Worked Example:

How Scientific Accuracy in Game Design Stimulates Scientific Inquiry

Abstract
Worked Example: How Scientific Accuracy in Game Design Stimulates Scientific Inquiry

In this worked example we present the importance of scientific accuracy in gaming environments that rely heavily on learning-based activities. This worked example focuses on WhyReef, a simulated coral reef in the virtual world of Whyville.net, which is targeted towards kids ages 8-16. Within WhyReef, kids are able to “dive” on two reefs, count and identify coral reef species, play games to learn who-eats-whom, test ideas about healthy and sick reefs using a simulation, and chat with a scientist. The scientific accuracy of the WhyReef simulation fosters an appreciation for coral reef ecosystems, engages kids in scientific methods and techniques (particularly hypothesis testing and collaborative problem-solving), and assists with science content knowledge of coral reefs. It addresses the manner in which scientific accuracy in a learning-based virtual world simulates real-life scientific observations about and experiences in ecosystems; allows players to mimic scientific processes in order to inform solutions to real world questions; and provide real-life “scientific discovery” moments and opportunities for “higher-level” engagement. This worked example is composed of artifacts from game play in WhyReef and from the Kids Advisory Council, a focus group of youth aged 11-14.

 

Audrey Aronowsky*, Beth Sanzenbacher*, Johanna Thompson**, Krystal Villanosa**

All authors contributed equally to this work and are listed in alphabetical order.

*Biodiversity Synthesis Group and **Education Department, The Field Museum of Natural History, 1400 S. Lake Shore Drive, Chicago, IL 60605, USA

The Field MuseumEncyclopedia of Life

WhyReef is made possible with funding from the John D. and Catherine T. Mac Arthur Foundation.
Art work courtesy of Numedeon Inc.
WhyReef content is provided by the Encyclopedia of Life.