
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