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Journal ArticleDOI

Educational egaming: the future for geoscience virtual learners?

01 Jul 2014-Geology Today (John Wiley & Sons, Ltd)-Vol. 30, Iss: 4, pp 147-150
TL;DR: In this article, the authors reviewed and examined three case studies of online educational geoscience egames and found that they provide a consistent experience, "24/7" accessibility and effective learning.
Abstract: Current students will mostly comprise the so-called ‘Generation Y’, who have grown up with personal computer and egaming technologies. Used to a variety of digital learning environments, it is probable that, for them at least, educational egaming may provide effective learning, complementary to more traditional teaching methods. Current geoscience digital educational methods are briefly reviewed and examined through three case studies of online educational geoscience egames. These are shown to provide a consistent experience, ‘24/7’ accessibility and effective learning.

Summary (2 min read)

Introduction

  • The structured nature of traditional lectures and associated laboratory practicals still dominate in today’s science teaching and learning disciplines.
  • Whilst these are appropriate learning and teaching methods for some students, there are a whole variety of other ways that practitioners have found that are used to learn, for example, mutual group learning, interactive learning and problem-based learning to list but three.
  • Researchers taking Generation Y as a whole, they are found to be used to instant messaging and therefore tend to want instant results from learning, are bored by routine and additionally need active engagement in tasks to remain focused on learning.
  • That said, however, they are highly competent users of information technologies and have been shown to integrate a variety of tasks simultaneously, responding particularly well to goal-orientated tasks.

Virtual educational learning

  • On-line learning environments are all but most compulsory for teaching modules at college and University, the best resources being a rich mixture of taught and online materials.
  • Recorded video podcasts of fieldtrips have also been shown to be very useful for learners for pre-trip familiarization and visualization, or indeed for those unable to make the trip yet still gaining appropriate learning outcomes.
  • Digital reconstructions of rock outcrops and/or real-world environments are also increasingly popular for a range of teaching and research applications (Figure 1).
  • In other applied science areas, for example, in applied engineering, students can, for example, virtually work through how to assemble turbine generator parts before physically undertaking the task, which has obvious benefits of pre-assembly familiarising with the parts, making virtual mistakes and solving them and foreseeing problems before they physically occur.
  • Taking away real-world reality has also been shown to be useful for educational purposes, for example, immersive virtual learning environments have been around for some time, the online SecondLife™ multi-player online environments have been used by both science researchers and teachers, and has even been used as virtual academic conference venues.

Educational egaming

  • There are currently few geoscience educational egames available, perhaps due to the relatively advanced computer programming skills necessary that would be beyond most geoscience teaching and learning practitioners.
  • In other fields, for example, forensic science, virtual crime scenes are available for learners to process so the user progress from being an initial ‘rookie’ at the start of the egame through to being an experienced crime scene investigator after a series of progressively more difficult virtual scenarios (see end for online link).
  • At Keele University, geoscience practitioners are particularly keen on the potential for problem-based learning methods for students, which commonly bring together a variety of job-relevant skills.
  • An educational immersive geoscience egame have been designed at Keele so the learner (user) was a Higher Education gradate level-entry employee of an environmental geotechnical company (see end for details).
  • It was found that the participants uniformly appreciated the egame, highly rated it compared to other learning methods and thought that it was an informative learning and teaching tool.

Summary

  • This paper reviews current college and HE undergradate learners who were found to indeed dominantly comprise so-called Generation Y, and who were found to be daily or weekly computer game users.
  • They mostly respond positively to educational egames as effective complementary hybrid learning environments to more traditional learning and teaching methods.
  • Educational egames provide a consistent and reliable experience which can be revisited as many times as learners require, that is not always the case with laboratory practicals and fieldwork.
  • Suggested online geoscience educational egames Fluvial ore placer mining game: www.see.leeds.ac.uk/misc/miner/.
  • Forensic geoscience search game: www.keelesop.co.uk/csinorthwales/ [requires installation of the plug-in link].

Suggestions for further reading

  • Educational forensic e-gaming as effective learning environments for HE students.
  • Williams, A., Cassella, J.P. & A-M Muller (eds.); New Approaches in Forensic Science Education, Wiley Press, also known as In.
  • Educational environmental geoscience e-gaming to provide stimulating and effective learning.

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1
Educational egaming: the future for geoscience virtual learners?
Jamie K. Pringle
School of Physical Sciences & Geography, William Smith Building, Keele,
University, Keele, Staffs, ST5 5BG, UK.
Email: j.k.pringle@keele.ac.uk
Abstract
Current student learners will mostly comprise so-called Generation Y who have
grown up with personal computer and egaming technologies. They are used to a
variety of digital learning environments and educational egaming may therefore
provide effective complementary learning to more traditional learning and
teaching methods. This paper briefly reviews current geoscience digital
educational methods and details three case studies of online educational
geoscience egames. These are shown to provide a consistent experience, 24/7
accessibility and effective learning. Links to use these resources are given.
Introduction
The structured nature of traditional lectures and associated laboratory practicals
still dominate in today’s science teaching and learning disciplines. Whilst these
are appropriate learning and teaching methods for some students, there are a
whole variety of other ways that practitioners have found that are used to learn,
for example, mutual group learning, interactive learning and problem-based
learning to list but three. Some of these can be usefully applied in practical
sessions. Outdoor fieldwork-based geoscience learning has well documented
This is the peer reviewed version of the following article: Pringle, J. K. (2014). Educational egaming: the future for geoscience virtual learners?.
Geology Today, 30(4), 145-148. doi:10.1111/gto.12058, which has been published in final form at http://dx.doi.org/10.1111/gto.12058. This article
may be used for non-commercial purposes in accordance With Wiley Terms and Conditions for self-archiving'.

2
and obvious benefits of ‘learning through doing’, potentially greater student
engagement with the topics, exploration learning as outcrops are investigated
and analysed, etc., and it is not the intention of this paper to suggest egaming as
a replacement for fieldwork. However, the opportunities to actually undertake
geoscience fieldwork for learners during their studies can be relatively few, due
to, for example, formal timetabling constraints, fieldwork logistics and the
expense incurred for both learners and providers. Some of the best field areas
are relatively inaccessible, especially for those who may not be physically able,
the trip may additionally suffer with inclement weather, etc., which can make
them not as effective as planned, even taking the same field trip over different
years.
The current college and undergraduate University student cohort have changed
from the so-called Generation X to now mostly comprise Generation Y (generally
defined as having 1982-2001 birth years). Generation Y learners have grown up
with computers and computer gaming, are fully digitally conversant and able and
indeed wanting to be connected to the internet 24/7. Surveys on 61 current
Geoscience students at Keele University have found three quarters play
computer games daily or weekly and half have already used online resources for
learning (e.g. BBC Bitesize online examination revision tools). Researchers
taking Generation Y as a whole, they are found to be used to instant messaging
and therefore tend to want instant results from learning, are bored by routine and
additionally need active engagement in tasks to remain focused on learning.
That said, however, they are highly competent users of information technologies
and have been shown to integrate a variety of tasks simultaneously, responding
particularly well to goal-orientated tasks. As an example, a particularly popular
multi-player fantasy world online game (World of Warcraft™) involves navigating
a personal virtual avatar of the user around a virtual world, various online and
interactive tasks needing to be completed and additionally the ability to verbally
communicate with virtual avatars of other users, all of which is undertaken
simultaneously, which obviously involves a variety of learning methods!

3
Virtual educational learning
On-line learning environments are all but most compulsory for teaching modules
at college and University, the best resources being a rich mixture of taught and
online materials. These materials are interspersed with video and digital
animations; for example, explaining the 3D relationships of structuring folding of
rocks or the evolution of sedimentary basins and their sediment types and their
distributions in three dimensions over time. Recorded video podcasts of fieldtrips
have also been shown to be very useful for learners for pre-trip familiarization
and visualization, or indeed for those unable to make the trip yet still gaining
appropriate learning outcomes. Digital reconstructions of rock outcrops and/or
real-world environments are also increasingly popular for a range of teaching and
research applications (Figure 1). In other applied science areas, for example, in
applied engineering, students can, for example, virtually work through how to
assemble turbine generator parts before physically undertaking the task, which
has obvious benefits of pre-assembly familiarising with the parts, making virtual
mistakes and solving them and foreseeing problems before they physically occur.
Taking away real-world reality has also been shown to be useful for educational
purposes, for example, immersive virtual learning environments have been
around for some time, the online SecondLife™ multi-player online environments
have been used by both science researchers and teachers, and has even been
used as virtual academic conference venues. However, generally, these have
had mixed success for effective learning for a variety of reasons, including users
having had variable previous experiences and thus some novice users struggle
more than others, a dependence on learners fully engaging with the scenario to
be successful, distractions of the virtual environment itself and navigating the
user’s virtual avatar around, and lastly, difficulty actually finding the named virtual
conference venue within the virtual world, to name but four.

4
Figure 1. Example of a virtual 3D digital environment in Northern Spain which
can be used for research and teaching and learning purposes.
Educational egaming
There are currently few geoscience educational egames available, perhaps due
to the relatively advanced computer programming skills necessary that would be
beyond most geoscience teaching and learning practitioners. In other fields, for
example, forensic science, virtual crime scenes are available for learners to
process so the user progress from being an initialrookieat the start of the
egame through to being an experienced crime scene investigator after a series of
progressively more difficult virtual scenarios (see end for online link). However,
the reality and difficulty of the science behind these scenarios is questionable

5
and indeed how much educational value is being derived for learners is not
known. An effective geoscience educational egame should deliver a realistic and
science-based game that gives learners a consistent, rich and realistic
experience and, ideally, the ability to replay with different pathways and/or
endings and goals to encourage learner engagement.
There is an excellent online educational geoscience egame currently available,
based on ore exploration, created and hosted by Leeds University (see end for
online link). The learner is in charge of a virtual commercial company tasked
with not only finding placer gold in a fictional digital fluvial environment, but also
to generate a profit for the virtual company with significant real-world risks
involved. These risks include, for example, buying secondhand equipment to cut
costs which then break down, choosing the wrong exploration strategy which
leads the company to financial collapse and running out of capital before the gold
gets to market and can be sold to provide a revenue stream (Figure 2). At Leeds
this educational egame has been embedded within the undergraduate course
curriculum, and has apparently proven surprisingly effective at teaching learners
about the many aspects related to ore exploration. These exploration aspects
include a sensible exploration and development strategy, the need for careful
financial budgeting, as well as familiarizing learners with the typical commercial
development problems encountered that need to be solved to make exploration a
commercial success.

Citations
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Abstract: . Virtual outcrop models are increasingly used in geoscience education to supplement field-based learning but their efficacy for teaching key 3D spatial thinking skills has been little tested. With the rapid increase in online digital learning resources and blended learning, most recently because of the global COVID-19 pandemic, understanding the role of virtual field environments in supporting and developing skills conventionally taught through field-based teaching has never been more critical. Here we show the efficacy of virtual outcrop models in improving 3D spatial thinking and provide evidence for positive perceptions amongst participants using virtual outcrops in teaching and learning. Our results show that, in a simple, multiple-choice scenario, participants were more likely to choose the 3D block diagram that best represents the structure when using a virtual outcrop (59 %) compared to more traditional representations, such as a geological map (50 %) or field photograph (40 %). We add depth to these results by capturing the perceptions of a cohort of students, within our full participant set, on the use of virtual outcrops for teaching and learning, after accessing a virtual field site and outcrops which they had previously visited during a day's field teaching. We also asked all participants if and how virtual outcrops could be used effectively for teaching and training, recording 87 % of positive responses. However, only 2 % of participants felt that virtual outcrops could potentially replace in-field teaching. We note that these positive findings signal significant potential for the effective use of virtual outcrops in a blended learning environment and for breaking barriers to increase the equality, diversity and inclusivity of geoscience field skills and teaching.

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Abstract: Conceived as a means of fostering practical fieldwork skills for distance learning students at the Open University, Virtual Skiddaw represents a new breed of virtual field trip. Based in a 3D virtual world modelled on real topographic and geological data, the application offers multi-user functionality, opportunities for detailed observation and a wealth of interactive features. Far from replacing physical field courses, it is intended to complement, enhance, extend and provoke reflection on existing field teaching. However, such virtual field trips could prove ideal for introducing fieldwork, either at undergraduate level or in schools, and across a range of subject areas.

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TL;DR: A virtual geophysical laboratory system (VGLS) based on C#, Viustools, and database technology which can make geophysical education more efficient and effective and enhance the efficiency of teaching and learning is presented.
Abstract: It is not hard to find that the forms of traditional education have limitations. The Virtual Laboratory is to provide a virtual experimental environment to the users via computers in controlling engineering by resorting to the virtual reality technology. It was famous for helping students study the complex process of experiments as well as saving time and cost. Therefore, in the new century, it has become more popular as a means of education. In this paper, we present a virtual geophysical laboratory system (VGLS) based on C#, Viustools, and database technology which can make geophysical education more efficient and effective. Besides, practice has proved that VGLS is a kind of flexible, convenient, and interactive system which can help the users understand and master the laboratory equipment and experimental procedures as well as enhance the efficiency of teaching and learning. In general, it was a practical platform that can be an alternative means of traditional experiments in education which can also meet the requirements of geophysical education. © 2017 Wiley Periodicals, Inc. Comput Appl Eng Educ 25:335–344, 2017; View this article online at wileyonlinelibrary.com/journal/cae; DOI 10.1002/cae.21801

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Abstract: . This study investigates the potential value of, and provides a method for, the creation of flexible, digital, and asynchronous platforms to create student-centred materials for use in an online and/or blended learning environment. We made use of Thinglink to create a “virtual microscope” resource for geology and associated courses in higher education. This is achieved through the dissemination of a simple learning resource comprising interactive imagery and audio. The visual analysis of rocks under the microscope, termed thin-section petrography, is a fundamental component in geology programmes in higher education, with key skills which are transferable with other fields such as material science, biology, and forensic science. However, learning environments and activities in this field are often dictated by the requirement for access to microscope facilities and supplementary resources which are highly variable in their academic level, availability, design, and scale, ranging from traditional textbooks to online resources. A resource was created which allows individuals to experience some of the aspects of petrographic microscopy in a digital manner. In particular, specific features of the materials observed and how microscopes work were included. The resource was disseminated to a population of learners and educators, who provided responses to a questionnaire. Responses were overwhelmingly positive and indicate considerable interest from learner and teacher alike. Critical areas for improvement include the need for clarity in the user interface and the inclusion of a recorded human voice rather than automated text narration. This study highlights the need for, and benefits of, interactive online learning resources in petrology and associated fields. This type of resource has positive implications for the flexibility, inclusivity, and accessibility of teaching materials. Such resources may prove particularly valuable when distance learning is unavoidable (e.g. the COVID-19 crisis) and/or hybrid, blended learning environments are being deployed. The method and platform used in this study are highly transferable to other subject areas (or other areas of the geosciences).

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Frequently Asked Questions (15)
Q1. What are the contributions in this paper?

This paper briefly reviews current geoscience digital educational methods and details three case studies of online educational geoscience egames. 

The educational egame was deliberately designed for learners to undertake multiple plays, by having different pathways (or threads) depending upon learner responses to improve the learner experience, as well as end-game humorous job titles depending upon performance to further encourage engagement. 

Playing the egame during a timetabled laboratory practical session also had unforeseen benefits of group learning by learners interacting and also observer assistance which further enhanced the student learning experience. 

Surveys on 61 current Geoscience students at Keele University have found three quarters play computer games daily or weekly and half have already used online resources for learning (e.g. BBC™ Bitesize online examination revision tools). 

Taking away real-world reality has also been shown to be useful for educational purposes, for example, immersive virtual learning environments have been around for some time, the online SecondLife™ multi-player online environments have been used by both science researchers and teachers, and has even been used as virtual academic conference venues. 

Researchers taking Generation Y as a whole, they are found to be used to instant messaging and therefore tend to want instant results from learning, are bored by routine and additionally need active engagement in tasks to remain focused on learning. 

An effective geoscience educational egame should deliver a realistic and science-based game that gives learners a consistent, rich and realistic experience and, ideally, the ability to replay with different pathways and/or endings and goals to encourage learner engagement. 

There is an excellent online educational geoscience egame currently available, based on ore exploration, created and hosted by Leeds University (see end for online link). 

Digital reconstructions of rock outcrops and/or real-world environments are also increasingly popular for a range of teaching and research applications (Figure 1). 

Outdoor fieldwork-based geoscience learning has well documentedand obvious benefits of ‘learning through doing’, potentially greater student engagement with the topics, exploration learning as outcrops are investigated and analysed, etc., and it is not the intention of this paper to suggest egaming as a replacement for fieldwork. 

This paper reviews current college and HE undergradate learners who were found to indeed dominantly comprise so-called Generation Y, and who were found to be daily or weekly computer game users. 

Comments from commercial employer contacts have mentioned that, whilst bright and having the appropriate theoretical knowledge, recent geoscience graduates struggle to correctly apply their problem-solving skills to active surveys and grasp the realities of the real-world by being pragmatic about time and financial constraints. 

Some of the best field areas are relatively inaccessible, especially for those who may not be physically able, the trip may additionally suffer with inclement weather, etc., which can make them not as effective as planned, even taking the same field trip over different years. 

These exploration aspects include a sensible exploration and development strategy, the need for careful financial budgeting, as well as familiarizing learners with the typical commercial development problems encountered that need to be solved to make exploration a commercial success. 

There are currently few geoscience educational egames available, perhaps due to the relatively advanced computer programming skills necessary that would be beyond most geoscience teaching and learning practitioners. 

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