"What if We Explore…" Promoting Engaged Learning and Collaboration with MOUNTAIN RESCUE. (October 2022)
- Record Type:
- Journal Article
- Title:
- "What if We Explore…" Promoting Engaged Learning and Collaboration with MOUNTAIN RESCUE. (October 2022)
- Main Title:
- "What if We Explore…" Promoting Engaged Learning and Collaboration with MOUNTAIN RESCUE
- Authors:
- Bressler, Denise M.
Tutwiler, M. Shane
Siebert-Evenstone, Amanda
Annetta, Leonard A.
Chen, Jason A. - Abstract:
- Background: According to the Committee on STEM Education, K-12 science students need access to learning experiences that promotecollaboration andengagement . To fill that void, we need to develop activities that stimulate engaged learning and scaffold effectivecollaboration . K-12 teacher candidates see value in utilizing games for this purpose. Specifically, tabletop science games can help teachers engage students inscience learning and scaffoldcollaboration . Aim: For this study, we designed a collaborative, STEM -themed card game called MOUNTAIN RESCUE and explored its capacity to promote engaged learning andcollaboration . Method: Four groups ofSTEM campers (n = 14) in a suburban Mid-Atlantic region played MOUNTAIN RESCUE. All groups had a mix of boys and girls. Play-testers ranged from 10–13 years old. Thetabletop game took approximately 30-minutes. During gameplay, players embodied uniqueSTEM roles: physicist, chemist, structural engineer, and electrical engineer. They collaborated to solve challenges related to electricity, physics, chemistry, and engineering design. Discourse was audio-recorded throughout gameplay. Immediately after gameplay, self-report survey data were collected to assessflow and perceptions of collaborative learning. Results: Findings demonstrated that the game promotedengagement andcollaboration . Specifically, students had aflow -like experience and felt positively about the game's value for collaborative learning. Utterances demonstratingBackground: According to the Committee on STEM Education, K-12 science students need access to learning experiences that promotecollaboration andengagement . To fill that void, we need to develop activities that stimulate engaged learning and scaffold effectivecollaboration . K-12 teacher candidates see value in utilizing games for this purpose. Specifically, tabletop science games can help teachers engage students inscience learning and scaffoldcollaboration . Aim: For this study, we designed a collaborative, STEM -themed card game called MOUNTAIN RESCUE and explored its capacity to promote engaged learning andcollaboration . Method: Four groups ofSTEM campers (n = 14) in a suburban Mid-Atlantic region played MOUNTAIN RESCUE. All groups had a mix of boys and girls. Play-testers ranged from 10–13 years old. Thetabletop game took approximately 30-minutes. During gameplay, players embodied uniqueSTEM roles: physicist, chemist, structural engineer, and electrical engineer. They collaborated to solve challenges related to electricity, physics, chemistry, and engineering design. Discourse was audio-recorded throughout gameplay. Immediately after gameplay, self-report survey data were collected to assessflow and perceptions of collaborative learning. Results: Findings demonstrated that the game promotedengagement andcollaboration . Specifically, students had aflow -like experience and felt positively about the game's value for collaborative learning. Utterances demonstrating activeengagement and constructive thinking became more group-focused over time. Conclusion: This study contributes to science education by demonstrating potential benefits of a well-designed, low-tech, science learning environment or—in other words—atabletop game . … (more)
- Is Part Of:
- Simulation & gaming. Volume 53:Number 5(2022)
- Journal:
- Simulation & gaming
- Issue:
- Volume 53:Number 5(2022)
- Issue Display:
- Volume 53, Issue 5 (2022)
- Year:
- 2022
- Volume:
- 53
- Issue:
- 5
- Issue Sort Value:
- 2022-0053-0005-0000
- Page Start:
- 564
- Page End:
- 576
- Publication Date:
- 2022-10
- Subjects:
- collaboration -- engagement -- science learning -- STEM -- tabletop game -- flow
Social sciences -- Study and teaching -- Periodicals
Simulation methods -- Periodicals
Game theory -- Periodicals
Sciences sociales -- Étude et enseignement -- Périodiques
Simulation, Méthodes de -- Périodiques
Jeu de rôle -- Périodiques
Éducation
Jeu d'entreprise
Jeu de simulation
Méthode de simulation
Sciences sociales
Théorie des jeux
Périodique électronique (Descripteur de forme)
Ressource Internet (Descripteur de forme)
003.3 - Journal URLs:
- http://journals.sagepub.com/loi/sag ↗
http://sag.sagepub.com/ ↗
http://www.sagepublications.com/ ↗
http://firstsearch.oclc.org ↗
http://firstsearch.oclc.org/journal=1046-8781;screen=info;ECOIP ↗ - DOI:
- 10.1177/10468781221120690 ↗
- Languages:
- English
- ISSNs:
- 1046-8781
- Deposit Type:
- Legaldeposit
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- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 22492.xml