Abstract
This response to Leah A. Bricker and Phillip Bell’s paper, GodMode is his video game name, examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning, and move on to thinking about how these insights can actually inform game design practice.
Similar content being viewed by others
References
Dawkins, R. (1989). The selfish gene (2nd ed.). Oxford: Oxford University Press.
Hayward, E. O., Frye, J., Huang, T., Biles, M., Homer, B. D., & Plass, J. L. (2012). An experimental investigation of the effect of learning mechanics design on learning outcomes in a computer-based geometry game. New York, NY: Featured research presented at the Fifth Annual Subway Summit on Cognition and Education Research.
Jacobs, D. L. (1996). Effects of a cooperative learning method on mathematics achievement and affective outcomes of students in a private elementary school. Journal of Research and Development in Education, 29, 195–202.
Romero, C., Ventura, S., Pechenizkiy, M., & Baker, R. S. J. D. (2011). Handbook of educational data mining. Boca Raton, FL: CRC Press.
Schuh, E., Gunn, D. V., Phillips, B., Pagulayan, R. J., Kim, J. H., & Wixon, D. (2008). TRUE instrumentation: Tracking real-time user experience in games. In K. Isbister & N. Schaffer (Eds.), Game usability: Advancing the player experience (pp. 235–263). Burlington, MA: Morgan Kaufmann.
Shute, V. J., & Psotka, J. (1994). Intelligent tutoring systems: Past, present, and future. (Report No. AL-TP-94-0005). TX: Air Force Materiel Command, Brooks Air Force Base.
Author information
Authors and Affiliations
Corresponding author
Additional information
Lead Editor: C. Milne.
Forum response to Bricker and Bell (2012). “GodMode is his video game name”: Learning and expertise development in technology domains. doi:10.1007/s11422-012-9410-6.
Rights and permissions
About this article
Cite this article
Biles, M. Leveraging insights from mainstream gameplay to inform STEM game design: great idea, but what comes next?. Cult Stud of Sci Educ 7, 903–908 (2012). https://doi.org/10.1007/s11422-012-9453-8
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11422-012-9453-8