Change
1.2. The Role of Interactive Simulations and Game-Based Learning
1.3. Building on Previous Work
1.4. Research Aim, Questions, and Hypotheses
2. Materials and Methods
2.1. Participant Recruitment
2.2. Game and Simulation Stimuli
- Resource management, e.g., collect molecules and power-ups (needed to modify temperature and crowding);
- Exploration/navigation;
- Sequential level progression;
- Scoring and feedback system.
2.3. Pre-Intervention Assessment
2.4. Post-Intervention Assessment
2.5. Delayed Follow-Up Assessment
2.6. Protocol
2.6.1. Survey-Only Protocol (Baseline Group)
2.6.2. Randomized Controlled Trial Protocol
2.6.3. Delayed Follow-Up Protocol
3. Data Analysis and Results
3.1. General Approach
3.2. Participant Composition
3.3. RQ1: What Are the Immediate and Delayed Value-Added Effects of Game Design on Students’ Conceptual Understanding of Molecular Emergence?
3.3.1. Immediate Effect on Conceptual Change
3.3.2. Delayed Effect on Conceptual Change
3.4. RQ2: How Do Interaction Patterns Differ between the GBL and SIM Interventions, and How Are These Related to Conceptual Change?
3.4.1. Quantitative Interaction Data
3.4.2. Qualitative Gameplay Data
3.4.3. Relationship between PN Quality and Conceptual Change
3.5. RQ3: How Does Engagement in the Interventions Differ?
3.5.1. Voluntary Time-on-Task
3.5.2. Intervention Engagement Questionnaire
4. Discussion
4.1. GBL Increased the Effectiveness of the Simulation on Conceptual Change
4.2. Moderating Effect of Native Language—A Proxy for Culture?
4.3. Moderating Effect of Gaming Habits
4.4. Interaction Patterns Differed between GBL and SIM in Ways That Mediated Conceptual Change
4.5. GBL Led to Longer Voluntary Engagement
4.6. Implications and Limitations
5. Conclusions
Supplementary Materials
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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PRE-TEST | POST-TEST | CHANGE | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Group | N | Mean | SD | Min, Max | Mean | SD | Min, Max | Mean | SD | Min, Max |
Baseline overall | 138 | 5.59 | 2.26 | 0, 10 | 5.34 | 2.28 | 0, 11 | −0.25 | 2.57 | −6, 5 |
Baseline NES | 87 | 5.36 | 2.26 | 0, 9 | 5.30 | 2.15 | 1, 9 | −0.06 | 5.59 | −6, 5 |
Baseline NNES | 51 | 6.00 | 2.22 | 1, 10 | 5.41 | 2.49 | 0, 11 | −0.59 | 2.52 | −6, 5 |
SIM overall | 42 | 5.67 | 2.39 | 0, 10 | 4.50 | 2.82 | 1, 10 | −1.17 | 3.00 | −7, 4 |
SIM NES | 24 | 5.54 | 2.67 | 0, 10 | 5.21 | 3.05 | 1, 10 | −0.33 | 2.90 | −7, 4 |
SIM NNES | 18 | 5.83 | 2.01 | 1, 8 | 3.56 | 2.23 | 1, 8 | −2.28 | 2.85 | −7, 2 |
GBL overall | 42 | 6.12 | 2.34 | 1, 10 | 4.36 | 2.85 | 0, 9 | −1.76 | 2.55 | −7, 2 |
GBL NES | 29 | 6.38 | 2.21 | 2, 10 | 4.03 | 2.82 | 0, 9 | −2.35 | 2.54 | −7, 2 |
GBL NNES | 13 | 5.54 | 2.60 | 1, 9 | 5.08 | 2.90 | 1, 9 | −0.46 | 2.11 | −5, 2 |
df | F | p | Partial η2 | Obs. Power | |
---|---|---|---|---|---|
Change | 1 | 18.79 | <0.001 * | 0.084 | 0.991 |
Change × course engagement | 1 | 3.50 | 0.063 | 0.017 | 0.461 |
Change × gaming habits | 1 | 0.02 | 0.886 | 0.000 | 0.052 |
Change × academic achievement | 1 | 2.27 | 0.133 | 0.011 | 0.323 |
Change × stimulus | 2 | 4.78 | 0.009 * | 0.045 | 0.790 |
Change × gender | 1 | 0.73 | 0.393 | 0.004 | 0.136 |
Change × native language | 1 | 0.54 | 0.463 | 0.003 | 0.113 |
Change × stimulus × gender | 2 | 1.25 | 0.289 | 0.012 | 0.270 |
Change × stimulus × native language | 2 | 3.27 | 0.040 * | 0.031 | 0.616 |
Change × gender × native language | 1 | 1.03 | 0.311 | 0.005 | 0.173 |
Change × stimulus × gender × native language | 2 | 1.20 | 0.304 | 0.012 | 0.260 |
Change × stimulus × gaming habits | 2 | 1.30 | 0.275 | 0.013 | 0.279 |
MolWorlds (GBL) | MolSandbox (SIM) | Difference | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Interaction | Mean | SD | Min, Max | Mean | SD | Min, Max | U | Z | p | + |
Levels started | 11.07 | 3.21 | 6, 23 | 25.19 | 11.83 | 10, 66 | 97.50 | −7.03 | <0.001 | S |
Levels completed | 8.07 | 2.11 | 5, 15 | 13.95 | 4.15 | 7, 28 | 117.50 | −6.87 | <0.001 | S |
Unique levels completed | 7.24 | 1.38 | 5, 10 | 10.88 | 1.77 | 6, 13 | 120.50 | −6.89 | <0.001 | S |
Collect molecules | 115.02 | 69.45 | 8, 343 | 136.81 | 96.46 | 10, 448 | 789.50 | −0.83 | 0.408 | - |
Release molecules | 19.64 | 9.40 | 4, 47 | 32.14 | 11.56 | 7, 59 | 333.50 | −4.91 | <0.001 | S |
Temperature mods. | 18.05 | 17.19 | 0, 71 | 83.07 | 46.30 | 6, 183 | 129.00 | −6.74 | <0.001 | S |
Crowding mods. | 5.91 | 3.62 | 2, 19 | 4.52 | 3.23 | 0, 11 | 729.50 | −1.37 | 0.170 | - |
Item info accessed | 22.36 | 19.76 | 1, 104 | 78.33 | 42.29 | 20, 244 | 128.50 | −6.74 | <0.001 | S |
Unstandardized Coefficients | 95% Confidence Interval for B | ||||||
---|---|---|---|---|---|---|---|
Stimulus | B | Std. Error | t | p | Lower | Upper | |
SIM | (Constant) | −1.377 | 0.512 | −2.687 | 0.011 | −2.413 | −0.340 |
mean-centered PN quality | 0.093 | 0.122 | 0.759 | 0.453 | −0.154 | 0.339 | |
native language × mean-centered PN quality | −0.031 | 0.141 | −0.218 | 0.828 | −0.317 | 0.255 | |
GBL | (Constant) | −3.116 | 0.837 | −3.722 | 0.001 | −4.811 | −1.421 |
mean-centered PN quality | −0.735 | 0.244 | −3.013 | 0.005 | −1.229 | −0.241 | |
native language × mean-centered PN quality | 0.425 | 0.233 | 1.823 | 0.076 | −0.047 | 0.896 |
Reason to Stop | MolWorlds (GBL) | MolSandbox (SIM) | Post Hoc | |||||
---|---|---|---|---|---|---|---|---|
N | % | Adj. Res. | N | % | Adj. Res. | χ2 | p | |
(A) I only stopped because the research study time was running out (otherwise would continue) | 10 | 23.81 | 2.11 | 3 | 7.14 | −2.11 | 4.46 | 0.035 |
(B) I have somewhere else to be, so I had to stop (otherwise would continue) | 10 | 23.81 | 0.00 | 10 | 23.81 | 0.00 | 0.00 | 1.000 |
(C) I felt that I got all I could out of it (or I finished it) | 1 | 2.38 | −4.61 | 19 | 45.24 | 4.61 | 21.26 | <0.001 * |
(D,E) I had enough for one sitting (or I’m tired)/I didn’t feel engaged enough to continue | 8 | 19.05 | 0.00 | 8 | 19.05 | 0.00 | 0.00 | 1.000 |
(F) I was too frustrated with it, so wanted to stop | 13 | 30.95 | 3.13 | 2 | 4.76 | −3.13 | 9.82 | 0.002 * |
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Gauthier, A. Game and Simulation Stimulate Conceptual Change about Molecular Emergence in Different Ways, with Potential Cultural Implications. Educ. Sci. 2024, 14, 366. https://doi.org/10.3390/educsci14040366
Gauthier A. Game and Simulation Stimulate Conceptual Change about Molecular Emergence in Different Ways, with Potential Cultural Implications. Education Sciences. 2024; 14(4):366. https://doi.org/10.3390/educsci14040366
Chicago/Turabian StyleGauthier, Andrea. 2024. "Game and Simulation Stimulate Conceptual Change about Molecular Emergence in Different Ways, with Potential Cultural Implications" Education Sciences 14, no. 4: 366. https://doi.org/10.3390/educsci14040366
APA StyleGauthier, A. (2024). Game and Simulation Stimulate Conceptual Change about Molecular Emergence in Different Ways, with Potential Cultural Implications. Education Sciences, 14(4), 366. https://doi.org/10.3390/educsci14040366