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Tuesday, July 7 • 2:00pm - 2:20pm
The Great STEM Caper

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The Great STEM Caper is game designed to provide a goal-oriented learning experience that engages players in the NGSS Science and Engineering Practices with exhibits at a hands-on science center in Kansas City.  The mixed-methods study looked at several different outcomes.  The Motivation to Learn Science Questionnaire was administered in a pre/post design to determine whether in-game victories (a.k.a. "fiero" experiences) would serve as "mastery experiences" (Bandura, 1997) that would result in an increase in science self-efficacy.  Participants also played the game in same-sex pairs so that gender differences in gameplay and perceptions of the game could be examined.  In each trial, one male pair and one female pair wore a GoPro camera to record their first-person perspective of interaction with the game, the exhibits, their partner, and other teams.  40+ hours of GoPro footage reveal some very interesting differences in the way that boys and girls played the game.  One of the interesting findings is that the girls significantly outperformed the boys on every measure of game achievement.  Finally, follow-up interviews with a sample of participants provide insight into the players’ perception of the gameplay experience.

avatar for Dana Atwood-Blaine

Dana Atwood-Blaine

Assistant Professor/Science Fellow, University of Northern Iowa
Elementary Science Education | Location-based Mobile Learning Games | ARIS with kids

Tuesday July 7, 2015 2:00pm - 2:20pm
Main Lounge UW-Madison, 800 Langdon St, Madison, WI 53706

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