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Mission HydroSci: a progress report on a transformational role playing game for science learning

Published: 14 August 2017 Publication History

Abstract

Mission HydroSci is a game-based 3D virtual environment for enacting transformational role-playing for middle school science students. Student-players will be engaged in a narrative about needing to investigate water resources and use scientific argumentation to complete missions critical to the survival and accomplishments of the members of their scientific enterprise. Our poster presents our progress in years 1 and 2 of a funded project to integrate pedagogical and gameplay objectives, and build mechanisms for purposeful player engagement and activity.

References

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NGSS Lead States. 2013. Next Generation Science Standards: For States, By States. The National Academies Press, Washington, DC.
[2]
J. Laffey, T. D. Sadler, S. Goggins, J. Griffin, and R. Babiuch. 2016. Mission HydroSci: Distance learning through game-Based 3D virtual learning environments. In Handbook of Research on Gaming Trends in P-12 Education, D. Russell and J. Laffey (Eds.). IGI Global, Hershey, PA, 421--441.
[3]
National Research Council. 2011. A Framework for K-12 Science Education: Practices, Crosscutting Concepts, and Core ideas. The National Academies Press, Washington, DC.
[4]
S. A. Barab, M.S. Gresfali, and A. Ingram-Goble. 2010. Transformational play using games to position person, content and context. Educational Researcher 39, 7 (2010), 525--536.
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J. Clarke, C. Dede, D. J. Ketelhut, B. Nelson, and C. Bowman. 2006. A design-based research strategy to promote scalability for educational innovations. Educational Technology, 46, 3 (2006), 27--36.
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T. D. Sadler, W. L. Romine, P. E. Stuart, and D. Merle-Johnson. 2013. Game-Based curricula in biology classes: Differential effects among varying academic levels. Journal of Research in Science Teaching, 50, 4 (2013), 479--499.
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S. J. Metcalf, J. Clarke, and C. Dede, 2009. Virtual Worlds for Education: River City and EcoMUVE. Paper presented at the Media in Transition international conference, MIT, Cambridge, MA.
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J. Osborne, B. Henderson, A. MacPherson, and E. Szu, E. 2013. Building a Learning Progression for Argumentation. Paper presented at the 2013 American Educational Research Association Annual Meeting, San Francisco, CA.
[9]
M. Bertling, G. T. Jackson, A. Oranje, and V. E. Owen. 2015. Measuring argumentation skills with game-based assessments: Evidence for incremental validity and learning. In Artificial Intelligence in Education, C. Conati, N. Heffernan, A. Mitrovic, and M. F. Verdejo (Eds.). Lecture Notes in Computer Science, Vol. 9112. Springer International Publishing, Cham, 545--549.
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A. Mechtley. 2015. Situated Gaming: Beyond games as instructional technology. In Educational Media and Technology Yearbook, M. Orey and R. M. Branch (Eds.). Volume 39. Springer International Publishing, Cham, 23--39.
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K. Schrier. 2015. EPIC: a framework for using video games in ethics education. Journal of Moral Education, 44, 4 (2015), 393--424.
[12]
J. Griffin, S. Kim, J. Sigoloff, T. D. Sadler, J. Laffey, R. Babiuch, and J. Speck. 2016. Designing Scientific Argumentation into the Mission HydroSci Game Based Learning Curriculum. Paper presented at the 2016 Game+Learning+Society Conference. University of Wisconsin-Madison, Madison, WI.

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  • (2024)Unlocking the Everdoor: analyzing the serious game SpiritfarerEducational technology research and development10.1007/s11423-024-10357-x72:4(1947-1975)Online publication date: 20-Mar-2024

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  1. Mission HydroSci: a progress report on a transformational role playing game for science learning

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    Published In

    cover image ACM Other conferences
    FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
    August 2017
    545 pages
    ISBN:9781450353199
    DOI:10.1145/3102071
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    • Microsoft: Microsoft
    • Massive Entertainment: Massive Entertainment

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 14 August 2017

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    Author Tags

    1. 3D virtual learning environments
    2. games for a purpose
    3. science learning
    4. scientific argumentation
    5. transformational play

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    • Poster

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    • INVESTING IN INNOVATION PROGRAM, US Department of Education

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    FDG'17
    Sponsor:
    • Microsoft
    • Massive Entertainment

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    FDG '17 Paper Acceptance Rate 36 of 89 submissions, 40%;
    Overall Acceptance Rate 152 of 415 submissions, 37%

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    • (2024)Unlocking the Everdoor: analyzing the serious game SpiritfarerEducational technology research and development10.1007/s11423-024-10357-x72:4(1947-1975)Online publication date: 20-Mar-2024

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