Week 8 Reading

The Steinkuehler study examined how World of Warcraft promoted scientific ways of thinking by providing a simulated world whose systems can be observed and investigated through social knowledge construction and experimentation. The article provides empirical evidence that the WoW fosters informal learning, particularly science literacy.

If we assume that this study is correct, that games like WoW do encourage “scientific habits of mind,” then it seems the logical next step would be to look at how science class can be more like WoW. What are the attributes that make an MMO educationally salient and motivationally compelling; and how can those attributes be brought to bear on the classroom?

I think one advantage of a virtual simulated world, when it is well-designed, is that it makes players aware that there is a hidden system governing the whole game that can be “beat” or uncovered. Coupled with this system is a narrative, usually with a clear goal in mind like amassing the largest army, the most land, etc. These may be clear attributes of the simulated world, but they are not clear attributes of the real world.

Therefore, I think it could be interesting to think of what kinds of overarching narratives or “game designs” might be used in formal science learning to help students naturally engage in scientific modes of thought and processes out of a desire to uncover systems of gain positive advantage of some kind.

Leave a comment

Your email address will not be published. Required fields are marked *