Game and Simulation Stimulate Conceptual Change about Molecular Emergence in Different Ways, with Potential Cultural Implications

Andrea Gauthier
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Abstract

Many undergraduate students hold robust misconceptions about the emergent nature of molecular processes, believing them to be directed rather than random. Interactive simulations might help transform such misconceptions by visualizing stochastic processes in a time-independent medium and enabling students to manipulate the environment to test their naïve hypotheses. Furthermore, game-based learning (GBL) might enhance the effectiveness of such simulations by promoting productive negativity (PN), i.e., learning from failure. In a randomized controlled trial with pre-test, post-test and delayed one-year follow-up, undergraduates (n = 84) engaged with either a GBL or interactive simulation (SIM) environment for 20–45 min and were compared to a baseline group (n = 138). GBL (p = 0.035) and SIM (p = 0.069) resolved more misconceptions than baseline but did not differ from each other (p = 0.992). GBL group also trended toward more positive long-term conceptual change. In-game interactions generated in response to PN were predictive of conceptual change in the GBL group alone, suggesting that PN may only be effective when supported by game design. Participants’ native English-speaking status had a moderating effect, with native-speakers performing well in GBL and poorly in SIM environment, while the opposite was true for non-native-speakers, which, as discussed herein, may be aligned with cultural differences in acceptability of GBL. The GBL intervention generated longer voluntary use (p = 0.005), especially amongst frequent game-players. The results inform how GBL/SIM approaches can implement PN as a mechanism for conceptual change about molecular emergence.
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游戏和模拟以不同方式激发分子出现的概念变化,并产生潜在的文化影响
许多本科生对分子过程的突发性持有强烈的误解,认为它们是有方向的而不是随机的。交互式模拟可以将随机过程可视化为一种与时间无关的媒介,并使学生能够操纵环境来检验他们天真的假设,从而帮助改变这种错误观念。此外,基于游戏的学习(GBL)可以通过促进生产性否定(PN),即从失败中学习,来提高这种模拟的有效性。在一项随机对照试验中,本科生(n = 84)参与了 20-45 分钟的 GBL 或互动模拟(SIM)环境,并与基线组(n = 138)进行了比较。与基线组相比,GBL(p = 0.035)和 SIM(p = 0.069)解决了更多的误解,但两者之间没有差异(p = 0.992)。GBL 组的长期概念变化趋势也更为积极。在游戏中针对 PN 产生的互动可预测 GBL 组的概念变化,这表明只有在游戏设计的支持下,PN 才可能有效。受试者的英语母语地位具有调节作用,母语为英语的受试者在 GBL 中表现良好,而在 SIM 环境中表现不佳,而母语为非英语的受试者则相反,正如本文所讨论的,这可能与 GBL 可接受性方面的文化差异有关。GBL 干预能延长自愿使用时间(p = 0.005),尤其是在经常玩游戏的人中。这些结果为 GBL/SIM 方法如何将 PN 作为分子出现的概念改变机制提供了信息。
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