WWC review of this study

Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education.

Barab, S. A., Scott, B., Siyahhan, S., Goldstone, R., Ingram-Goble, A., Zuiker, S. J., & Warren, S. (2009). J Sci Educ Technol, 18, 305–320.

  •  examining 
    37
     Students
    , grade
    PS

Reviewed: April 2019

At least one finding shows promising evidence of effectiveness
At least one statistically significant positive finding
Meets WWC standards without reservations
Academic achievement outcomes—Statistically significant positive effect found for the domain
Outcome
measure
Comparison Period Sample Intervention
mean
Comparison
mean
Significant? Improvement
    index
Evidence
tier

researcher designed knowledge test (proximal)

3D game-based curriculum vs. Business as usual

0 Days

Full sample;
37 students

5.29

3.75

Yes

--
 

researcher-designed knowledge test (distal)

3D game-based curriculum vs. Business as usual

0 Days

Full sample;
37 students

3.57

2.83

Yes

--
 

researcher-designed performance-based transfer task

3D game-based curriculum vs. Business as usual

0 Days

Full sample;
37 students

3.98

2.25

Yes

--
 


Evidence Tier rating based solely on this study. This intervention may achieve a higher tier when combined with the full body of evidence.

Characteristics of study sample as reported by study author.

    • B
    • A
    • C
    • D
    • E
    • F
    • G
    • I
    • H
    • J
    • K
    • L
    • P
    • M
    • N
    • O
    • Q
    • R
    • S
    • V
    • U
    • T
    • W
    • X
    • Z
    • Y
    • a
    • h
    • i
    • b
    • d
    • e
    • f
    • c
    • g
    • j
    • k
    • l
    • m
    • n
    • o
    • p
    • q
    • r
    • s
    • t
    • u
    • x
    • w
    • y

    Midwest

Setting

This study takes place in a large Midwestern university.

Study sample

No information is provided specific to the 37 students included in the analysis.

Intervention Group

Students explored a multi-user virtual environment called the Taiga Park on a computer. The IW condition simulated an aquatic habitat. The participants interacted with other characters within 6 functional groups in the same game. "The information was presented in a first-person narrative, and the participants typically had three optional responses to the character in order to ‘‘personalize’’ their exchanges." (p. 311) They also collected water samples and brought them to a virtual laboratory for analysis. Participants took quizzes throughout their experience and complete three Quests to report their findings in the exploration.

Comparison Group

In the expository text condition the students were presented the information as a 38-page electronic textbook on a website. The contents were broken down into four separate instructional water quality-based activities. The text was followed by a four-part written assessment and three reflection questions. Participants navigated the webpages sequentially. After each section, the participants were given the opportunity to review the contents and then took the test. They also submitted three final reports.

 

Your export should download shortly as a zip archive.

This download will include data files for study and findings review data and a data dictionary.

Connect With the WWC

loading