Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
Transcript of Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
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Running Head: Seeing Time
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific
Phenomena
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Abstract
This article explores how learning biological concepts can be facilitated by
playing a video game that depicts interactions and processes at the subcellular
level. Particularly, this article reviews the effects of a real time strategy game
(RTS) that requires players to control the behavior of a virus and interact with
cell structures in a way that resembles the actual behavior of biological agents.
The evaluation of the video game presented here aims at showing that video games
have representational advantages that facilitate the construction of dynamic mental
models. Ultimately, the article shows that when video games characteristics come in
contact with expert knowledge during game design, the game becomes an excellent
medium for supporting the learning of disciplinary content related to dynamic
processes. In particular, results show that students that participated in a game-
based intervention aimed at teaching biology described a higher number of temporal-
dependent interactions as measured by the coding of verbal protocols and drawings
than students who used texts and diagrams to learn the same topic.
Keywords: Video games, learning, biology, dynamic mental models, dynamic visual
representations.
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Video games favor learning in scientific and professional domains (Clark et
al., 2011; Barab et al., 2007; Halverson, 2005; Nash and Shaffer, 2010; Shaffer,
2005; Shaffer and Gee, 2005; XXXXXXXX). They do so, in part, by promoting social
interaction and collaborative reasoning (Black & Steinkuehler, 2009), by providing
learners with agency and feedback opportunities, and by creating adaptive levels of
task demand (Gee, 2005; Gee, 2008). Video games, additionally, have
representational characteristics that enhance the cognitive representation of
certain situations. Particularly, video games include representations that are
dynamic and interactive; features that are beneficial to learning (Plass, Homer and
Hayward, 2009). To refine our understanding of the way that these characteristics
influence learning further, this study specifically asks whether or not video games
produce better cognitive representations of temporally-dependent events than
traditional (print media) educational resources. This question is framed under the
idea that video game´s effects are produced in part through the formation of
perceptually-based representations, mental models (Johnson-Laird, 1983), that
traditionally have been defined as different than conceptual, propositional and
other non-perceptual representations (Anderson, 2005). To address this question,
this study compares the drawings and verbal protocols of students participating in
a video game-based intervention, and those of students that underwent an
intervention based on text and static diagrams . This study shows that games help
learners create robust mental models of scientific phenomena because of the way
that games favor the creation of dynamic representations that encode temporal
relationships.
This study draws on prior evidence that animated images help learners to
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develop dynamic mental models (Boucheix & Guignard, 2005). The argument goes along
these lines: Different types of representations entail different cognitive
properties (Hahn & Kim, 1999; Johnson-Laird, 1998). For example, diagrammatic
representations index information by location while textual representations do so
by keeping a list of statements. For this reason, diagrams make spatial information
explicit and in so doing, reduce the cognitive search costs and allowing learners
to produce inferences directly (Larkin & Simon, 1987). This advantage makes
diagrams a better medium than text when the goal is to teach content that has a
strong dependence on spatial configurations.
Similarly, video games and simulations index information not only by location
but also by temporal contingency. That is, events that happen at the same time in
the phenomena are represented synchronously in the game. In this way, presenting
scientific phenomena through video games and other dynamic representations is more
congruent than presenting the same information through diagrams. Tversky, Morrison
and Betrancourt (2002) have proposed that cognitive processing is favored when “the
structure and content of external representations corresponds to the desired
structure and content of internal representations (p. 249)” and that there is a
natural cognitive tendency to prefer congruence between the event being represented
and the external representation being studied. They consider, therefore, that media
that offer dynamic representations are better for presenting temporally dependent
events because this type of representation has higher congruence with the to-be-
presented phenomena.
Additionally, animations help learners visualize dynamic scientific phenomena
because they produce a lower cognitive load when compared with a series of statics
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pictures that require active reconstruction. Active reconstruction increases
cognitive load, particularly when users have to attend to signaling clues (e.g.,
arrows) and use them to interpret and integrate the corresponding mental model
(Hoffler & Leutner, 2007). In some cases, dynamic representations have been
considered as producing higher cognitive load (Lowe, 1999), but in most cases these
comparisons are based on a confounding factor because the dynamic representation
conveys more information than the static picture, ergo, the extra cognitive load is
intrinsic to the content and not produced by the type of representation. In other
words, when presenting the same information regarding temporal change, dynamic
representations seem to be more cognitively efficient than static ones. Further,
the interactive nature of video games can help learning by favoring engagement and
control over the task (Plass et al. 2009).
Finally, disciplinary content and principles can be integrated in the video
games mechanics, or the actions of the game and player (Clark et al., 2011),
thereby reducing the connections that are necessary in order to relate the
representation (the video game) with the underlying scientific models. Research in
basic cognitive psychology shows that when problem rules are implied in the
representational structure, cognitive load is reduced, thus increasing problem
solving rates (Zhang & Norman, 1994). Educational video games, such as the one used
in this study, combine both dynamic external representations, interactivity, and
integrated disciplinary content. For this reason, when designed correctly, they are
an ideal media to depict change in time in scientific phenomena. In fact,
literature shows that dynamic representations designed according with cognitive
principles produce higher learning gains and help learners to create mental models
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of causal configurations involved in scientific models (Mayer & Chandler, 2001).
Similarly, recent reviews of research on games and simulations show they are
effective in the task of teaching science (Clark, Nelson, Sengupta & D’Angelo,
2009; Honey & Hilton, 2011).
Cognitive structure and perceptual representations
Sweller, Merrienboer and Paas (1998) describe the structure and function of
the cognitive system in order to support a theory of instructional design. They
base their theory on the canonical distinction between working and long term
memory. In their description of working memory, they focus on its limitations
(e.g., working memory constraints) and on the distinction between its visuo-spatial
and phonological components. For them, understanding instructional material depends
on cognitive load imposed on working memory. Low cognitive load allows
understanding of incoming information, and its translation to long term memory
schemas. They describe three types of cognitive load that intervene in the process
of learning: 1) Intrinsic cognitive load that corresponds to the difficulty of the
content at hand as measured by the number of elements that need to be learned and
their interactions; 2) Extraneous cognitive load that is produced by the
instructional design and other factors not related to the content to be learned
and; 3) germane cognitive load that represents the cognitive load directed to the
production of schemas and related to meaningful engagement in learning. Regarding
long-term memory, they describe the process of learning as the creation and
automation of an increasing number of schemas. Schemas are non-perceptual
representations that depict the configuration of the world (Anderson, 2005). While
we agree in the fundamental postulates of dual processing and schema constructions,
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we also know that schemas are not the only type of mental representation used by
learners (Vosniadou & Brewer, 1992). Additionally to schemas, people support
reasoning on perceptual based-representations, among which mental models are
considered key in the process of learning. It is important to note here that the
term “mental model” is used here to refer to a specific type of perception-based
knowledge representation as it is used in cognitive psychology (Anderson, 2005;
Johnson-Laird, 1980), and not in the sense that is often is used in the literature
to refer any knowledge representation (e.g., scripts, schemas). It is important
also not to confuse mental models with image schemas (Johnson-Laird, 1983; Lakoff,
1987) because this second term refers to embodied pre-linguistic structures that
allow conceptual mappings in peoples experience.
Regarding the distinction between perception-based representations, it is
important to note that this idea is consistent with cognitive theories of
multimedia learning (Mayer, 2005) that divide knowledge representations in visual,
ergo perceptual, and verbal representations that do not preserve analogical details
of the situation being described. Mayer and Sims (1994) have proposed that
multimedia can favor learning because it allows learners to conduct dual coding of
instructional materials. In the dual coding theory of multimedia learning, people
use information coming from visual and verbal information. This type of
presentation has two basic advantages. First, it allows learners build multiple
representations of the same phenomena (via verbal and visual encoding) and to
elaborate referential connections between both types of representations (Mayer,
2005). Second, multimedia presentation, when designed correctly, decreases
cognitive load by exploiting different processing channels, particularly the
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phonological loop and the sketchpad components of working memory (Mayer, 2005;
Mayer & Moreno, 2002; Mayer & Moreno, 2003). Mayer has shown the advantages of
multimedia presentations and identified the learning conditions under which it is
more successful. For example, Mayer (1997) found that when presenting subject
matter, coordinating animations with audio narration produced better results than
using narration alone, and that coordinating illustrations with text produced
superior learning results than using text alone for similar transfer tasks (e.g.,
producing creative solutions).
In Mayer´s view, learners using multimedia build a more robust mental
representation of scientific phenomena because they store information in different
modalities. In particular, according to this theory, learners build both a verbal
and a visual representations of events and they also construct a strict set of
referential connections between both types of representations. This set of
referential connections is composed by one-to-one mappings between words and visual
elements (Mayer, 1997). These representations and connections are built through
several complementary cognitive processes that focus on selecting relevant images
and words, organizing both images and words into coherent mono-modal
representations, and then integrating pictorial and verbal representations into a
coherent representation (Mayer, 2005). The Cognitive Theory of Multimedia Learning
(Mayer, 2005) is consistent with contemporary cognitive theories that consider that
conceptual contents are cross listed across different sensory modalities (McNorgan,
Reid & McRae, 2011; Schraw, 2006), and with recent views on conceptual change that
propose that, in the understanding of scientific phenomena, both visual and verbal
elements are integrated in a complex system that acts as a framework.
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This article focuses on the visual component of Mayer´s Cognitive Theory of
Multimedia Learning. Our question is whether animations, simulations, games and
other dynamic representations are better than static pictorial media in creating
individual’s representations of temporally-based events, particularly, by favoring
the formation of perceptually based mental models. In other words, we want to
evaluate the effects of video games in the construction of representations of
temporal change within the visual component proposed by Mayer. We adopt the
perspective that dynamic information in this component is stored in the form of
dynamic mental models, or models that use perceptual representations to capture
temporal change in a system and indicate the underlying causal relationships that
determine its evolution (Johnson-Laird, 1983).
Current examples of games for science education
There are a large number of research agendas focused on the potential of
video games as educational tools. Video games can intervene in educational
processes in several different fashions. Games have been used as tools to promote
embodied participation in learning within a multi-user environment (Barab et al.,
2007). Such is the case of Quest Atlantis, a game environment that uses
characteristics of massively-multiplayer online role-playing games to promote
learning through the completion of educational challenges. The underlying
pedagogical model of the game is that by allowing students to assume roles within a
simulated world, Quest Atlantis allows them to connect their identities with the
social meaning of scientific activity. Barab et al. (2007) showed that this type of
intervention had significant effects both on multiple-choice questions, on
argumentative practice and on the use of different types of representation of
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scientific data. The River City project uses a similar strategy by creating a
virtual world in which students can interact with other game characters, including
avatars assigned to instructors, other players, and artificial intelligence
characters. The basic task of the game is for learners to discover the form of
transmission and the treatment of an illness affecting the residents of a town. In
order to achieve this goal, participants have to produce data by creating
experiments and taking data samples using different resources available to them in
the virtual world. The presentation of these scientific tasks as students interact
within a Multi-User Virtual Environment (MUVE), has effects on students´ self-
efficacy, motivation, content understanding, and hypothesis generation (Ketelhut,
Dede, Clarke & Nelson, 2007).
These two projects use the potential of video games, particularly the
characteristics of multi-user environment role-playing mechanics, to supports
students’ content learning. In this case, games embed disciplinary concepts by
presenting scientific challenges within the virtual world. A different level of
pedagogical effects comes from games that use the potential of video games to
integrate scientific concepts within their basic design. In this case, the
educational advantage of video games comes from the integration of game mechanics
and formal scientific representations and concepts (Clark et al., 2011). One
example of this second type of game is the SURGE project. In the SURGE game,
principles and representation of physics concepts (e.g., gravity, vectors) were
integrated in the game mechanics allowing students to connect their actions in the
game with the underlying scientific concepts in the domain of physics. This
strategy produced significant positive effects on the levels of engagement with
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content and on the understanding of the domain as measured by valid standardized
questions (Clark et al., 2011). The SURGE project shows clearly that games can act
as modeling tools that increase the understanding of physics by integrating formal
principles and representations of concepts in the game mechanics.
There is a blurred boundary between games and simulations in that both allow
students to manipulate models (Clark et al., 2009). This similarity makes it
possible for game designers to present actual disciplinary phenomena and to use
games as models of scientific processes (XXXXXXXX). Video games act as models that
represent actual or fictional worlds by connecting functions and structures given
certain parameters. In the context of games, learners can observe and intervene in
the interaction of several components according to principle-based mechanisms. In
this same context, students can also test and predict the behavior of micro-worlds
according to the models they have created to explain the game. Games can present
phenomena that are not directly observable and they can show how complex systems
are described using simplified models. Games, in fact, provide learners with
excellent opportunities to experience model-based reasoning (XXXXXXXX; XXXXXXXX;
Steinkuehler & Duncan, 2008).
Model-based reasoning is fundamental for scientific practice and for the
understanding of science (Clark & Segupta, 2013; Stewart, Cartier & Passmore,
2005). Models capture deep features of phenomena and separate signal from noise.
They are also simplifications of actual phenomena that make reality cognitively and
theoretically manageable. Model-based reasoning is essential to scientific
expertise because scientific thinking grows in part from the ability to distinguish
core features of the phenomena from superficial ones (Chi, Feltovich & Glaser,
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1981). Normally, differentiating between deep and superficial features is
challenging for novices, and requires an extensive knowledge base to be properly
conducted. Games help to develop familiarity with models of real or fictional
worlds. Even when games do not model actual events, gamers conduct complex
calculations to understand which underlying model can better describe the behavior
of the system (Steinkuehler & Duncan, 2008).
Advantages of simulations, animations and other dynamic representations for
learning
Contemporary literature in science education and simulations focuses on the
effects of simulations on motivation, epistemological understanding of science, and
conceptual understanding of scientific topics (Honey & Hilton, 2011). In terms of
conceptual understanding, simulations and games have been shown to be effective
educational tools. This effect comes in part from the fact that simulations can be
used as models of scientific phenomena at different levels. For example,
simulations have been used to facilitate scientific inquiry in virtual environments
by acting as laboratories in online courses, and to reframe misconceptions of
disciplinary content by allowing the exploration of correct versions of scientific
phenomena or connections between different description levels (Evans, Yaron, &
Leinhardt, 2008; Meir, Perry, Stal, Maruca & Klopfer, 2005; Sengupta & Wilensky,
2009). In a similar fashion, games and simulations have been shown to produce
positive learning effects in different domains including electronics (Greenfield,
Camaioni, Ercolani, Weiss & Lauber, 1994), microbiology, (Miller, Moreno, Estrera &
Lane, 2004), epidemiology (Colella, 2000), genetics (Klopfer, 2008), physics (Clark
et al., 2011), and environmental science (Moreno & Mayer, 2000). These gains are
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measured in different ways (e.g., knowledge assessments, prediction, disciplinary
reasoning level, problem solving transfer) and different types of dynamic
representations are used in the studies, ranging from simulations to agent based
and conceptually integrated games. However these results show that dynamic
visualizations overall present advantages for teaching and learning of scientific
content.
We consider that games have two basic representational features that give
them advantages over static representations. First, they are dynamic in nature, and
as other dynamic representations (e.g., animations, simulations) they are better
suited than static media in representing dynamical phenomena (Tversky et al.,
2002). Second, games are interactive, favoring the representation of causal
mechanisms and increased user control. Regarding dynamic representations,
literature shows that animations produce learning outcomes that are superior to
static representations (Barak & Dori, 2011; Hoffler & Leutner, 2002). However, the
superiority of animations are balanced with cognitive processing constraints
(Chandler, 2004) and for this reason, require nuanced design characteristics.
Dynamic visual representations are superior when they have a representational role.
That is when, “the topic to be learned is explicitly depicted in the animation”
(Hoffler & Leutner, 2002; pp. 727), but not when they are decorative in nature. On
a related note, Tversky et al. (2002) suggests that schematic dynamic
representations should be superior when compared to realistic (but static)
representations. Additionally Plass et al. (2009) have proposed that dynamic
representations work better when they include feedback and progression in the
complexity of the simulation. Dynamic representations are also better when learners
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are allowed to manipulate the content of the simulation, when they are interactive
(increasing germane load) (Bodemer, Ploetzner, Feuerlein & Spada, 2004) and when
users engage in active content exploration (Lowe, 2004). Animations can be
isomorphic to dynamic phenomena (Hegarty, 2004; Lowe, 1999, Lowe 2003) and this
characteristic can be used to improve students’ mental models for this type of
phenomena. In particular, dynamic representations are useful for correcting
novices’ inaccuracies in certain scientific domains and to help them build more
differentiated knowledge structures regarding domain-specific content. These
effects however are restricted to perceptually salient aspects of the
representations (Lowe, 2003). Dynamic representation effects depend also on the
individual characteristics of learners. For example, pure animations facilitate
cognitive processing for learners with low prior knowledge and cognitive skills,
and dynamic displays that allow manipulation favor learning for students with high
cognitive prerequisites (Schnotz & Rasch, 2005).
For the case of video games, the effects of interactivity on the
comprehension of dynamic representations need to be also considered. Literature
shows that interaction helps learners through several mechanisms related to
cognitive processing. Namely, interaction helps learners pace the process of
learning, decreasing extraneous cognitive load (Mayer & Chandler, 2001; Schwan &
Riempp, 2004), and increasing germane cognitive load (in the case of user control
beyond pacing, for example when participants can manipulate the content of the
simulation). However, this second effect seems to be only present in users with
high-executive functions (Plass et al., 2007). For this reason, video games that
provide extensive interaction opportunities can amplify the beneficial effects of
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animations and dynamic visual representations, and help in the formation of dynamic
mental models.
While we know that video games and simulations produce an increase in
conceptual understanding (Clark et al., 2009; Honey & Hilton, 2011) and we have a
reasonably good idea of which instructional and design characteristics potentiate
the learning effects of simulations and other dynamic representations (Moreno &
Mayer, 2000; Plass et al., 2007; Tversky et al., 2002), we do not know how
cognitive structures change with the interaction of games and simulations,
particularly at the perceptual level (e.g., visual). In this line, a recent report
in games and simulations suggests that “research should examine the mediating
processes within the individual that influence science learning with simulations
and games. This research would aim to illuminate what happens within the individual
—both emotionally and cognitively—that leads to learning and what design features
appear to activate these responses.” (Honey & Hilton, 2011, pp. 122). Similarly,
the development of internal visualization skills has been singled out as an
important educational goal in order to amplify the potential of different types of
graphic representations (Hegarty, 2004). Though differences in learners’
performance have been measured by multiple choice questions and other types of
tests, more needs to be known about the perceptual mechanisms driving this change.
That is, while it is clear that games can act as modeling tools and as models of
scientific phenomena, it is not clear whether the changes they produce are related
to perception-based mental representations.
Anderson (2005) separates perceptual representations from other mental
representations of knowledge. Both conceptual and propositional representations are
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characterized by abstracting the meaning of experience and completely eliminating
the perceptual details of the situation. Perception-based representations on the
contrary represent the situation (or part of it) in terms of analog perceptual,
often visual, configurations. In fact, research shows that under certain
circumstances tasks that require inferences activate brain areas devoted to visual
processing (Goel, 2005). The point here is that research shows that video games
increase learning performance and modify non perceptual representations by, for
example, making more complex epistemic networks (e.g., conceptual maps) in a given
domain (Shaffer et al., 2009). However, other learning mechanisms related to the
modification of perception-based representations have not been explored. The
importance of these representations lies in the fact that many inferential and
comprehension processes depend on them. For example, having a conceptual network of
a car engine does not fully make people able to repair one – understanding the
actual physical and temporal configuration of an engine is also essential. In that
sense, presenting a video or simulation of a car engine can be more effective than
providing a text describing the process. This article aims at characterizing the
differences in representation produced by a video game, beyond the conceptual,
propositional or verbal level, by including evaluations of the perceptual level of
mental representation. To do that, literature describing different types of
perceptual-based representations are reviewed and then evidence from actual
students´ products is presented to show that some characteristics of these
representations are modified through video-game play.
Dynamic Mental Models
Mental models can be built by propositional integration, analogy, and
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observation of external representations or events (Collins & Genter, 1987; Johnson-
Laird, 1998). They are analogical representations, perceptual in nature, that
reproduce the configuration of external situations, allowing learners to conduct
inferences and solve problems. Mental models operate on tokens that are analogous
to the elements involved in the situation being represented. In this way, mental
models can represent the properties of individual elements and the structural
relationships that govern their interactions. Additionally, mental models allow
cognitive representation of other properties in the model via annotations on the
elements (e.g., representing negation; physical properties). Video games that
depict dynamic processes can act as external representations that guide the
formation of mental models of those processes. Although internal mental models do
not encompass all problem-solving (Johnson-Laird, 1998) and the role of distributed
processing has been extensively highlighted (Zhang, 1997), mental models at a basic
level provide advantages for learners. Mental models facilitate processing and
integration of new information and they mediate problem solving in tasks that
require inferential reasoning.
There are several types of mental models. Some of them, called images and
spatial mental models, depict static configurations of elements while others,
called relational mental models, define entities, properties and relations that are
somehow operable but that do not explicitly change in time. This study focuses on
mental models that include change in time. Johnson-Laird (1983) defines three types
of models that include time-changing configurations: temporal, kinematic and
dynamic. Temporal mental models consist of a sequence of spatial models (divided in
several frames) that follow a fixed sequence. Kinematic models are similar to
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temporal models but they are psychologically continuous. Finally, dynamic models
are similar to kinematic models but they are able to encode causal beliefs that
complement the spatial configuration of elements presented in the model (Johnson-
Laird, 1983). The distinction between the different types of mental models is not
trivial. While temporal and kinematic mental models follow relatively fixed
sequences. Dynamic mental models can be sensible to beliefs about causal and
physical relationships. Research shows that people predict the behavior of systems
(e.g., body and objects movement) in ways that go beyond the predictions of pure
spatial configurations and are influenced by physical beliefs about the functioning
of the world (Hubbard, 1995; Shiffrar and Freyd, 1990). In other words, dynamic
models allow the introduction of different types of constraints within visual
imagery (Schwartz, 1999).
Having a dynamic mental model has an advantage not only relative to verbal
representations of content, but also relative to visual representations that do not
change flexibly in time. By using a video game, students can learn not only spatial
and functional configurations (e.g., a cell´s model), but also the constraints on
the interactions among the elements included in the model. This dynamic mental
model will, in turn, facilitate students’ understanding of the flexible behavior of
dynamic processes. For example, observing that the entrance of a virus in a cell
depends on the matching of the virus capsid´s with the cell membrane receptors will
allow students to visualize different configurations through which this process can
happen. Students will be able to understand that the virus does not need to use the
same receptor every time, but that certain conditions need to be fulfilled every
time (e.g., successful evasion of antibodies, correct matching of membrane
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receptors). Having a dynamic mental model is useful to understand how flexible
interactions at different levels are related (Frederiksen, White and Gutwill, 1999;
Gutwill, Frederiksen and White, 1999).
The role of mental models in problem solving has been clearly established in
cognitive psychology. Johnson-Laird (1980) showed in several studies how mental
models, that is, perceptual representations of reality or discourse, can be used to
solve problems and derive conclusions from a set of premises. When solving simple
deductive reasoning tasks (e.g., syllogisms), people represent premises in the form
of tokens, and use these models to answer the problems (Johnson-Laird, 1995; 1998;
1999). Mistakes are made when the memory resources necessary to finish the search
and keep the model in memory are exceeded. Cognitive theories of reading also rely
on mental models, called situation models, as basic mechanisms in text processing
(Kintsch, 1998).
Mental representations in science education
Conceptual change can happen at different levels: One level is belief
revision. At this level, incorrect ideas regarding certain scientific phenomena are
reviewed based on new information. A second level is the level of mental model
transformation. At this level, coherent but incorrect mental models are reviewed
after students experience a holistic confrontation with correct models. That is, a
situation where students are presented with a new model as a whole. Finally,
conceptual change can be achieved via ontological shifts, that is the assignment of
certain phenomena to new lateral categories (Chi, 2008). This article does not
focus on conceptual change, but the three levels of conceptual change proposed by
Chi (2008) are an adequate framework for understanding the initial process of
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mental representation of scientific phenomena. People can learn beliefs about the
nature of phenomena, probably by verbal representations; they can also create new
categories to which incorporate existent scientific descriptions by modifying
categorical structures; or they can create mental models of the configuration
described by scientific theories. Pedagogically, we are not trying to replace an
incorrect model with a new one, rather are trying to create an initial model of a
biological phenomenon.
Vosniadou (2002b) has proposed that scientific knowledge should be described
as a complex system that includes several types of elements, including perceptual
information. In this context, both perceptual information and other types of mental
representations (e.g., verbal representations) are part of explanatory frameworks
that learners use to make sense of content. Children start the process of learning
by organizing perceptual experience into conceptual structures. Learning of
scientific concepts from this point of view is a process of assimilation of new
elements (more sophisticated scientific theories) within existent explanatory
frameworks. Vosniadou´s position is interesting for the goals of this study because
it assign a role to perceptual elements, and the perceptual mental representations
derived from them, in the process of conceptual change. From this point of view,
having adequate previous perceptual representations can favor the development of an
adequate scientific comprehension. For example, having an external representation
of the earth as a spherical object, and the corresponding mental model will make it
easy for students to integrate verbal information regarding the “roundness” of the
earth (Vosniadou, 2002b; Vosniadou, Skopeliti & Ikospentaki, 2005). Additionally,
Vosniadou et al. (2005) considers that having a mental model, a perceptual mental
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representation preserving the structure of the natural world, is fundamental for
capturing the characteristics of the world and producing inferences and generative
questions.
In fact, research in conceptual change shows that dynamic external
representations, as video games and simulations, can fulfill a facilitating role in
the process of conceptual change (Chi, Roscoe, Slotta, Roy & Chase, 2012).
Simulations can help to make relationships visible in certain types of phenomena
(e.g., emergent) and improve the learning of scientific phenomena when accompanied
with adequate prompts (e.g, highlighting the way the behavior of different levels
of a system are related, or specifying the characteristics of the interaction among
agents in each type of process). In this study, viral reproduction is the phenomena
of interest, and we consider that the use of dynamic external representations (i.e.
within the game) can facilitate the learning of the mental models required to
achieve a comprehension of the material, especially with regards to temporal
components .
Viral reproduction as an excuse to teach genetics.
Viral reproduction is a topic within the domain of cellular biology that
includes the process of virus infection, replication and the immune system and cell
responses. This domain was chosen because it is critically important for
understanding the foundations of life. Cellular biology, particularly the
interaction between cell and virus at the molecular level, includes for example,
how genetic material is replicated and how its information is translated into
proteins that, in turn, control the cell´s functioning. Linking genetics to broader
phenomena allows learners to have an informed opinion on a variety of topics
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including the ethics dilemmas of cell research, and the bases of ongoing research
regarding the origin and cure of multiple diseases. As a matter of fact, teaching
about genetics and about virus and cell structures, interactions and effects is
part of the American Association for the Advancement of Science Standards (AAAS,
2013), the National Science Education Standards (NRC, 1996) and the National
Standards of the Colombian National Education Ministry (MEN, 2006).
However, current research shows that genetics is a difficult topic to learn
(Chattopadhyay, 2004; Mills-Shaw, Van- Horne, Zhang & Boughman, 2007). Students
have deep misconceptions in this area and have problems understanding the genetic
basis of disease, the nature of genetic research, and the characteristics of genes
and genetic material (Wood-Robinson, Lewis and Leach, 2000). Many students, for
example, believe that lower organisms do not have DNA (Mills-Shaw, Van- Horne,
Zhang & Boughman, 2007). The difficulty in understanding genetics comes from
several factors: First, the phenomena are invisible and inaccessible. Second, its
understanding requires learners to coordinate representations at several
ontologically distinct levels. These levels include the information level in which
genetic information is stored and the physical level that emerges from that
information (e.g., proteins, cells, tissues and organs) (Duncan & Reiser, 2007).
Mapping across these levels is challenging because processes at the micro-level do
not have a one-to-one relationship with characteristics at the macro-level.
Multiple processes at the molecular level mediate the expression of the genetic
information and its translation into observable characteristics. Failing to
understand these processes makes it impossible for students to comprehend the
relationship between genotype and phenotype (Duncan, Rogat & Yarden, 2009; Lewis &
Seeing Change in Time 23
Kattmann, 2004), and leads them to believe that genes express traits directly
(Eklund, Rogat, Alozie & Krajcik, 2007). As a matter of fact, multiple researchers
have pointed out that not comprehending the role of proteins is an important
obstacle for a full understanding of genetics (Marbach-Ad, 2001, Eklund, Rogat,
Alozie & Krajcik, 2007). Any basic knowledge of genetics should include the idea
that information is encoded in the DNA, which can replicate itself using the
molecules available in the cell, and that DNA can be translated into proteins via
RNA. The game used in this study directly addresses these processes because the
game mechanics requires players to direct a virus through replication and to
respond to the cell´s reaction to that process.
The game also addresses other common mistakes held by students regarding cell
biology and genetics. Wood-Robinson, Lewis and Leach (2000) have shown that
students find it difficult to understand the function of cell structures, the
function of DNA and the replication process. In the same vein, most students do not
understand the role of RNA in the process of gene expression (Boujemaa et al.,
2010) and require instruction aimed specifically at correcting misconceptions
regarding the relationship between genes, DNA and chromosomes (Friedrichsen, Stone
& Brown, 2004). Students also have incorrect conceptions of mutations and their
consequences. For example, students believe that mutations consist of changes in
the form of a gene (e.g., “from circular to rectangular”) and believe that there
is a direct, one-to-one effect from mutation to phenotype and behavior
(Schwandewedel, HöBle & Kattman, 2007).
Game-like interventions in genetics education
In the case of genetics, games help learners to connect processes at the
Seeing Change in Time 24
information and physical levels, which constitute a necessary step for the full
understanding of the topic (Duncan & Reiser, 2007). In fact, research shows that
using 2D and 3D models of proteins and genetic material helps students to
understand the process of gene expression and to comprehend the process of
transcription and translation of genetic material (Eklund, Rogat, Alozie & Krajcik,
2007). At a different level, research shows that curricular interventions focused
on modeling patterns of inheritance help students develop skills for argumentation
and explanation within the domain. Particularly, teaching students about the models
that represent the molecular mechanisms involved in inheritance helps them to
understand several aspects of cell biology. For example, students that receive
instruction on the genetic model of inheritance were able to connect models of
inheritance (dominance, codominance) with events at the molecular level (e.g.,
alleles coding for proteins) (Stewart, Cartier & Passmore, 2005). In the case of
this study, the video game fosters better mental models of the genetic process and
allows students to see the invisible interactions that produce observable
consequences at the macro level. In this sense, the game is an excellent tool for
representing what is not visible and helping students build dynamic models of
invisible, underlying processes. The game depicts not only temporal change, but
also interaction constraints that are included in any multidimensional, dynamic
mental model (e.g., goals and causation). These constraints are represented in the
game because players have to attend to goals (e.g., reach a cell receptor/ get to a
ribosome to copy genetic material) and to causation (e.g., sending RNA-m to a
ribose will produce a copy of a specific protein). These constraints cannot be
presented in texts and graphs quite in the same way. Even if one introduces the
Seeing Change in Time 25
constraints via text, it is not possible to show how they operate in specific
temporal and spatial locations. Additionally, it is not possible to show how a
limited set of constraints produces flexible behavior in the form of multiple
possible outcomes. These representational advantages, along with the well-known
positive effects of video games in engagement, agency and identity (Gee, 2005; Gee,
2008; XXXXXXXX; Steinkuehler, 2006) create favorable conditions for the learning of
subject matter, or in the case of this study, the learning of cell biology and
genetics.
Even in contexts where there is a compulsory curriculum for science, many
students do not seem to understand how genetic information is transferred and are
unable to identify the structures that participate in this process (gene,
chromosome, cell). (Lewis & Wood-Robinson, 2000). The question then is how a better
understanding of genetics can be supported and what kind of interventions can be
used to achieve this goal. There are few examples of evaluations of video games
devoted to genetic content. The Federation of American Scientist has developed a
game called Immune Attack that requires players to train elements of the immune
system to respond to different types of infections in an virtual environment that
depicts the actual structure of body structures (e.g., limbic system). While Immune
Attack represents a very interesting design option, no comprehensive evaluations of
its educational effects are available. This game also focuses on the cellular
level, particularly on the interaction between macrophages and bacteria, but it
does not represent the molecular process involved in viral replication at the
subcellular level (http://www.few.vu.nl/~eliens/archive/science/p44-kelly.pdf).
Another game related with biology and genetics is“Fuzzies”. The goal of this video
Seeing Change in Time 26
game is to breed fictional organisms to produce an offspring with a given set of
characteristics. The game allows learners to observe the process of meiosis and to
see representations of traits in the genotype and phenotype. No significant effects
on enjoyment, engagement or learning were found (Gibson, Hu & Swast, 2010).
Similarly, a game that required students to conduct DNA fingerprinting to solve a
crime produced no significant effects on learning. In this case, however,
significant effects on engagement were found (Annetta, Minoque, Holmes & Cheng,
2009). Finally, the integration of genetic concepts at different levels (e.g.,
genotype-phenotype) has also been facilitated by the use of a research simulation
that required students to map a mutation and to compare normal and mutated alleles
in order to identify the causes of deafness (Gelbart & Yarden, 2006).
The game used in this study corrects several flaws in the design of these
experiences to increase its educational effectiveness. First, Virulent goes beyond
the relationship between genotype and phenotype. The basic reason for this decision
is that conceiving of genetics as a problem of trait expression overlooks the
molecular-level processes in which information contained in the genetic material
relates to the actual observable traits. This deficiency might create the wrong
idea that genes express themselves directly, making it difficult to understand,
among other things, that viruses can intervene in the signaling system of the cell,
blocking the expression of genetic information. We consider that this level of
description will help students to understand the complexity of gene expression that
is fundamental for a deep comprehension of genetics. Second, the game brings expert
knowledge to the table. Disciplinary experts participated in the design of the game
to assure the accuracy of the model presented. This decision was made because
Seeing Change in Time 27
literature shows that once learners have acquired an incorrect mental model of a
phenomenon, changing it is difficult (Vosniadou, 2002a). Third, Virulent provides a
game-like experience. Players do not only simulate phenomena by setting parameters
in an application; they actually have to conduct decision making related to the
interactions between virus and cell structures. The rationale behind this decision
was that there is a qualitative difference in how mental models are developed when
one sets parameters using a simulation and when one plays a video game. In the case
of simulation, the learners establish parameters through the simulation interface
and observe the results in the behavior of the system. In a video game, the learner
is an active agent in each step of a goal-directed process. For example, different
learning outcomes should be expected in a simulation that shows how different
levels of gas and oil affect car endurance and a game where the actual parts of the
engine interacting with the oil and gas values are visible, and the player must
decide, in each step of the process, the correct allocation of gas and oil. In
cognitive terms, we think this second approach creates a richer representation - a
dynamic mental model - of the process because learners encode the constraints of
the model. The game pushes players to learn the constraints of the model (e.g.,
goals and causation) by encoding them in the game mechanics. For example, gamers in
Virulent learn that sending an mRNA to a ribosome is a necessary step to synthetize
proteins, because he or she has to control that action within the game. Learning
the constraints of the model is fundamental in understanding that the video game is
more than just a visual representation of the viral reproduction process, and that
it can display a flexible behavior that emerges from a few basic principles. This
study evaluates the different mental models that arise from these design decisions,
Seeing Change in Time 28
showing that students that interact with a video game have a richer mental
representation that contains the dynamic characteristics of the model, particularly
including temporal organization and an awareness of model constraints.
Method
This study compared two learning conditions to which participants were
randomly assigned. The first condition used text and diagrams to explain the
process of viral infection and replication, as well as the basic genetic mechanisms
behind this process (Text-Diagrams condition-TD). The second condition used text
and game to explain the same process (Text-Game condition-TG). The text focused on
the polio virus and presented the steps through which the virus infects the cell
and replicates itself. The text was obtained from a reliable source in the topic
and was at an intermediate level. The topic was selected because the polio virus is
the type of virus depicted in the game (positive strand RNA virus). The texts in
the two conditions were identical. The difference between the two conditions was in
the added-value of games for the development of dynamic mental models, and its
consequences in propositional integration and learning from texts.
Procedure
The study was conducted within a unit of a biology class that covered four
weeks of coursework. It was divided in four weekly sessions. Prior to the study,
informed consent from parents was obtained. In the first session, students received
basic instructions regarding the study and the materials. Additionally they
attended a talk about the process of viral replication and about the cell
structures involved in it. This talk was designed to provide basic knowledge
regarding the topic, and to assure a similar starting point for both groups. In the
Seeing Change in Time 29
first session, students were not yet assigned to any condition. In the second
session, students were randomly assigned to the TD and TG conditions. Students in
the TD condition read a text that described the polio virus replication. This text
was taken from a website devoted to spreading scientific knowledge about the polio
virus, and it included a description of the steps through which the virus enters
the cell and how it uses the cell structures to make copies of itself.
Additionally, students in this condition observed several diagrams that depicted
the different steps in the process of viral replication and the virus and cell
structures involved in this process. The students were asked to study texts and
diagrams in pairs. They were instructed to talk to each other when they had a doubt
or comment. At the end of the session they were asked to draw a conceptual map
(Moon, Hoffman, Novak & Cañas, 2011) of the viral replication process. During the
second session, students in the TG condition read the same text and played Virulent
in pairs taking turns in controlling the game and reading the materials. They also
had access to a game manual that presented the game instructions in Spanish. This
manual was also available to students in the TD condition. Information contained in
both condition was standardized, meaning that students in both conditions had
access to the same information (e.g., same steps were presented in TD and TG). In
the third session, students in the TD condition built a representation of the viral
replication process in pairs using playdough. Students in the TG condition
continued playing Virulent. In the final session, students in both conditions were
asked to draw the viral replication process while thinking-aloud. Protocols were
transcribed and coded. After that, students in both groups played Virulent to give
students in the TD condition the opportunity to play the game.
Seeing Change in Time 30
Participants
Participants in this study included 86 students between the ages of 9 and 11.
Students were enrolled in primary school (5th grade equivalent to 6th grade in the
US) in a private institution in a large South American city. By their geographical
location in the city, they were identified as middle class students and most of
them had access to computers and Internet at home. All participants were Spanish
speakers. According to national standards, students in fifth grade should know the
parts of the cell and their functions. However, at the time of the intervention,
students had not yet started the cell unit, and the intervention was designed to
promote that learning. Participation in the study was part of the standard
instruction students received in natural sciences at their school. Complete data
was obtained only for 82 students due to different logistic factors (e.g.
absenteeism).
Task and coding
Students were asked to draw a graph describing the process of virus
infection and replication while thinking-aloud. This task was chosen because the
analysis of thinking-aloud protocols has been shown to be an adequate tool for
study reasoning and problem solving (Ericsson & Simon, 1993) in general and mental
model formation in particular (Clement, 2008). The basic rationale behind the
method was that drawings and thinking-aloud protocols would make evident the
difference in the mental models being acquired by the students in way that other
methods that rely in multiple choice answers could not capture. In fact, drawing
has been used to capture the effects of dynamic representations on learning because
they are closer to both the form of presentation (Lowe, 2003) and the natural in
Seeing Change in Time 31
the representation of dynamic processes (Tversky, 2005).
Data analysis protocols were coded to identify the number of temporal
organizers and genetic mechanisms mentioned by students. Temporal organizers were
coded when the protocol included temporal adverbials or prepositions that evidenced
the segmentation of the process in steps and sub-steps (First, when, after). The
use of temporal organizers, phrases, and adverbs has been linked to the presence of
mental models that describe situations that change in time (Carreira, Carriedo,
Alonso & Fernández, 1997; Garham, 2001). The number of temporal organizers was then
calculated for each protocol. Genetic mechanisms were defined as interactions between
at least two cell or virus structures that had a function in the viral replication
process or in the cell´s functioning and defense. Coding temporal organizers was a
proxy to evaluate whether or not the students developed a dynamic model of the
viral replication process. Genetics mechanisms allowed us to see how well students
understood interactions at the micro-level, the constraints of those interactions,
and their functions in the models presented in the intervention. In order to assess
reliability, 36 protocols (46.75%) were coded by a second independent researcher.
For temporal organizers, the second coder marked all the candidate words and
segments that could belong to the category, including words that could be confused
with temporal organizers (e.g., “very fast”, “quickly”). Reliability was then
calculated for that library of codes by comparing the original coding with the
coding produce by the second researcher. For temporal organizers, inter-coder
agreement was 94% (Kappa=.807). To calculate reliability for genetic mechanisms,
the library of codes was obtained by identifying candidate segments representing
elements interaction. In that case, inter-coder agreement was 92% (Kappa=.662).
Seeing Change in Time 32
Drawings were coded to assess the complexity of the representation students
obtained from the intervention. First, drawings were classified by whether or not
they contained written explanations of the process (not required in the task
instruction and therefore produced spontaneously by students). Second, drawings
were categorized by the presence or absence of actions. Actions were defined as an
activity of an element (e.g., DNA) implying change in time. Third, drawings were
coded to capture whether or not they described a process, defined as a sequence of
concatenated actions. Fourth, drawings were coded to identify whether or not they
evidenced the understanding of resources (e.g., energy) as constraints for the actions
of the elements in the process. Fifth, drawings were coded by whether or not they
presented narrative elements, a story-like depiction of the viral replication process.
Finally, the number of levels depicted by students was counted for each drawing. In some
cases, for example, the drawings presented the image of an infected person, and the
image of the cell level at which the virus was acting. This drawing was coded as a
two level drawing. The possible levels were population level, person level, cell
level, and molecular level. Additionally, drawings were coded to reflect whether
they presented an integrated view of the viral replication process. This category was
created to control the fact that the game presented the viral replication process
through several sub-games (levels) and we needed to be sure that students
understood that levels were part of continuous sequence. A second researcher coded
all the drawings. Inter-coder agreement ranged from 91 to 99% (Kappas from .661
to .964).
Game Design: Virulent
The game was designed by a team of experts in several fields including
Seeing Change in Time 33
education, game design, and computer science (Available at
http://www.eriainteractive.com/project_Virulent.php). One of the goals of the
design process was to apply first-hand disciplinary knowledge to the design of the
game. For this reason, experts in molecular biology were included very early in the
design process. Several cycles of design and evaluation were conducted in order to
make the game as accurate as possible with regards to the process of viral
replication. In these cycles, design experts met and created prototypes that were
evaluated by disciplinary experts. Then, modifications were conducted according to
the experts’ feedback. The game depicted a positive strand RNA virus and did not
delve into the differences among different types of viruses. The general idea was
to capture the process of virus replication and the cell responses to it.
Disciplinary experts were incorporated in the design process in order to present an
accurate version of the viral replication process. This decision was made because
it has been shown that media frequently present incomplete or wrong versions of
genetics (Mills-Shaw, Van-Horne, Zhang & Boughman, 2007), and that learning of
incorrect mental models problematize the learning of new content by interfering
with the formation of new mental models (Vosniadou, 2002a).
The game design also attended to the characteristics of games as learning
tools. At the cognitive level, game sequences were built in such a way that players
had access to task goals presented aurally. This feature made the game design
consistent with multimedia learning theories that recommend use of dual processing
channels (Clark & Mayer, 2009). Players had to perform well-defined tasks within
ill-defined tasks (Steinkuehler, 2006). For example, players had to find a receptor
in the cell’s wall that matched the receptor in the virus capsid. These well-
Seeing Change in Time 34
defined tasks were embedded within ill-defined tasks that required players to
direct the process of virus infection and replication through multiple possible
paths. There was no right answer for the virus replication. Players could for
example try to protect the genome by moving it around or by placing proteins around
it. The well-defined tasks provided contingent feedback while the ill-define tasks
provided students with a space to integrate knowledge in a complex problem-solving
situation. The game was designed to make the content regarding cell and virus
structures situated and relevant to tasks goals (Gee, 2008). The game was
structured so that a better knowledge of cell structures and functions and of the
virus replication process would allow players to perform better. For example,
understanding the function of ribosomes helped players to quickly identify where
they should go once they enter the cell. The game used all these characteristics to
present a model of viral replication that made explicit both spatial and temporal
relationships. This model also showed the relationship between the different
ontological levels of genetic replication (Duncan and Reiser, 2007).
Seeing Change in Time 35
Fig. 1 Snapshot of virulent!
Virulent was conceived as a Real Time Strategy game in which players have to
direct a virus during the process of viral replication. The game was initially
organized in 10 levels, each of which representing a sequential challenge
associated with a part of the viral replication process. For example in the first
three levels, the virus has to avoid the b-cells and other body defenses before
getting into the cell. In the next level, the player has to find a receptor
matching the structure of its own external membrane in order to be able to enter
the cell. In the following levels, the virus enters the cell and is decomposed into
its basic parts (i.e., the genome and different types of proteins). In the
following levels, the player has to conduct several interrelated tasks that match
Seeing Change in Time 36
the process that actually happen during viral replication. For example, the player
has to take the virus components close to the mitochondria to get energy to carry
out other processes (figure 1). Once the player has reached the mitochondria, he or
she can create different types of signals by clicking on the genome and selecting
one type of signal from a pop up menu. Each signal has a specific function. When a
particular signal is sent to the ribosome, for example, the ribosome produce a
specific type of protein. Each protein, in turn, has a specific function within the
viral replication process. Some proteins are used to create a protective membrane
on the genome, while other proteins are used to block cell signals, interfere with
cell defenses, or create changes in the genome that allow players to create an
exact copy of the spiral that represents genetic information. Other proteins are
sent to the Golgi apparatus to create a membrane for the copies of the virus that
are being created. It is important to note that the player has to control all these
processes, from picking the signals to directing the proteins and the genome to
different cell locations (e.g., nucleus, ribosomes, Golgi apparatus), according to
their functions. The description of this process was as accurate as possible to
the actual process of a negative strand RNA virus. When a player clicks on an
element on the screen (e.g., a protein), the name and function of the element is
presented through audio. In this sense, this game can be considered as a
conceptually integrated game (Clark et al., 2011) because disciplinary content is
integrated in the game mechanics. In order to be successful in the game, the player
has to control the viral replication processes in the same way in which this
process happens during actual viral replication. That is, all actions in the game
match actual actions in the scientific phenomena. The levels increase in complexity
Seeing Change in Time 37
until players achieve the goal of creating several copies of the virus.
The design of the game addressed different standards for students in this age
group. The AAASs standards, point out in section 6, the Human Organism, that
students in Grades 6 through 8 should understand that viruses cause illness by
interfering with the functioning of the organism (AAAS, 2013). Additionally, in
section 5, the living environment, the standards include for students in the same
grades, the comprehension of the role of genetic information in the transmission of
traits. On the other hand, the NRC´s Standards point out that students in grades 5-
8 should know the basic characteristics of the cell and other microorganisms (NRC,
1996). They should know particularly that cells produce and use materials to keep
the functions of the organism. Additionally, these standards specify that students
in this age group should know that each cell contains genes that store the
hereditary information, and that organisms respond to the environment at many
levels including the cellular level. The video game used in this study covers many
of these aspects. By controlling the virus through replication and interaction with
the cell, players learn about the cell structures and the processes involved in the
cells metabolism and responses. Additionally, they learn about the micro level
interactions involved in the transmission and expression of genetic information;
for example, by controlling coding of proteins in the ribosomes or the copy of the
genome. Additionally, the game prepares students to learn more complex information
about molecular process as suggested by the NRC standards.
Results
This section compares the performance of students in the TD and the TG
conditions. The results are organized around the codes obtained from thinking-aloud
Seeing Change in Time 38
protocols and from students’ drawings. In each section, examples of students’
behavior and products are presented to illustrate the effects of interacting with
the Virulent. These examples were chosen because they show how the game created
different patterns of representation of the viral replication process when compared
with traditional learning tools.
Thinking-aloud Protocols
Students in the TG condition produced more temporal organizers when
describing the process of viral replication than students in the TD condition
(Figure 2). While students in the TG condition mentioned 1.86 temporal organizers
per protocol, students in the TD condition mentioned 1.05 temporal organizers per
protocol. This difference was found significant using a Welch´s test, F(1, 58.137)
= 4.296, p<.05. This test was used because the Levene test applied to the data
showed significant unequal variances in both groups (p<.05). The difference in the
number of temporal organizers indicates that, on average, students in the TG
condition developed a more dynamic representation of the viral replication process
than students in the TD condition.
Seeing Change in Time 39
Text-Diagram Condition Text-Game Condition0
0.20.40.60.81
1.21.41.61.82
Numb
er o
f Te
mpor
al
Orga
nize
rs
Fig. 2 Temporal organizers in protocols per condition
Results also show that there was a significant difference in the number of
genetic mechanisms mentioned by each group. The TG condition verbalized 3.57
mechanisms per protocol, while the TD condition verbalized just 1.45 mechanisms per
protocol (Figure 3). A Levene´s statistic found that variances of both groups were
unequal (p<.01), and therefore a Welch´s test was used to assess the statistical
significance of the mean differences between both groups. The Welch´s test showed
that the differences were significant, F(1, 47.879)=11.05. A higher presence of
genetic mechanisms is evidence that students in the TG condition had a stronger
understanding of the genetics involved in the viral replication process, and that
they learned the constraints of a dynamic mental model of viral replication through
interaction with the game.
Seeing Change in Time 40
Text-Diagram Condition Text-Game Condition0
0.5
1
1.5
2
2.5
3
3.5
4
Numb
er o
f Ge
neti
c Me
chan
isms
Fig. 3 Genetic Mechanisms in Protocols per Condition
These differences indicate that using video games to support learning has
advantages in comparison to using traditional pedagogical resources that rely in
static representations of content (e.g., text and diagrams). When compared with
students in the TD condition, students in the TG condition conceived the process of
viral replication as a sequence of steps, which, in turn, indicates the presence of
dynamic models that encode the temporal relationships and constraints involved in
it. The following examples illustrate how these differences are evidence of a
superior understanding of the subject matter. In many cases, the presence of
temporal organizers and genetic mechanisms was interwoven in students´ explanations
(Table I). That is, having dynamic mental models, evidenced by the number of
temporal organizers, was associated with the presence of disciplinary knowledge
measured by the number of genetic mechanisms. In the following example, it is
possible to see how temporal organizers (in gray) segment the sequence of genetic
mechanisms (represented by numbers). In this example, a student in the TG condition
Seeing Change in Time 41
represents a fragment of the viral replication process using three genetic
mechanisms and divides it using seven temporal organizers. More importantly, the
temporal organizers mark the start of the interactions that define the genetic
mechanism. In this way, they give order to the sequence of events involved in the
viral replication process. This type of explanation was produced by 25.3% of the
students in the TD condition and by 65.4% of the students in the TG condition.
Table I. Dynamic Mental Model grounded in Disciplinary knowledge
1. Well, first the ARN comes in a nucleocapsid, that is made of proteins, and
it goes through the cell…the cell´s wall, and then it gets in and starts to
transport itself, and it keeps transporting itself,
2. and then it breaks the nucleocapsid and the ARN gets free, and at that
moment it start replicating itself and…. it is like it cannot replicate…
3. then it starts to replicate and to create a new nucleocapsid and the RNA
is made, and it starts to expand.
In certain cases, however students acquired a dynamic conception of the
process (high presence of temporal organizers), but they did not link those models
to disciplinary knowledge (Table II). In the following example, from a student in
the TG condition, it is possible to see how the student learned a certain sequence
of interactions but was unable to relate those interactions to core disciplinary
knowledge. In this case, the student grasped some disciplinary knowledge: the need
for energy in the process and the fact that the cell uses certain elements to
protect itself. However, the student did not connect most of the elements in the
model (e.g. blue little thing) with disciplinary relevant elements (e.g.,
Seeing Change in Time 42
ribosomes). For that reason, in the coding of this fragment, four temporal
organizers were identified but no genetic mechanisms were included. This type of
explanation was produced by 19.5% of the students in the TD condition and by 5.7%
of the students in the TG condition.
Table II. Dynamic Mental Model without Disciplinary knowledge
Then, that energy makes possible for it to produce this, and it takes it to the
blue little thing with a little hole, and from that point on a little triangle goes
out, then that little triangles comes back and turns the little thing where it was
produced, and it covers it with a layer that protects it from some spiny little
things that are the protection of…I don´t remember what was the name… the
protection of the cell. Those go faster than it and kill it.
Students also produced protocols that depicted static representations of the
viral replication process. Table III shows the case of a student in the TD
condition that produced an explanation of the viral replication process that
focused on the parts of the cell, but that did not include any representations of
temporal change. The sequence presented is divided by the student actions, but not
by the sequence of the process itself. In other words, the student acquired
disciplinary knowledge during the study but this knowledge was not organized
temporally. This type of protocol was produced by 35.7% of the students in the TD
condition and by 14.4% of the students in the TG condition. Students also produced
protocols that did not contain either dynamic representations or disciplinary
knowledge. No examples of this type are presented. This type of protocol was
produced by 19.5% students in the TD condition, and by 14.5% of the students in the
TG condition.
Seeing Change in Time 43
Table III. Static Mental Models grounded in disciplinary knowledge
I´m thinking, I´m doing the cell, ehh… here I´m doing the nucleus, the virus, eh,
and now I´m going to do the.. where it is going to enter, where it is going in, an
then, I´m going to make the other parts of the cell, and bip mmm and then I will
draw other more parts and that´s it.
Despite the variability in the answers, these results show overall that
students in the TG condition learned more about the dynamic nature of the viral
replication process and about its genetic mechanisms than students in the TD
condition. In fact, students presenting dynamic models tended to present more
disciplinary content than static representations in both conditions. Figure 4 shows
how the presence of organizers correlates with the mention of genetic mechanisms
for both groups. The correlation was .56 (p<.01) for the TD condition, and .37
(p<.05) for the TG condition. For the intervention in this study, researchers were
instructed not to prompt specific names related to genetics. According to the
design of the study, naming specific elements (e.g., ribosome) and genetic
mechanisms should arise from the interactions between students, and from their
independent exploration of the material. In a standard instructional situation, the
teacher has more room to connect content with the dynamic model presented in the
game, and thus it is reasonable to expect a higher correlation between temporal
organizers and genetic mechanisms.
Seeing Change in Time 44
Fig. 4 Scatterplot relating Organizers and Mechanisms
Drawings
Codes obtained from drawings were analyzed and significant differences were
evaluated using Chi square tests. Results show significant differences in the
number of levels included in the drawing χ2 (3, N = 82) = 11.08, p <.05. Students
in the TG condition had a higher frequency for two and three -level drawings, while
students in the TD condition had a higher frequency for one-level drawings. A
higher score in the number of levels implies that students move and coordinate
different grain sizes in the description of the viral replication process. They go
normally from the subcellular level to the cellular level; although, in some cases,
they go to the person or population levels. Additionally, a significant difference
was found in the presence of narrative-like elements, χ2 (1, N = 82) = 14.64, p
Seeing Change in Time 45
<.01 favoring students in the TG condition. Significant differences favoring
students in this same group were also found for actions, χ2 (1, N = 83) = 4.44, p
<.05, processes, χ2 (1, N = 83) = 4.43, p <.05, spontaneous explanations, χ2 (1, N =
83) = 3.84, p =.05, and resources, χ2 (1, N = 83) = 4.305, p <.05. All drawings
but two were coded as integrated. Students used different resources to give
coherence like arrows, written explanations and comic-like narrative structures.
This result is important because both the presence of arrows and the use comic-like
structures have been identified as graphical markers to indicate functional
descriptions of temporal change and other dynamic configurations (Tversky, 2005).
These results support the idea that playing Virulent creates a different type
of representation when compared to traditional class activities based on static
representations and text. Students that interacted with the game drew
representations that encoded actions of elements and sequences of events.
Additionally, in many cases, they included spontaneous explanations, which can be
interpreted as an indicator of high motivation. In many cases students also created
narrative-like descriptions of the process that encoded both the perceptual
elements of the model and the narrative elements emerging from the game story.
In Figure 5, we can see a typical drawing of a student in the TG condition.
The student used arrows to segment the steps of the process and lines to point
functions and constraints of the system. Interestingly, the student was able to
summarize the main elements of the process, including the main steps (e.g.,
entrance, RNA replication, defense), by connecting elements, actions and functions.
For example, the student points out that the virus frees the RNA in order to
reproduce itself and that certain elements (e.g., slicer, proteasome) defend the
Seeing Change in Time 46
cell from virus actions. This example was chosen because the student presents the
complete process and uses arrows to sequence the different steps. However, this
example does not show the level of detail that some drawings had when they focused
on specific sub-steps of the sequence. Other examples in this category depicted
more specific interactions within the process and showed, in very fine grain size,
their details. Some students, for instance, focused on the interaction between the
virus’ genetic material and the cell structures the virus uses to reproduce itself
(e.g., ribosome and mitochondria). Other students focused on the interactions that
happen outside of the cell (e.g., avoiding B-cells), and on the interactions that
constrained the virus entrance into the cell (e.g., finding a matching cell
receptor).
Fig. 5 Arrow-based representation of the viral replication process by student in
the TG condition
In Figure 6, it is possible to see how some students built a multilevel
Seeing Change in Time 47
explanation of the viral replication process. The student connects the persona
being infected with the process at a cellular level and subcellular (molecular)
level. This pattern was very common among students in the TG condition. A
multilevel representation is important because it means that students can
coordinate different levels of explanation regarding genetics (Duncan & Reiser,
2007). One reason for this effect is the structure of the game. Virulent players go
through a series of levels whose point of view moves from depicting the transition
of a virus from one cell to another, to describing the interactions between the
virus and the cell´s internal structures at the molecular level. This transition
from different grain sizes might help students to think about genetic phenomena as
a multilevel process.
Fig. 6 Drawing displaying both multilevel and narrative structure.
Seeing Change in Time 48
In Figure 6, it is also possible to see how this student elaborated a comic-
like story explaining the viral replication process. Several students in the TG
condition produced this type of narrative account, despite the fact that the game
itself did not present a comic-like storyboard. Although the game itself was not
particularly explicit in its narrative (it very briefly presents text at the start
of each level), students grasped the narrative nature of video games and
transformed the strategic nature of the game into a temporally organized narrative
of the process. This narrative construction was only possible because the game was
able to convey the temporal nature of the process under consideration.
When compared with drawings of successful students in the TD condition, these
examples highlight the advantages of video games as educational tools. In the TD
condition, many students presented drawings with no dynamic elements, even in cases
when they learned disciplinary content. Figure 7 shows how the viral replication
process is represented as a static set of elements without any specification of
temporal change, or genetic interactions. Several elements are mentioned, but there
is no reference to change in time nor to constraints in the interaction among virus
and cell structures. Summarizing, students in the TG condition presented more
complete drawings than students in the TG condition as evidenced by introduction of
time-related elements (e.g., processes, narrative structures, actions).
Seeing Change in Time 49
Fig. 7 Drawing of a successful student in the TD condition
Conclusions
The results of this study show that video games promote the creation of
mental models of scientific phenomena that are different than models produced by
traditional educational resources (e.g. text and graphs). Games favor the formation
of dynamic mental models of scientific phenomena, as shown by the differences in
thinking-aloud protocols and drawings between students in the TD and the TG
conditions. Students interacting with Virulent learned the dynamic nature of viral
replication and their change in time; they also learned the constraints (e.g.,
genetics mechanisms) from which flexible behavior arises. These two elements,
temporal change and causal constraints, are core elements in the definition of
dynamic mental models (Johnson-Laird, 1983).
Seeing Change in Time 50
In addition, the results show the emergence of comic-like narratives from the
interaction with Virulent. This result is interesting because it indicates that
dynamic phenomena and the dynamic mental models that represent them can be
communicated through narrative-like explanations. For education, this implies that
the complexity of micro-level interactions can be translated into narratives for
better understanding. It suggests also that in certain domains, such as history or
journalism, it is possible that the existence of narrative expertise consists of
the skill to translate the behavior of dynamic systems into narratives that
interweave multiple factors. For the case of this study, students took elements
from culturally relevant story boards and combined them with the experience of
playing an RTS game to produce narrative accounts of the process. Video games
particularly (but not exclusively RTS games), may create emergent narratives that
help learners to develop the skill to organize temporarily the complexity of
dynamic processes.
Implications for public policy and educational practice
This article has several implications in public policy and educational
practice. In general results show that video games have effects that are perceptual
and visual in nature. These effects however are hardly detectable with exclusively-
verbal assessments, let alone with multiple choice tests. Fine grained cognitive
changes are only detectable through alternative methods, in the case of this
article, drawings and verbal protocols. In this sense, public policy and class
assessment should include a variety of methods ranging from traditional
standardized test to student products. Additionally, this article exemplifies an
instructional intervention that lasts for at least four weeks. So there is no
Seeing Change in Time 51
guarantee that similar results can be obtained in shorter periods of time. In this
sense, educational policy needs to be informed by research that reviews similar
time spans. It is not clear that experiments that last 20 minutes can have similar
effects to those that last two weeks. In the same line, results as those obtained
in this research imply the use of multiple methods and tools within the classroom.
In the game condition both computer and texts were used, as well as collaborative
work.
The results of this study seem to support the integrated use of games within
hybrid learning environments. Consider for example, that some students did acquire
dynamic mental models but they did not introduce disciplinary content. This result
is a consequence of restrictions placed on researchers to increase experimental
control. However, in actual instructional situations, and in less controlled design
experiments, instructors and other educational actors should be encouraged to
increase the coordination between the video game and disciplinary content. In the
same line, it is important to note that Virulent was presented side by side with
other instructional material (e.g., virulent manual, texts). The findings exist
because of the interaction between the game and other instructional materials. The
video game by itself would not produce these effects. In this sense, the results of
this study support the idea that video games produce better effects when embedded
in adequate instructional situations that respond to an underlying curriculum
(XXXXXXXX). Educational games are not magic wands that can save education without
other systemic and pedagogical changes.
Acknowledgements
This research was supported partially by grants from XXXXXXXXXXXXXXXXXXXXXX
Seeing Change in Time 52
XXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (To be introduced at the end of the
editorial process).
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