Abstract
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show modest improvement in scientific attitudes, ability to identify human biological systems and in the children’s ability to describe how those systems work together in real-world scenarios. Interviews reveal that children drew upon their prior school learning as they played the game. Also, on the surface they perceived the game as mainly entertainment but were easily able to discern learning outcomes when prompted. Implications for the design of casual games and how they can be used to enhance transfer of knowledge from the classroom to everyday life are discussed.
Similar content being viewed by others
References
Aldrich C (2009) Learning online with games, simulations, and virtual worlds: strategies for online instruction, vol 23. Wiley, San Francisco
Association of Science Technology Centers (2008) Features included in combination ticket. 2008 ASTC sourcebook of statistics and analysis. Association of Science-Technology Centers, Washington, DC
Banerjee M, Capozzoli M, McSweeney L, Sinha D (1999) Beyond kappa: a review of interrater agreement measures. Can J Stat 27(1):3–23
Bartoszeck AB, Machado DZ, Amann-Gainotti M (2011) Graphic representation of organs and organ systems: psychological view and developmental patterns. Eurasia J Math Sci Technol Educ 7(1):41–51
Beheshti E (2014) Museum casual games. Retrieved from https://docs.google.com/a/u.northwestern.edu/spreadsheets/d/17vbvTy2dD4gQhAdUFyYRDJXs0VHr4yVd3IBu4MMRde4/edit?usp=sharing
Birchall D, Goldman KH, Evans D, Henson M (2012) Leveling up: towards best practice in evaluating museum games. In: Paper presented at the 16th annual museums and the web conference, San Diego, CA. Retrieved from http://www.museumsandtheweb.com/mw2012/papers/levelling_up_towards_best_practice_in_evaluati.html
Brown JS (2000) Growing up: digital: how the web changes work, education, and the ways people learn. Change Mag High Learn 32(2):11–20
Brown JS, Collins A, Duguid P (1989) Situated cognition and the culture of learning. Educ Res 18(1):32–42
Buckingham D (2013) Beyond technology: children’s learning in the age of digital culture. Wiley, New York
Carey S (1985) The human body. In: Conceptual change in childhood. Bradford Books, MIT Press, Cambridge, MA
Casual Games Association (CGA) (2013) Smartphone and Tablet Gaming 2013 Games Market Sector Report. Retrieved August 24, 2015 from http://www.newzoo.com/trend-reports/free-casual-games-association-sector-report-smartphone-tablet-gaming-2013/
Clark DB, Linn MC (2013) The knowledge integration perspective: connections across research and education. In: International handbook of research on conceptual change, pp 520–538
Connolly TM, Boyle EA, MacArthur E, Hainey T, Boyle JM (2012) A systematic literature review of empirical evidence on computer games and serious games. Comput Educ 59(2):661–686
Davis EA (2004) Knowledge integration in science teaching: analysing teachers’ knowledge development. Res Sci Educ 34(1):21–53
Day SB, Goldstone RL (2012) The import of knowledge export: connecting findings and theories of transfer of learning. Educ Psychol 47(3):153–176
Dede C (2009) Immersive interfaces for engagement and learning. Science 323(5910):66–69
Downes S (2010) New technology supporting informal learning. J Emerg Technol Web Intell 2(1):27–33
Edwards SE (2013) What museums learn by building games—serious play conference 2013 in Redmond, WA [Online presentation document]. Retrieved from http://www.slideshare.net/jolifanta/what-museums-learn-by-making-games-serious-play-conference-2013
Edwards SE, Schaller DT (2007) The name of the game: museums and digital learning games. In: Din H, Hecht P (eds) The digital museum: a think guide. American Association of Museums, Washington, DC, pp 97–108
Falk JH, Needham MD (2011) Measuring the impact of a science center on its community. J Res Sci Teach 48(1):1–12
Falk JH, Storksdieck M, Dierking LD (2007) Investigating public science interest and understanding: evidence for the importance of free-choice learning. Public Underst Sci 16(4):455–469
Feder MA, Shouse AW, Lewenstein B, Bell P (eds) (2009) Learning science in informal environments: people, places, and pursuits. National Academies Press, Washington, DC
Fisch SM (2000) A capacity model of children's comprehension of educational content on television. Media Psychol 2(1):63–91
Garcia-Barros S, Martínez-Losada C, Garrido M (2011) What do children aged four to seven know about the digestive system and the respiratory system of the human being and of other animals? Int J Sci Educ 33(15):2095–2122
Gee JP (2003) What video games have to teach us about learning and literacy. Comput Entertain CIE 1(1):1–4
Gee JP (2005) Learning by design: good video games as learning machines. E-learning 2(1):5–16
Gellert E (1962) Children’s conceptions of the content and functions of the human body. Genet Psychol Monogr 65:93–405
Georghiades P (2000) Beyond conceptual change learning in science education: focusing on transfer, durability and metacognition. Educ Res 42(2):119–139
Georghiades P (2004) Making pupils’ conceptions of electricity more durable by means of situated metacognition. Int J Sci Educ 26(1):85–99
Godden DR, Baddeley AD (1975) Context-dependent memory in two natural environments: on land and underwater. Brit J Psychol 66(3):325–331
Goldstone RL, Day SB (2012) Introduction to “new conceptualizations of transfer of learning”. Educ Psychol 47(3):149–152
Greenfield PM (2009) Technology and informal education: what is taught, what is learned. Science 323(5910):69–71
Groves RM, Fowler FJ Jr, Couper MP, Lepkowski JM, Singer E, Tourangeau R (2004) Survey methodology. Wiley, Hoboken
Habgood MPJ, Ainsworth SE (2011) Motivating children to learn effectively: exploring the value of intrinsic integration in educational games. J Learn Sci 20(2):169–206
Harper D (2002) Talking about pictures: a case for photo elicitation. Visual Stud 17(1):13–26
Hatano G, Inagaki K (1997) Qualitative changes in intuitive biology. Eur J Psychol Educ 12(2):111–130
Herrington J, Oliver R (1995) Critical characteristics of situated learning: Implications for the instructional design of multimedia. In: Paper presented at ASCILITE 1995 conference, Melbourne, Australia. Retrieved from http://researchrepository.murdoch.edu.au/7189
Herrington J, Oliver R (1997) Multimedia, magic and the way students respond to a situated learning environment. Aust J Educ Technol 13(2):127–143
Herrington J, Reeves TC, Oliver R (2014) Authentic learning environments. Springer, New York, pp 401–412
Hjorth L, Richardson I (2009) Playing the waiting game: complicating notions of (tele) presence and gendered distraction in casual mobile gaming. In: Paper presented at the COST 298 conference, Copenhagen, Denmark. Retrieved from http://researchrepository.murdoch.edu.au/11796/
Hmelo-Silver CE, Pfeffer MG (2004) Comparing expert and novice understanding of a complex system from the perspective of structures, behaviors, and functions. Cognitive Sci 28(1):127–138
Hmelo-Silver CE, Marathe S, Liu L (2007) Fish swim, rocks sit, and lungs breathe: expert-novice understanding of complex systems. J Learn Sci 16(3):307–331
Hoadley CM (2000) Teaching science through online, peer discussions: SpeakEasy in the knowledge integration environment. Int J Sci Educ 22(8):839–857
Ijsselsteijn W, Nap HH, de Kort Y, Poels K (2007) Digital game design for elderly users. In: Proceedings of the 2007 conference on future play. ACM, pp 17–22
Kapp KM (2012) The gamification of learning and instruction: game-based methods and strategies for training and education. Wiley, San Francisco
Kesler SR, Lacayo NJ, Jo B (2011) A pilot study of an online cognitive rehabilitation program for executive function skills in children with cancer-related brain injury. Brain Inj 25(1):101–112
Kirk D, MacPhail A (2002) Teaching games for understanding and situated learning: rethinking the Bunker-Thorpe model. J Teach Phys Educ 21(2):177–192
Klopfer E, Perry J, Squire K, Jan MF, Steinkuehler C (2005) Mystery at the museum: a collaborative game for museum education. In: Proceedings of the 2005 conference on computer support for collaborative learning (CSCL), pp 316–320
Kohler C (2010) Q&A: Pac-Man Creator Reflects on 30 Years of Dot-Eating. Wired. Retrieved August 24, 2015 from http://www.wired.com/2010/05/pac-man-30-years/
Kurt H, Ekici G, Aktaş M, Aksu Ö (2013) On the concept of “Respiration”: biology student teachers’ cognitive structures and alternative conceptions. Educ Res Rev 8(21):2101–2121
Lave J, Wenger E (1991) Situated learning: legitimate peripheral participation. Cambridge University Press
Lee HS, Liu OL, Linn MC (2011) Validating measurement of knowledge integration in science using multiple-choice and explanation items. Appl Meas Educ 24(2):115–136
Leemkuil H, Jong T, Ootes S (2000) Review of educational use of games and simulations. KITS consortium. Retrieved 9 Aug 2015 from doc.utwente.nl/28235/1/review_of_educational.pdf
Li MC, Tsai CC (2013) Game-based learning in science education: a review of relevant research. J Sci Educ Technol 22(6):877–898
Linehan C, Kirman B, Lawson S, Chan G (2011) Practical, appropriate, empirically-validated guidelines for designing educational games. In: Proceedings of the SIGCHI conference on human factors in computing systems, pp 1979–1988
Linn MC (1995) Designing computer learning environments for engineering and computer science: the scaffolded knowledge integration framework. J Sci Educ Technol 4(2):103–126
Linn MC, Hsi S (2000) Computers, teachers, peers: science learning partners. Routledge
Linn MC, Chiu J (2011) Combining learning and assessment to improve science education. Res Prac Assess 5:4–13
Linn MC, Davis EA, Bell P (eds) (2004) Internet environments for science education. Routledge, London
Linn MC, Lee HS, Tinker R, Husic F, Chiu JL (2006) Teaching and assessing knowledge integration in science. Science 313(5790):1049–1050
Litchfield A, Dyson L, Lawrence E, Zmijewska A (2007) Directions for m-learning research to enhance active learning. In: Proceedings of the ASCILITE-ICT: providing choices for learners and learning, Singapore, pp 587–596
Liu MC, Wang JY (2010) Investigating knowledge integration in web-based thematic learning using concept mapping assessment. Educ Technol Soc 13(2):25–39
Lobato J (2012) The actor-oriented transfer perspective and its contributions to educational research and practice. Educ Psychol 47(3):232–247
Ma Y, Williams D, Prejean L, Richard C (2007) A research agenda for developing and implementing educational computer games. Br J Educ Technol 38(3):513–518
Martens R, Gulikers J, Bastiaens T (2004) The impact of intrinsic motivation on e-learning in authentic computer tasks. J Comput Assist Learn 20(5):368–376
Mathai S, Ramadas J (2009) Visuals and visualisation of human body systems. Int J Sci Educ 31(3):439–458
Mayo MJ (2007) Games for science and engineering education. Commun ACM 50(7):30–35
Mitchell A, Savill-Smith C (2004) The use of computer and videogames for learning. Learning and Skills Development Agency, London. http://www.m-learning.org/docs/The%20use%20of%20computer%20and%20video%20games%20for%20learning.pdf
Morris CD, Bransford JD, Franks JJ (1977) Levels of processing versus transfer appropriate processing. J Verbal Learn Verbal Behav 16(5):519–533
Oblinger D (2006) Simulations, games, and learning. Retrieved from EDUCAUSE learning initiative. https://net.educause.edu/ir/library/pdf/ELI3004.pdf
Ortiz de Gortari ABO, Aronsson K, Griffiths M (2011) Game transfer phenomena in video game playing: a qualitative interview study. IGI Glob 1(3):15–33
Pasnik S, Llorente C (2012) PBS KIDS transmedia suites gaming study: a report to the CPB-PBS ready to learn initiative. Retrieved from Center for Children & Technology website: http://cct.edc.org/publications/pbs-kids-transmedia-suites-gaming-study
Paul AM (2014) Can education games ever be truly fun to play? [Blog]. Retrieved from http://anniemurphypaul.com/2014/02/can-educational-games-ever-be-truly-fun-to-play/#
Perkins DN, Salomon G (2012) Knowledge to go: a motivational and dispositional view of transfer. Educ Psychol 47(3):248–258
Pivec M (2007) Editorial: play and learn: potentials of game-based learning. Br J Educ Technol 38(3):387–393
Portnow J (2014) Learning through play: a promise to future generations. Casual Connect Magazine Summer 2014, pp 47–48. Retrieved from http://issuu.com/casualconnect/docs/casualconnectsummer2014
Prokop P, Fancovicová J (2006) Students’ ideas about the human body: do they really draw what they know. J Balt Sci Educ 2(10):86–95
Randel JM, Morris BA, Wetzel CD, Whitehill BV (1992) The effectiveness of games for educational purposes: a review of recent research. Simul Gaming 23(3):261–276
Reiss MJ, Tunnicliffe SD (2001) Students’ understandings of human organs and organ systems. Res Sci Educ 31(3):383–399
Schaller D (2014) Game mechanics and the museum: designing simple gameplay around complex content. In: Paper presented at the 18th annual museums and the web conference, Baltimore, MD. Retrieved from http://mw2014.museumsandtheweb.com/paper/game-mechanics-and-the-museum-designing-simple-gameplay-around-complex-content/
Schaller D, Principal EWA (2005) What makes a learning game? Eduweb. Retrieved August 24, 2015 from http://eduweb.com/schaller-games.pdf
Schwartz DL, Chase CC, Bransford JD (2012) Resisting overzealous transfer: coordinating previously successful routines with needs for new learning. Educ Psychol 47(3):204–214
Shute VJ, Ke F (2012) Games, learning, and assessment. In: Ifenthaler D, Eseryel D, Ge X (eds) Assessment in game-based learning. Springer, New York, pp 43–58
Shute VJ, Ventura M, Ke F (2015) The power of play: the effects of Portal 2 and Lumosity on cognitive and noncognitive skills. Comput Educ 80:58–67
Squire KD (2007) Games, learning, and society: building a field. Educ Technol 47(5):51–54
Squire KD, Barnett M, Grant JM, Higginbotham T (2004) Electromagnetism supercharged!: learning physics with digital simulation games. In: Proceedings of the 6th international conference on learning sciences (ICLS), pp 513–520
Steinkuehler CA (2004) Learning in massively multiplayer online games. In: Proceedings of the 6th international conference on learning sciences. International Society of the Learning Sciences, pp 521–528
Steinkuehler C, Chmiel M (2006) Fostering scientific habits of mind in the context of online play. In: Proceedings of the 7th international conference on learning sciences. International Society of the Learning Sciences, pp 723–729
Templeton B (2013) Museum games: the kids are all right. Retrieved from http://www.theguardian.com/culture-professionals-network/culture-professionals-blog/2013/feb/08/science-museum-ouch-game-students
The Nielsen Company (2009) Insights on casual games: analysis of casual games for the PC. Retrieved from http://www.nielsen.com/content/dam/corporate/us/en/newswire/uploads/2009/09/GamerReport.pdf
Van Eck R (2006) Digital game-based learning: it's not just the digital natives who are restless. Educa Rev 41(2):16
Voulgari I, Komis V, Sampson DG (2014) Learning outcomes and processes in massively multiplayer online games: exploring the perceptions of players. Educ Tech Res Dev 62(2):245–270
Young MF, Slota S, Cutter AB, Jalette G, Mullin G, Lai B, Simeoni Z, Tran M, Yukhymenko M (2012) Our princess is in another castle a review of trends in serious gaming for education. Rev Educ Res 82(1):61–89
Zhang ZH, Linn MC (2011) Can generating representations enhance learning with dynamic visualizations? J Res Sci Teach 48(10):1177–1198
Zhang ZH, Linn MC (2013) Learning from chemical visualizations: comparing generation and selection. Int J Sci Educ 35(13):2174–2197
Author information
Authors and Affiliations
Corresponding author
Ethics declarations
Conflict of interest
The authors declare that they have no conflict of interest.
Ethical Approval
All procedures performed in studies involving human participants were in accordance with the ethical standards of the institutional and/or national research committee and with the 1964 Helsinki Declaration and its later amendments or comparable ethical standards.
Informed Consent
Informed consent was obtained from all individual participants included in the study.
Electronic supplementary material
Below is the link to the electronic supplementary material.
Rights and permissions
About this article
Cite this article
Price, C.A., Gean, K., Christensen, C.G. et al. Casual Games and Casual Learning About Human Biological Systems. J Sci Educ Technol 25, 111–126 (2016). https://doi.org/10.1007/s10956-015-9580-6
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10956-015-9580-6