Educational egaming: the future for geoscience virtual learners?
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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Frequently Asked Questions (15)
Q2. What is the purpose of the educational egame?
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.
Q3. What was the main benefit of playing the egame during a timetabled laboratory practical?
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.
Q4. What are the main findings of the survey?
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).
Q5. What is the main reason why egames are becoming popular?
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.
Q6. What are the main reasons why students are bored by the routine?
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.
Q7. What is the way to teach geoscience?
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.
Q8. What is the egame for learning geoscience?
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).
Q9. What are the main reasons why geoscience educational egames are becoming popular?
Digital reconstructions of rock outcrops and/or real-world environments are also increasingly popular for a range of teaching and research applications (Figure 1).
Q10. What is the purpose of this paper?
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.
Q11. What is the main purpose of the paper?
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.
Q12. What is the main reason why geoscience educational egames are becoming so popular?
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.
Q13. What are some of the field areas for students?
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.
Q14. What are the main aspects of a good geoscience educational egame?
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.
Q15. Why are there so few geoscience educational egames available?
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.