Project Activities
Structured Abstract
Setting
Sample
Research design and methods
Control condition
Key measures
Data analytic strategy
People and institutions involved
IES program contact(s)
Products and publications
Products: Products developed in this project will include the Cup Racer game and peer-reviewed publications.
Book chapter
Adams, D. M., Clark, D. B., & Virk, S. S. (2018). Worked examples in physics games: Challenges in integrating proven cognitive scaffolds into game mechanics. In Cvetkovic, D. (Ed.), Simulations and Gaming (pp. 61-73).InTech.
Martinez-Garza, M. M., & Clark, D. B. (2017). Two systems, two stances: A Novel theoretical framework for model-based learning in digital games. In Wouters P., van Oostendorp H. (Eds), Instructional techniques to facilitate learning and motivation of serious games (pp. 37-58). Springer, Cham.
Martinez-Garza, M., & Clark, D. B. (2019). Investigating Epistemic Stances in Game Play Through Learning Analytics. In B. Dubbels (Ed.), Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations (pp. 87-140). Hershey, PA: IGI Global. doi:10.4018/978-1-5225-7461-3.ch004
Martinez-Garza, M., Clark, D.B., Killingsworth, S., and Adams, D. (2016). Beyond Fun: Pintrich, Motivation to Learn, and Games for Learning. In D. Russell, and J. Laffey (Eds.), Handbook of Research on Gaming Trends in P-12 Education (pp. 1-32). Hershey, PA: IGI Global Publishing.
Van Eaton, G., and Clark, D.B. (2016). Designing Digital Objects to Scaffold Learning. In D. Russell, and J. Laffey (Eds.), Handbook of Research on Gaming Trends in P-12 Education (pp. 237-252). Hershey, PA: IGI Global Publishing.
Journal article, monograph, or newsletter
Adams, D., and Clark, D.B. (2014). Integrating Self-Explanation Functionality Into a Complex Game Environment: Keeping Gaming in Motion. Computers and Education, 73: 149-159.
Clark, D.B., and Martinez-Garza, M. (2015). Deep Analysis of Nuances and Epistemic Frames Around Argumentation and Learning in Informal Learning Spaces. Computers in Human Behavior, 53: 617-620.
Clark, D.B., Sengupta, P., Brady, C., Martinez-Garza, M., and Killingsworth, S. (2015). Disciplinary Integration in Digital Games for Science Learning. International STEM Education Journal, 2(2): 1-21.
Clark, D. B., Virk, S. S., Barnes, J., & Adams, D. M. (2016). Self-explanation and digital games: Adaptively increasing abstraction. Computers & Education, 103, 28-43.
Clark, D.B., Virk, S., Sengupta, P., Brady, C., Martinez-Garza, M., Krinks, K., Killingsworth, S., Kinnebrew, J., Biswas, G., Barnes, J., Minstrell, J., Nelson, B., Slack, K., and D'Angelo, C. (2016). SURGE's Evolution Deeper Into Formal Representations: The Siren's Call of Popular Game-Play Mechanics. International Journal of Designs for Learning, 7(1).
Killingsworth, S., Clark, D.B., and Adams, D. (2015). Self-Explanation and Explanatory Feedback in Games: Individual Differences, Gameplay, and Learning. International Journal of Education in Mathematics, Science and Technology, 3(3): 162-186.
Martinez-Garza, M. M., & Clark, D. B. (2017). Investigating Epistemic Stances in Game Play with Data Mining. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 9(3), 1-40.
Martinez-Garza, M. M., Clark, D., & Nelson, B. (2013). Advances in assessment of students' intuitive understanding of physics through gameplay data. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 5(4), 1-16.
Martinez-Garza, M., Clark, D. B., & Nelson, B. C. (2013). Digital games and the US National Research Council's science proficiency goals. Studies in Science Education, 49(2), 170-208.
Van Eaton, G., Clark, D.B., and Smith, B.E. (2015). Patterns of Physics Reasoning in Face-to-Face and Online Forum Collaboration Around a Digital Game. International Journal of Education in Mathematics, Science and Technology, 3(1): 1-13.
Supplemental information
Embedded within the system itself, the team will use randomized, controlled comparisons to investigate: (a) prediction approaches ranging from none (real-time navigation interfaces) to high-prediction navigation interfaces; (b) explanation approaches ranging from none (control) through variants of didactic explanation and self-explanation; (c) combinations of prediction functionality, didactic explanation functionality, and self-explanation functionality to explore interactions and synergies among them; and (d) game-based versions, non-game simulation variants, and non-computer-based traditional curricula to establish overall baselines of the potential of digital games for science learning. The above-mentioned factors will be combined into various configurations for game play. This will then allow the researchers to make data-driven inferences about the configuration(s) that lead to best performance.
Questions about this project?
To answer additional questions about this project or provide feedback, please contact the program officer.