Seeing the change we work for: Energy Corps Performance Measures
Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
Transcript of Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena
Seeing Change in Time: Video Games to Teach about TemporalChange in Scientific Phenomena
Javier Corredor • Matthew Gaydos •
Kurt Squire
Published online: 22 August 2013
� Springer Science+Business Media New York 2013
Abstract This article explores how learning biological
concepts can be facilitated by playing a video game that
depicts interactions and processes at the subcellular level.
Particularly, this article reviews the effects of a real-time
strategy game that requires players to control the behavior
of a virus and interact with cell structures in a way that
resembles the actual behavior of biological agents. The
evaluation of the video game presented here aims at
showing that video games have representational advanta-
ges that facilitate the construction of dynamic mental
models. Ultimately, the article shows that when video
game’s characteristics come in contact with expert
knowledge during game design, the game becomes an
excellent medium for supporting the learning of disciplin-
ary content related to dynamic processes. In particular,
results show that students who participated in a game-
based intervention aimed at teaching biology described a
higher number of temporal-dependent interactions as
measured by the coding of verbal protocols and drawings
than students who used texts and diagrams to learn the
same topic.
Keywords Video games � Learning � Biology �Dynamic mental models � Dynamic visual
representations
Introduction
Video games favor learning in scientific and professional
domains (Clark et al. 2011; Barab et al. 2007; Halverson
2005; Nash and Shaffer 2010; Shaffer 2005; Shaffer and
Gee 2005; Squire and Durga 2009). They do so, in part, by
promoting social interaction and collaborative reasoning
(Black and Steinkuehler 2009), by providing learners with
agency and feedback opportunities, and by creating adap-
tive levels of task demand (Gee 2005, 2008). Video games,
additionally, have representational characteristics that
enhance the cognitive representation of certain situations.
Particularly, video games include representations that are
dynamic and interactive; features that are beneficial to
learning (Plass Homer and Hayward 2009). To refine our
understanding of the way that these characteristics influence
learning further, this study specifically asks whether or not
video games produce better cognitive representations of
temporally dependent events than traditional (print media)
educational resources. This question is framed under the
idea that video game’s effects are produced in part through
the formation of perceptually based representations, mental
models (Johnson-Laird 1983), that traditionally have been
defined as different than conceptual, propositional, and
other non-perceptual representations (Anderson 2005). To
address this question, this study compares the drawings and
verbal protocols of students participating in a video game-
based intervention, and those of students who underwent an
intervention based on text and static diagrams. This study
shows that games help learners to create robust mental
models of scientific phenomena because of the way that
games favor the creation of dynamic representations that
encode temporal relationships.
This study draws on prior evidence that animated ima-
ges help learners to develop dynamic mental models
J. Corredor
Psychology Department, Universidad Nacional de Colombia,
Carrera 45 No 26–85, Ed. 212, Of. 211, Bogota, Colombia
e-mail: [email protected]
M. Gaydos (&) � K. Squire
Center for Games Learning and Society, University of
Wisconsin-Madison, Madison, WI, USA
e-mail: [email protected]
123
J Sci Educ Technol (2014) 23:324–343
DOI 10.1007/s10956-013-9466-4
(Boucheix and Guignard 2005). The argument goes along
these lines: Different types of representations entail dif-
ferent cognitive properties (Hahn and Kim 1999; Johnson-
Laird 1998). For example, diagrammatic representations
index information by location, while textual representa-
tions do so by keeping a list of statements. For this reason,
diagrams make spatial information explicit and in so doing,
reduce the cognitive search costs and allowing learners to
produce inferences directly (Larkin and Simon 1987). This
advantage makes diagrams a better medium than text when
the goal is to teach content that has a strong dependence on
spatial configurations.
Similarly, video games and simulations index informa-
tion not only by location but also by temporal contingency.
That is, events that happen at the same time in the phe-
nomena are represented synchronously in the game. In this
way, presenting scientific phenomena through video games
and other dynamic representations is more congruent than
presenting the same information through diagrams. Tver-
sky et al. (2002) have proposed that cognitive processing is
favored when ‘‘the structure and content of external rep-
resentations corresponds to the desired structure and con-
tent of internal representations (p. 249)’’ and that there is a
natural cognitive tendency to prefer congruence between
the event being represented and the external representation
being studied. They consider, therefore, that media that
offer dynamic representations are better for presenting
temporally dependent events because this type of repre-
sentation has higher congruence with the to-be-presented
phenomena.
Additionally, animations help learners to visualize
dynamic scientific phenomena because they produce a
lower cognitive load when compared with a series of statics
pictures that require active reconstruction. Active recon-
struction increases cognitive load, particularly when users
have to attend to signaling clues (e.g., arrows) and use
them to interpret and integrate the corresponding mental
model (Hoffler and Leutner 2007). In some cases, dynamic
representations have been considered as producing higher
cognitive load (Lowe 1999), but in most cases, these
comparisons are based on a confounding factor because the
dynamic representation conveys more information than the
static picture; ergo, the extra cognitive load is intrinsic to
the content and not produced by the type of representation.
In other words, when presenting the same information
regarding temporal change, dynamic representations seem
to be more cognitively efficient than static ones. Further,
the interactive nature of video games can help learning by
favoring engagement and control over the task (Plass et al.
2009).
Finally, disciplinary content and principles can be inte-
grated in the video game’s mechanics, or the actions of the
game and player (Clark et al. 2011), thereby reducing the
connections that are necessary in order to relate the rep-
resentation (the video game) with the underlying scientific
models. Research in basic cognitive psychology shows that
when problem rules are implied in the representational
structure, cognitive load is reduced, thus increasing prob-
lem-solving rates (Zhang and Norman 1994). Educational
video games, such as the one used in this study, combine
dynamic external representations, interactivity, and inte-
grated disciplinary content. For this reason, when designed
correctly, they are an ideal media to depict change in time
in scientific phenomena. In fact, literature shows that
dynamic representations designed according to cognitive
principles produce higher learning gains and help learners
to create mental models of causal configurations involved
in scientific models (Mayer and Chandler 2001). Similarly,
recent reviews of research on games and simulations show
they are effective in the task of teaching science (Clark
et al. 2009; Honey and Hilton 2011).
Cognitive Structure and Perceptual Representations
Sweller et al. (1998) describe the structure and function of
the cognitive system in order to support a theory of
instructional design. They base their theory on the canon-
ical distinction between working and long-term memory. In
their description of working memory, they focus on its
limitations (e.g., working memory constraints) and on the
distinction between its visuospatial and phonological
components. For them, understanding instructional mate-
rial depends on cognitive load imposed on working mem-
ory. Low cognitive load allows understanding of incoming
information, and its translation to long-term memory
schemas. They describe three types of cognitive loads that
intervene in the process of learning: (1) Intrinsic cognitive
load that corresponds to the difficulty of the content at hand
as measured by the number of elements that need to be
learned and their interactions; (2) extraneous cognitive load
that is produced by the instructional design and other fac-
tors not related to the content to be learned; and (3) ger-
mane cognitive load that represents the cognitive load
directed to the production of schemas and related to
meaningful engagement in learning. Regarding long-term
memory, they describe the process of learning as the cre-
ation and automation of an increasing number of schemas.
Schemas are non-perceptual representations that depict the
configuration of the world (Anderson 2005). While we
agree in the fundamental postulates of dual processing and
schema constructions, we also know that schemas are not
the only type of mental representation used by learners
(Corredor and Jimenez-Leal 2011; Vosniadou and Brewer
1992). Additionally to schemas, people support reasoning
on perceptual-based representations, among which mental
models are considered key in the process of learning. It is
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important to note here that the term ‘‘mental model’’ is
used here to refer to a specific type of perception-based
knowledge representation as it is used in cognitive psy-
chology (Anderson 2005; Johnson-Laird 1980), and not in
the sense that is often used in the literature to refer any
knowledge representation (e.g., scripts, schemas). It is
important also not to confuse mental models with image
schemas (Johnson-Laird 1983; Lakoff 1987) because this
second term refers to embodied pre-linguistic structures
that allow conceptual mappings in people’s experience.
Regarding the distinction between perception-based
representations, it is important to note that this idea is
consistent with cognitive theories of multimedia learning
(Mayer 2005) that divide knowledge representations in
visual, ergo perceptual, and verbal representations that do
not preserve analogical details of the situation being
described. Mayer and Sims (1994) have proposed that
multimedia can favor learning because it allows learners to
conduct dual coding of instructional materials. In the dual
coding theory of multimedia learning, people use infor-
mation coming from visual and verbal information. This
type of presentation has two basic advantages. First, it
allows learners to build multiple representations of the
same phenomena (via verbal and visual encoding) and to
elaborate referential connections between both types of
representations (Mayer 2005). Second, multimedia pre-
sentation, when designed correctly, decreases cognitive
load by exploiting different processing channels, particu-
larly the phonological loop and the sketchpad components
of working memory (Mayer 2005; Mayer and Moreno
2002, 2003). Mayer has shown the advantages of multi-
media presentations and identified the learning conditions
under which it is more successful. For example, Mayer
(1997) found that when presenting subject matter, coordi-
nating animations with audio narration produced better
results than using narration alone, and that coordinating
illustrations with text produced superior learning results
than using text alone for similar transfer tasks (e.g., pro-
ducing creative solutions).
In Mayer’s view, learners using multimedia build a
more robust mental representation of scientific phenomena
because they store information in different modalities. In
particular, according to this theory, learners build both a
verbal and a visual representations of events and they also
construct a strict set of referential connections between
both types of representations. This set of referential con-
nections is composed by one-to-one mappings between
words and visual elements (Mayer 1997). These represen-
tations and connections are built through several comple-
mentary cognitive processes that focus on selecting
relevant images and words, organizing both images and
words into coherent mono-modal representations and then
integrating pictorial and verbal representations into a
coherent representation (Mayer 2005). The Cognitive
Theory of Multimedia Learning (Mayer 2005) is consistent
with contemporary cognitive theories that consider that
conceptual contents are cross-listed across different sen-
sory modalities (McNorgan et al. 2011; Schraw 2006), and
with recent views on conceptual change that propose that,
in the understanding of scientific phenomena, both visual
and verbal elements are integrated in a complex system
that acts as a framework.
This article focuses on the visual component of Mayer’s
Cognitive Theory of Multimedia Learning. Our question is
whether animations, simulations, games, and other
dynamic representations are better than static pictorial
media in creating individual’s representations of tempo-
rally based events, particularly, by favoring the formation
of perceptually based mental models. In other words, we
want to evaluate the effects of video games in the con-
struction of representations of temporal change within the
visual component proposed by Mayer. We adopt the per-
spective that dynamic information in this component is
stored in the form of dynamic mental models, or models
that use perceptual representations to capture temporal
change in a system and indicate the underlying causal
relationships that determine its evolution (Johnson-Laird
1983).
Current Examples of Games for Science Education
There are a large number of research agendas focused on
the potential of video games as educational tools. Video
games can intervene in educational processes in several
different fashions. Games have been used as tools to pro-
mote embodied participation in learning within a multiuser
environment (Barab et al. 2007). Such is the case of Quest
Atlantis, a game environment that uses characteristics of
massively multiplayer online role-playing games to pro-
mote learning through the completion of educational
challenges. The underlying pedagogical model of the game
is that by allowing students to assume roles within a sim-
ulated world, Quest Atlantis allows them to connect their
identities with the social meaning of scientific activity.
Barab et al. (2007) showed that this type of intervention
had significant effects on multiple choice questions, argu-
mentative practice, and the use of different types of rep-
resentation of scientific data. The River City project uses a
similar strategy by creating a virtual world in which stu-
dents can interact with other game characters, including
avatars assigned to instructors, other players, and artificial
intelligence characters. The basic task of the game is for
learners to discover the form of transmission and the
treatment of an illness affecting the residents of a town. In
order to achieve this goal, participants have to produce data
by creating experiments and taking data samples using
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different resources available to them in the virtual world.
The presentation of these scientific tasks as students
interact within a multiuser virtual environment (MUVE)
has effects on students’ self-efficacy, motivation, content
understanding, and hypothesis generation (Ketelhut et al.
2007).
These two projects use the potential of video games,
particularly the characteristics of multiuser environment
role-playing mechanics, to support students’ content
learning. In this case, games embed disciplinary concepts
by presenting scientific challenges within the virtual world.
A different level of pedagogical effects comes from games
that use the potential of video games to integrate scientific
concepts within their basic design. In this case, the edu-
cational advantage of video games comes from the inte-
gration of game mechanics and formal scientific
representations and concepts (Clark et al. 2011). One
example of this second type of game is the SURGE project.
In the SURGE game, principles and representation of
physics concepts (e.g., gravity, vectors) were integrated in
the game mechanics allowing students to connect their
actions in the game with the underlying scientific concepts
in the domain of physics. This strategy produced significant
positive effects on the levels of engagement with content
and on the understanding of the domain as measured by
valid standardized questions (Clark et al. 2011). The
SURGE project shows clearly that games can act as
modeling tools that increase the understanding of physics
by integrating formal principles and representations of
concepts in the game mechanics.
There is a blurred boundary between games and simu-
lations in that both allow students to manipulate models
(Clark et al. 2009). This similarity makes it possible for
game designers to present actual disciplinary phenomena
and to use games as models of scientific processes (Squire
and Patterson 2010). Video games act as models that rep-
resent actual or fictional worlds by connecting functions
and structures given certain parameters. In the context of
games, learners can observe and intervene in the interac-
tion of several components according to principle-based
mechanisms. In this same context, students can also test
and predict the behavior of microworlds according to the
models they have created to explain the game. Games can
present phenomena that are not directly observable, and
they can show how complex systems are described using
simplified models. Games, in fact, provide learners with
excellent opportunities to experience model-based reason-
ing (Squire and Durga 2009; Squire and Patterson 2010;
Steinkuehler and Duncan 2008).
Model-based reasoning is fundamental for scientific
practice and for the understanding of science (Clark and
Sengupta 2013; Stewart et al. 2005). Models capture deep
features of phenomena and separate signal from noise.
They are also simplifications of actual phenomena that
make reality cognitively and theoretically manageable.
Model-based reasoning is essential to scientific expertise
because scientific thinking grows in part from the ability to
distinguish core features of the phenomena from superficial
ones (Chi et al. 1981). Normally, differentiating between
deep and superficial features is challenging for novices and
requires an extensive knowledge base to be properly con-
ducted. Games help to develop familiarity with models of
real or fictional worlds. Even when games do not model
actual events, gamers conduct complex calculations to
understand which underlying model can better describe the
behavior of the system (Steinkuehler and Duncan 2008).
Advantages of Simulations, Animations, and Other
Dynamic Representations for Learning
Contemporary literature in science education and simula-
tions focuses on the effects of simulations on motivation,
epistemological understanding of science, and conceptual
understanding of scientific topics (Honey and Hilton 2011).
In terms of conceptual understanding, simulations and
games have been shown to be effective educational tools.
This effect comes in part from the fact that simulations can
be used as models of scientific phenomena at different
levels. For example, simulations have been used to facili-
tate scientific inquiry in virtual environments by acting as
laboratories in online courses and to reframe misconcep-
tions of disciplinary content by allowing the exploration of
correct versions of scientific phenomena or connections
between different description levels (Evans et al. 2008;
Meir et al. 2005; Sengupta and Wilensky 2009). In a
similar fashion, games and simulations have been shown to
produce positive learning effects in different domains
including electronics (Greenfield et al. 1994), microbiology
(Miller et al. 2004), epidemiology (Colella 2000), genetics
(Klopfer 2008), physics (Clark et al. 2011), and environ-
mental science (Moreno and Mayer 2000). These gains are
measured in different ways (e.g., knowledge assessments,
prediction, disciplinary reasoning level, problem-solving
transfer), and different types of dynamic representations
are used in the studies, ranging from simulations to agent
based and conceptually integrated games. However, these
results show that dynamic visualizations overall present
advantages for teaching and learning of scientific content.
We consider that games have two basic representational
features that give them advantages over static representa-
tions. First, they are dynamic in nature, and as other dynamic
representations (e.g., animations, simulations), they are
better suited than static media in representing dynamical
phenomena (Tversky et al. 2002). Second, games are inter-
active, favoring the representation of causal mechanisms
and increased user control. Regarding dynamic
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representations, literature shows that animations produce
learning outcomes that are superior to static representations
(Barak and Dori 2011; Hoffler and Leutner 2007). However,
the superiority of animations is balanced with cognitive
processing constraints (Chandler 2004) and, for this reason,
requires nuanced design characteristics. Dynamic visual
representations are superior when they have a representa-
tional role. That is when, ‘‘the topic to be learned is explicitly
depicted in the animation’’ (Hoffler and Leutner 2007,
pp. 727), but not when they are decorative in nature. On a
related note, Tversky et al. (2002) suggest that schematic
dynamic representations should be superior when compared
with realistic (but static) representations. Additionally, Plass
et al. (2009) have proposed that dynamic representations
work better when they include feedback and progression in
the complexity of the simulation. Dynamic representations
are also better when learners are allowed to manipulate the
content of the simulation, when they are interactive
(increasing germane load) (Bodemer et al. 2004) and when
users engage in active content exploration (Lowe 2004).
Animations can be isomorphic to dynamic phenomena
(Hegarty 2004; Lowe 1999, 2003), and this characteristic
can be used to improve students’ mental models for this type
of phenomena. In particular, dynamic representations are
useful for correcting novices’ inaccuracies in certain sci-
entific domains and to help them build more differentiated
knowledge structures regarding domain-specific content.
These effects, however, are restricted to perceptually salient
aspects of the representations (Lowe 2003). Dynamic rep-
resentation effects depend also on the individual character-
istics of learners. For example, pure animations facilitate
cognitive processing for learners with low prior knowledge
and cognitive skills, and dynamic displays that allow
manipulation favor learning for students with high cognitive
prerequisites (Schnotz and Rasch 2005).
For the case of video games, the effects of interactivity on
the comprehension of dynamic representations need to be
also considered. Literature shows that interaction helps
learners through several mechanisms related to cognitive
processing. Namely, interaction helps learners pace the
process of learning, decreasing extraneous cognitive load
(Mayer and Chandler 2001; Schwan and Riempp 2004), and
increasing germane cognitive load (in the case of user control
beyond pacing, for example when participants can manipu-
late the content of the simulation). However, this second
effect seems to be only present in users with high-executive
functions (Plass et al. 2007). For this reason, video games
that provide extensive interaction opportunities can amplify
the beneficial effects of animations and dynamic visual
representations and help in the formation of dynamic mental
models.
While we know that video games and simulations pro-
duce an increase in conceptual understanding (Clark et al.
2009; Honey and Hilton 2011), and we have a reasonably
good idea of which instructional and design characteristics
potentiate the learning effects of simulations and other
dynamic representations (Moreno and Mayer 2000; Plass
et al. 2007; Tversky et al. 2002), we do not know how
cognitive structures change with the interaction of games
and simulations, particularly at the perceptual level (e.g.,
visual). In this line, a recent report in games and simula-
tions suggests that ‘‘research should examine the mediating
processes within the individual that influence science
learning with simulations and games. This research would
aim to illuminate what happens within the individual—
both emotionally and cognitively—that leads to learning
and what design features appear to activate these respon-
ses.’’ (Honey and Hilton 2011, pp. 122). Similarly, the
development of internal visualization skills has been sin-
gled out as an important educational goal in order to
amplify the potential of different types of graphic repre-
sentations (Hegarty 2004). Though differences in learners’
performance have been measured by multiple choice
questions and other types of tests, more needs to be known
about the perceptual mechanisms driving this change. That
is, while it is clear that games can act as modeling tools and
as models of scientific phenomena, it is not clear whether
the changes they produce are related to perception-based
mental representations.
Anderson (2005) separates perceptual representations
from other mental representations of knowledge. Both
conceptual and propositional representations are charac-
terized by abstracting the meaning of experience and
completely eliminating the perceptual details of the situa-
tion. Perception-based representations on the contrary
represent the situation (or part of it) in terms of analog
perceptual, often visual, configurations. In fact, research
shows that under certain circumstances tasks that require
inferences activate brain areas devoted to visual processing
(Goel 2005). The point here is that research shows that
video games increase learning performance and modify
non-perceptual representations by, for example, making
more complex epistemic networks (e.g., conceptual maps)
in a given domain (Shaffer et al. 2009). However, other
learning mechanisms related to the modification of per-
ception-based representations have not been explored. The
importance of these representations lies in the fact that
many inferential and comprehension processes depend on
them. For example, having a conceptual network of a car
engine does not fully make people able to repair one—
understanding the actual physical and temporal configura-
tion of an engine is also essential. In that sense, presenting
a video or simulation of a car engine can be more effective
than providing a text describing the process. This article
aims at characterizing the differences in representation
produced by a video game, beyond the conceptual,
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propositional, or verbal level, by including evaluations of
the perceptual level of mental representation. To do that,
literature describing different types of perceptual-based
representations is reviewed and then evidence from actual
students’ products is presented to show that some charac-
teristics of these representations are modified through
video game play.
Dynamic Mental Models
Mental models can be built by propositional integration,
analogy, and observation of external representations or
events (Collins and Gentner 1987; Johnson-Laird 1998).
They are analogical representations, perceptual in nature,
that reproduce the configuration of external situations,
allowing learners to conduct inferences and solve prob-
lems. Mental models operate on tokens that are analogous
to the elements involved in the situation being represented.
In this way, mental models can represent the properties of
individual elements and the structural relationships that
govern their interactions. Additionally, mental models
allow cognitive representation of other properties in the
model via annotations on the elements (e.g., representing
negation; physical properties). Video games that depict
dynamic processes can act as external representations that
guide the formation of mental models of those processes.
Although internal mental models do not encompass all
problem solving (Johnson-Laird 1998) and the role of
distributed processing has been extensively highlighted
(Zhang 1997), mental models at a basic level provide
advantages for learners. Mental models facilitate process-
ing and integration of new information, and they mediate
problem solving in tasks that require inferential reasoning.
There are several types of mental models. Some of
them, called images and spatial mental models, depict
static configurations of elements (Postigo and Lopez-
Manjon 2012), while others, called relational mental
models, define entities, properties, and relations that are
somehow operable but that do not explicitly change in
time. This study focuses on mental models that include
change in time. Johnson-Laird (1983) defines three types of
models that include time-changing configurations: tempo-
ral, kinematic, and dynamic. Temporal mental models
consist of a sequence of spatial models (divided in several
frames) that follow a fixed sequence. Kinematic models are
similar to temporal models, but they are psychologically
continuous. Finally, dynamic models are similar to kine-
matic models, but they are able to encode causal beliefs
that complement the spatial configuration of elements
presented in the model (Johnson-Laird 1983). The dis-
tinction between the different types of mental models is not
trivial. While temporal and kinematic mental models fol-
low relatively fixed sequences, dynamic mental models can
be sensible to beliefs about causal and physical relation-
ships. Research shows that people predict the behavior of
systems (e.g., body and objects movement) in ways that go
beyond the predictions of pure spatial configurations and
are influenced by physical beliefs about the functioning of
the world (Hubbard 1995; Shiffrar and Freyd 1990). In
other words, dynamic models allow the introduction of
different types of constraints within visual imagery (Sch-
wartz 1999).
Having a dynamic mental model has an advantage not
only relative to verbal representations of content, but also
relative to visual representations that do not change flexibly
in time. By using a video game, students can learn not only
spatial and functional configurations (e.g., a cell’s model),
but also the constraints on the interactions among the ele-
ments included in the model. This dynamic mental model
will, in turn, facilitate students’ understanding of the flex-
ible behavior of dynamic processes. For example, observ-
ing that the entrance of a virus in a cell depends on the
matching of the virus capsids with the cell membrane
receptors will allow students to visualize different config-
urations through which this process can happen. Students
will be able to understand that the virus does not need to
use the same receptor every time, but that certain condi-
tions need to be fulfilled every time (e.g., successful eva-
sion of antibodies, correct matching of membrane
receptors). Having a dynamic mental model is useful to
understand how flexible interactions at different levels are
related (Frederiksen et al. 1999; Gutwill et al. 1999).
The role of mental models in problem solving has been
clearly established in cognitive psychology. Johnson-Laird
(1980) showed in several studies how mental models, that
is, perceptual representations of reality or discourse, can be
used to solve problems and derive conclusions from a set of
premises. When solving simple deductive reasoning tasks
(e.g., syllogisms), people represent premises in the form of
tokens and use these models to answer the problems
(Johnson-Laird 1995, 1998, 1999). Mistakes are made
when the memory resources necessary to finish the search
and keep the model in memory are exceeded. Cognitive
theories of reading also rely on mental models, called sit-
uation models, as basic mechanisms in text processing
(Kintsch 1998).
Mental Representations in Science Education
Conceptual change can happen at different levels: One
level is belief revision. At this level, incorrect ideas
regarding certain scientific phenomena are reviewed based
on new information. A second level is the level of mental
model transformation. At this level, coherent but incorrect
mental models are reviewed after students experience a
holistic confrontation with correct models, that is, a
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situation where students are presented with a new model as
a whole. Finally, conceptual change can be achieved via
ontological shifts, that is, the assignment of certain phe-
nomena to new lateral categories (Chi 2008). This article
does not focus on conceptual change, but the three levels of
conceptual change proposed by Chi (2008) are an adequate
framework for understanding the initial process of mental
representation of scientific phenomena. People can learn
beliefs about the nature of phenomena, probably by verbal
representations; they can also create new categories to
which incorporate existent scientific descriptions by mod-
ifying categorical structures; or they can create mental
models of the configuration described by scientific theories.
Pedagogically, we are not trying to replace an incorrect
model with a new one, rather are trying to create an initial
model of a biological phenomenon.
Vosniadou (2002b) has proposed that scientific knowl-
edge should be described as a complex system that includes
several types of elements, including perceptual informa-
tion. In this context, both perceptual information and other
types of mental representations (e.g., verbal representa-
tions) are part of explanatory frameworks that learners use
to make sense of content. Children start the process of
learning by organizing perceptual experience into con-
ceptual structures. Learning of scientific concepts from this
point of view is a process of assimilation of new elements
(more sophisticated scientific theories) within existent
explanatory frameworks. Vosniadou’s position is interest-
ing for the goals of this study because it assigns a role to
perceptual elements and the perceptual mental representa-
tions derived from them, in the process of conceptual
change. From this point of view, having adequate previous
perceptual representations can favor the development of an
adequate scientific comprehension. For example, having an
external representation of the earth as a spherical object
and the corresponding mental model will make it easy for
students to integrate verbal information regarding the
‘‘roundness’’ of the earth (Vosniadou 2002b; Vosniadou
et al. 2005). Additionally, Vosniadou et al. (2005) consider
that having a mental model, a perceptual mental repre-
sentation preserving the structure of the natural world, is
fundamental for capturing the characteristics of the world
and producing inferences and generative questions.
In fact, research in conceptual change shows that
dynamic external representations, as video games and
simulations, can fulfill a facilitating role in the process of
conceptual change (Chi et al. 2012). Simulations can help to
make relationships visible in certain types of phenomena
(e.g., emergent) and improve the learning of scientific
phenomena when accompanied with adequate prompts
(e.g., highlighting the way the behavior of different levels of
a system is related, or specifying the characteristics of the
interaction among agents in each type of process). In this
study, viral reproduction is the phenomena of interest, and
we consider that the use of dynamic external representations
(i.e., within the game) can facilitate the learning of the
mental models required to achieve a comprehension of the
material, especially with regard to temporal components.
Viral Reproduction as an Excuse to Teach Genetics
Viral reproduction is a topic within the domain of cellular
biology that includes the process of virus infection, repli-
cation and the immune system and cell responses. This
domain was chosen because it is critically important for
understanding the foundations of life. Cellular biology,
particularly the interaction between cell and virus at the
molecular level, includes, for example, how genetic
material is replicated and how its information is translated
into proteins that, in turn, control the cell’s functioning.
Linking genetics to broader phenomena allows learners to
have an informed opinion on a variety of topics including
the ethics dilemmas of cell research, and the bases of
ongoing research regarding the origin and cure of multiple
diseases. As a matter of fact, teaching about genetics and
about virus and cell structures, interactions and effects is
part of the American Association for the Advancement of
Science Standards (AAAS 2013), the National Science
Education Standards (NRC 1996), and the National Stan-
dards of the Colombian National Education Ministry (MEN
2006).
However, current research shows that genetics is a dif-
ficult topic to learn (Chattopadhyay 2004; Mills-Shaw et al.
2007). Students have deep misconceptions in this area and
have problems in understanding the genetic basis of dis-
ease, the nature of genetic research, and the characteristics
of genes and genetic material (Wood-Robinson et al.
2000). Many students, for example, believe that lower
organisms do not have DNA (Mills-Shaw et al. 2007). The
difficulty in understanding genetics comes from several
factors: First, the phenomena are invisible and inaccessible.
Second, its understanding requires learners to coordinate
representations at several ontologically distinct levels.
These levels include the information level in which genetic
information is stored and the physical level that emerges
from that information (e.g., proteins, cells, tissues, and
organs) (Duncan and Reiser 2007). Mapping across these
levels is challenging because processes at the micro-level
do not have a one-to-one relationship with characteristics at
the macro-level. Multiple processes at the molecular level
mediate the expression of the genetic information and its
translation into observable characteristics. Failing to
understand these processes makes it impossible for students
to comprehend the relationship between genotype and
phenotype (Duncan et al. 2009; Lewis and Kattman 2004)
and leads them to believe that genes express traits directly
330 J Sci Educ Technol (2014) 23:324–343
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(Eklund et al. 2007). As a matter of fact, multiple
researchers have pointed out that not comprehending the
role of proteins is an important obstacle for a full under-
standing of genetics (Marbach-Ad 2001; Eklund et al.
2007). Any basic knowledge of genetics should include the
idea that information is encoded in the DNA, which can
replicate itself using the molecules available in the cell, and
that DNA can be translated into proteins via RNA. The
game used in this study directly addresses these processes
because the game mechanics requires players to direct a
virus through replication and to respond to the cell’s
reaction to that process.
The game also addresses other common mistakes held
by students regarding cell biology and genetics. Wood-
Robinson et al. (2000) have shown that students find it
difficult to understand the function of cell structures, the
function of DNA, and the replication process. In the same
vein, most students do not understand the role of RNA in
the process of gene expression (Boujemaa et al. 2010) and
require instruction aimed specifically at correcting mis-
conceptions regarding the relationship between genes,
DNA, and chromosomes (Friedrichsen et al. 2004). Stu-
dents also have incorrect conceptions of mutations and
their consequences. For example, students believe that
mutations consist of changes in the form of a gene (e.g.,
‘‘from circular to rectangular’’) and believe that there is a
direct, one-to-one effect from mutation to phenotype and
behavior (Schwandewedel et al. 2007).
Game-Like Interventions in Genetics Education
In the case of genetics, games help learners to connect
processes at the information and physical levels, which
constitute a necessary step for the full understanding of the
topic (Duncan and Reiser 2007). In fact, research shows
that using 2D and 3D models of proteins and genetic
material helps students to understand the process of gene
expression and to comprehend the process of transcription
and translation of genetic material (Eklund et al. 2007). At
a different level, research shows that curricular interven-
tions focused on modeling patterns of inheritance help
students to develop skills for argumentation and explana-
tion within the domain. Particularly, teaching students
about the models that represent the molecular mechanisms
involved in inheritance helps them to understand several
aspects of cell biology. For example, students who receive
instruction on the genetic model of inheritance were able to
connect models of inheritance (dominance, codominance)
with events at the molecular level (e.g., alleles coding for
proteins) (Stewart et al. 2005). In the case of this study, the
video game fosters better mental models of the genetic
process and allows students to see the invisible interactions
that produce observable consequences at the macro-level.
In this sense, the game is an excellent tool for representing
what is not visible and helping students build dynamic
models of invisible, underlying processes. The game
depicts not only temporal change, but also interaction
constraints that are included in any multidimensional,
dynamic mental model (e.g., goals and causation). These
constraints are represented in the game because players
have to attend to goals (e.g., reach a cell receptor/get to a
ribosome to copy genetic material) and to causation (e.g.,
sending RNA-m to a ribose will produce a copy of a spe-
cific protein). These constraints cannot be presented in
texts and graphs quite in the same way. Even if one
introduces the constraints via text, it is not possible to show
how they operate in specific temporal and spatial locations.
Additionally, it is not possible to show how a limited set of
constraints produces flexible behavior in the form of mul-
tiple possible outcomes. These representational advantages,
along with the well-known positive effects of video games
in engagement, agency, and identity (Gee 2005, 2008;
Squire and Durga 2009; Steinkuehler 2006), create favor-
able conditions for the learning of subject matter or in the
case of this study, the learning of cell biology and genetics.
Even in contexts where there is a compulsory curricu-
lum for science, many students do not seem to understand
how genetic information is transferred and are unable to
identify the structures that participate in this process (gene,
chromosome, cell). (Lewis and Wood-Robinson 2000).
The question then is how a better understanding of genetics
can be supported and what kind of interventions can be
used to achieve this goal. There are few examples of
evaluations of video games devoted to genetic content. The
Federation of American Scientist has developed a game
called Immune Attack that requires players to train ele-
ments of the immune system to respond to different types
of infections in virtual environment that depicts the actual
structure of body structures (e.g., limbic system). While
Immune Attack represents a very interesting design option,
no comprehensive evaluations of its educational effects are
available. This game also focuses on the cellular level,
particularly on the interaction between macrophages and
bacteria, but it does not represent the molecular process
involved in viral replication at the subcellular level (http://
www.few.vu.nl/*eliens/archive/science/p44-kelly.pdf).
Another game related with biology and genetics is ‘‘Fuz-
zies.’’ The goal of this video game is to breed fictional
organisms to produce an offspring with a given set of
characteristics. The game allows learners to observe the
process of meiosis and to see representations of traits in the
genotype and phenotype. No significant effects on enjoy-
ment, engagement, or learning were found (Gibson et al.
2010). Similarly, a game that required students to conduct
DNA fingerprinting to solve a crime produced no signifi-
cant effects on learning. In this case, however, significant
J Sci Educ Technol (2014) 23:324–343 331
123
effects on engagement were found (Annetta et al. 2009).
Finally, the integration of genetic concepts at different
levels (e.g., genotype–phenotype) has also been facilitated
by the use of a research simulation that required students to
map a mutation and to compare normal and mutated alleles
in order to identify the causes of deafness (Gelbart and
Yarden 2006).
The game used in this study corrects several flaws in the
design of these experiences to increase its educational
effectiveness. First, Virulent goes beyond the relationship
between genotype and phenotype. The basic reason for this
decision is that conceiving of genetics as a problem of trait
expression overlooks the molecular-level processes in
which information contained in the genetic material relates
to the actual observable traits. This deficiency might create
the wrong idea that genes express themselves directly,
making it difficult to understand, among other things, that
viruses can intervene in the signaling system of the cell,
blocking the expression of genetic information. We con-
sider that this level of description will help students to
understand the complexity of gene expression that is fun-
damental for a deep comprehension of genetics. Second,
the game brings expert knowledge to the table. Disciplinary
experts participated in the design of the game to assure the
accuracy of the model presented. This decision was made
because literature shows that once learners have acquired
an incorrect mental model of a phenomenon, changing it is
difficult (Vosniadou 2002a). Third, Virulent provides a
game-like experience. Players do not only simulate phe-
nomena by setting parameters in an application; they
actually have to conduct decision making related to the
interactions between virus and cell structures. The rationale
behind this decision was that there is a qualitative differ-
ence in how mental models are developed when one sets
parameters using a simulation and when one plays a video
game. In the case of simulation, the learners establish
parameters through the simulation interface and observe
the results in the behavior of the system. In a video game,
the learner is an active agent in each step of a goal-directed
process. For example, different learning outcomes should
be expected in a simulation that shows how different levels
of gas and oil affect car endurance and a game where the
actual parts of the engine interacting with the oil and gas
values are visible, and the player must decide, in each step
of the process, the correct allocation of gas and oil. In
cognitive terms, we think this second approach creates a
richer representation—a dynamic mental model—of the
process because learners encode the constraints of the
model. The game pushes players to learn the constraints of
the model (e.g., goals and causation) by encoding them in
the game mechanics. For example, gamers in Virulent learn
that sending an mRNA to a ribosome is a necessary step to
synthetize proteins, because he or she has to control that
action within the game. Learning the constraints of the
model is fundamental in understanding that the video game
is more than just a visual representation of the viral
reproduction process and that it can display a flexible
behavior that emerges from a few basic principles. This
study evaluates the different mental models that arise from
these design decisions, showing that students who interact
with a video game have a richer mental representation that
contains the dynamic characteristics of the model, partic-
ularly including temporal organization and an awareness of
model constraints.
Method
This study compared two learning conditions to which
participants were randomly assigned. The first condition
used text and diagrams to explain the process of viral
infection and replication, as well as the basic genetic
mechanisms behind this process (Text–Diagrams condi-
tion—TD). The second condition used text and game to
explain the same process (Text–Game condition—TG).
The text focused on the polio virus and presented the steps
through which the virus infects the cell and replicates itself.
The text was obtained from a reliable source in the topic
and was at an intermediate level. The topic was selected
because the polio virus is the type of virus depicted in the
game (positive strand RNA virus). The texts in the two
conditions were identical. The difference between the two
conditions was in the added-value of games for the
development of dynamic mental models, and its conse-
quences in propositional integration and learning from
texts.
Procedure
The study was conducted within a unit of a biology class
that covered 4 weeks of coursework. It was divided into
four weekly sessions. Prior to the study, informed consent
from parents was obtained. In the first session, students
received basic instructions regarding the study and the
materials. Additionally, they attended a talk about the
process of viral replication and about the cell structures
involved in it. This talk was designed to provide basic
knowledge regarding the topic and to assure a similar
starting point for both groups. In the first session, students
were not yet assigned to any condition. In the second
session, students were randomly assigned to the TD and
TG conditions. Students in the TD condition read a text
that described the polio virus replication. This text was
taken from a website devoted to spreading scientific
knowledge about the polio virus, and it included a
description of the steps through which the virus enters the
332 J Sci Educ Technol (2014) 23:324–343
123
cell and how it uses the cell structures to make copies of
itself. Additionally, students in this condition observed
several diagrams that depicted the different steps in the
process of viral replication and the virus and cell structures
involved in this process. The students were asked to study
texts and diagrams in pairs. They were instructed to talk to
each other when they had a doubt or comment. At the end
of the session, they were asked to draw a conceptual map
(Moon et al. 2011) of the viral replication process. During
the second session, students in the TG condition read the
same text and played Virulent in pairs taking turns in
controlling the game and reading the materials. They also
had access to a game manual that presented the game
instructions in Spanish. This manual was also available to
students in the TD condition. Information contained in both
condition was standardized, meaning that students in both
conditions had access to the same information (e.g., same
steps were presented in TD and TG). In the third session,
students in the TD condition built a representation of the
viral replication process in pairs using play dough. Students
in the TG condition continued playing Virulent. In the final
session, students in both conditions were asked to draw the
viral replication process while thinking-aloud. Protocols
were transcribed and coded. After that, students in both
groups played Virulent to give students in the TD condition
the opportunity to play the game.
Participants
Participants in this study included 86 students between the
ages of 9 and 11. Students were enrolled in primary school
(5th grade equivalent to 6th grade in the United States) in a
private institution in a large South American city. By their
geographical location in the city, they were identified as
middle class students and most of them had access to
computers and Internet at home. All participants were
Spanish speakers. According to national standards, students
in fifth grade should know the parts of the cell and their
functions. However, at the time of the intervention, stu-
dents had not yet started the cell unit, and the intervention
was designed to promote that learning. Participation in the
study was part of the standard instruction students received
in natural sciences at their school. Complete data were
obtained only for 82 students due to different logistic
factors (e.g., absenteeism).
Task and Coding
Students were asked to draw a graph describing the process
of virus infection and replication while thinking-aloud.
This task was chosen because the analysis of thinking-
aloud protocols has been shown to be an adequate tool for
study reasoning and problem solving (Ericsson and Simon
1993) in general and mental model formation in particular
(Clement 2008). The basic rationale behind the method was
that drawings and thinking-aloud protocols would make
evident the difference in the mental models being acquired
by the students in way that other methods that rely on
multiple choice answers could not capture. In fact, drawing
has been used to capture the effects of dynamic represen-
tations on learning because they are closer to both the form
of presentation (Lowe 2003) and the natural in the repre-
sentation of dynamic processes (Tversky 2005).
Data analysis protocols were coded to identify the
number of temporal organizers and genetic mechanisms
mentioned by students. Temporal organizers were coded
when the protocol included temporal adverbials or prepo-
sitions that evidenced the segmentation of the process in
steps and sub-steps (first, when, after). The use of temporal
organizers, phrases, and adverbs has been linked to the
presence of mental models that describe situations that
change in time (Carreiras et al. 1997; Garham 2001). The
number of temporal organizers was then calculated for
each protocol. Genetic mechanisms were defined as inter-
actions between at least two cell or virus structures that had
a function in the viral replication process or in the cell’s
functioning and defense. Coding temporal organizers was a
proxy to evaluate whether or not the students developed a
dynamic model of the viral replication process. Genetics
mechanisms allowed us to see how well students under-
stood interactions at the micro-level, the constraints of
those interactions, and their functions in the models pre-
sented in the intervention. In order to assess reliability, 36
protocols (46.75 %) were coded by a second independent
researcher. For temporal organizers, the second coder
marked all the candidate words and segments that could
belong to the category, including words that could be
confused with temporal organizers (e.g., ‘‘very fast,’’
‘‘quickly’’). Reliability was then calculated for that library
of codes by comparing the original coding with the coding
produced by the second researcher. For temporal organiz-
ers, inter-coder agreement was 94 % (kappa = .807). To
calculate reliability for genetic mechanisms, the library of
codes was obtained by identifying candidate segments
representing elements’ interaction. In that case, inter-coder
agreement was 92 % (kappa = .662).
Drawings were coded to assess the complexity of the
representation students obtained from the intervention.
First, drawings were classified by whether or not they
contained written explanations of the process (not required
in the task instruction and therefore produced spontane-
ously by students). Second, drawings were categorized by
the presence or absence of actions. Actions were defined as
an activity of an element (e.g., DNA) implying change in
time. Third, drawings were coded to capture whether or not
they described a process, defined as a sequence of
J Sci Educ Technol (2014) 23:324–343 333
123
concatenated actions. Fourth, drawings were coded to
identify whether or not they evidenced the understanding
of resources (e.g., energy) as constraints for the actions of
the elements in the process. Fifth, drawings were coded by
whether or not they presented narrative elements, a story-
like depiction of the viral replication process. Finally, the
number of levels depicted by students was counted for each
drawing. In some cases, for example, the drawings pre-
sented the image of an infected person and the image of the
cell level at which the virus was acting. This drawing was
coded as a two-level drawing. The possible levels were
population level, person level, cell level, and molecular
level. Additionally, drawings were coded to reflect whether
they presented an integrated view of the viral replication
process. This category was created to control the fact that
the game presented the viral replication process through
several sub-games (levels), and we needed to be sure that
students understood that levels were part of continuous
sequence. A second researcher coded all the drawings.
Inter-coder agreement ranged from 91 to 99 % (kappas
from .661 to .964).
Game Design: Virulent
The game was designed by a team of experts in several
fields including education, game design, and computer
science (Available at http://gameslearningsociety.org/
games.php). One of the goals of the design process was
to apply first-hand disciplinary knowledge to the design of
the game. For this reason, experts in molecular biology
were included very early in the design process. Several
cycles of design and evaluation were conducted in order to
make the game as accurate as possible with regard to the
process of viral replication. In these cycles, design experts
met and created prototypes that were evaluated by disci-
plinary experts. Then, modifications were conducted
according to the experts’ feedback. The game depicted a
positive strand RNA virus and did not delve into the dif-
ferences between different types of viruses. The general
idea was to capture the process of virus replication and the
cell responses to it. Disciplinary experts were incorporated
in the design process in order to present an accurate version
of the viral replication process. This decision was made
because it has been shown that the media frequently
present incomplete or wrong versions of genetics (Mills-
Shaw et al. 2007) and that learning of incorrect mental
models problematize the learning of new content by
interfering with the formation of new mental models
(Vosniadou 2002a).
The game design also attended to the characteristics of
games as learning tools. At the cognitive level, game
sequences were built in such a way that players had access
to task goals presented aurally. This feature made the game
design consistent with multimedia learning theories that
recommend use of dual processing channels (Clark and
Mayer 2009). Players had to perform well-defined tasks
within ill-defined tasks (Steinkuehler 2006). For example,
players had to find a receptor in the cell’s wall that matched
the receptor in the virus capsid. These well-defined tasks
were embedded within ill-defined tasks that required
players to direct the process of virus infection and repli-
cation through multiple possible paths. There was no right
answer for the virus replication. Players could, for exam-
ple, try to protect the genome by moving it around or by
placing proteins around it. The well-defined tasks provided
contingent feedback, while the ill-defined tasks provided
students with a space to integrate knowledge in a complex
problem-solving situation. The game was designed to make
the content regarding cell and virus structures situated and
relevant to task’s goals (Gee 2008). The game was struc-
tured so that a better knowledge of cell structures and
functions and of the virus replication process would allow
players to perform better. For example, understanding the
function of ribosomes helped players to quickly identify
where they should go once they enter the cell. The game
used all these characteristics to present a model of viral
replication that made explicit both spatial and temporal
relationships. This model also showed the relationship
between the different ontological levels of genetic repli-
cation (Duncan and Reiser 2007).
Virulent was conceived as a real-time strategy game in
which players have to direct a virus during the process of
viral replication. The game was initially organized in 10
levels, each of which representing a sequential challenge
associated with a part of the viral replication process. For
example, in the first three levels, the virus has to avoid the
b-cells and other body defenses before getting into the cell.
In the next level, the player has to find a receptor matching
the structure of its own external membrane in order to be
able to enter the cell. In the following levels, the virus
enters the cell and is decomposed into its basic parts (i.e.,
the genome and different types of proteins). In the fol-
lowing levels, the player has to conduct several interrelated
tasks that match the process that actually happen during
viral replication. For example, the player has to take the
virus components close to the mitochondria to get energy
to carry out other processes (Fig. 1). Once the player has
reached the mitochondria, he or she can create different
types of signals by clicking on the genome and selecting
one type of signal from a pop up menu. Each signal has a
specific function. When a particular signal is sent to the
ribosome, for example, the ribosome produces a specific
type of protein. Each protein, in turn, has a specific func-
tion within the viral replication process. Some proteins are
used to create a protective membrane on the genome, while
other proteins are used to block cell signals, interfere with
334 J Sci Educ Technol (2014) 23:324–343
123
cell defenses, or create changes in the genome that allow
players to create an exact copy of the spiral that represents
genetic information. Other proteins are sent to the Golgi
apparatus to create a membrane for the copies of the virus
that are being created. It is important to note that the player
has to control all these processes, from picking the signals
to directing the proteins and the genome to different cell
locations (e.g., nucleus, ribosomes, Golgi apparatus),
according to their functions. The description of this process
was as accurate as possible to the actual process of a
negative strand RNA virus. When a player clicks on an
element on the screen (e.g., a protein), the name and
function of the element is presented through audio. In this
sense, this game can be considered as a conceptually
integrated game (Clark et al. 2011) because disciplinary
content is integrated in the game mechanics. In order to be
successful in the game, the player has to control the viral
replication processes in the same way in which this process
happens during actual viral replication. That is, all actions
in the game match actual actions in the scientific phe-
nomena. The levels increase in complexity until players
achieve the goal of creating several copies of the virus.
The design of the game addressed different standards for
students in this age-group. The AAAS standards point out,
in Section 6, the Human Organism, that students in Grades
6 through 8 should understand that viruses cause illness by
interfering with the functioning of the organism (AAAS
2013). Additionally, in Section 5, the Living Environment,
the standards include for students in the same grades, the
comprehension of the role of genetic information in the
transmission of traits. In a similar fashion, the NRC’s
standards point out that students in Grades 5–8 should
know the basic characteristics of the cell and other
microorganisms (NRC 1996). They should know particu-
larly that cells produce and use materials to keep the
functions of the organism. Additionally, these standards
specify that students in this age-group should know that
each cell contains genes that store the hereditary infor-
mation, and that organisms respond to the environment at
many levels including the cellular level. The video game
used in this study covers many of these aspects. By con-
trolling the virus through replication and interaction with
the cell, players learn about the cell structures and the
processes involved in the cells metabolism and responses.
Additionally, they learn about the micro-level interactions
involved in the transmission and expression of genetic
information; for example, by controlling coding of proteins
in the ribosomes or the copy of the genome. Additionally,
the game prepares students to learn more complex infor-
mation about molecular process as suggested by the NRC
standards.
Results
This section compares the performance of the students in
the TD and the TG conditions. The results are organized
around the codes obtained from thinking-aloud protocols
Fig. 1 Snapshot of Virulent
J Sci Educ Technol (2014) 23:324–343 335
123
and from students’ drawings. In each section, examples
of students’ behavior and products are presented to
illustrate the effects of interacting with the Virulent.
These examples were chosen because they show how the
game created different patterns of representation of the
viral replication process when compared with traditional
learning tools.
Thinking-Aloud Protocols
Students in the TG condition produced more temporal
organizers when describing the process of viral replication
than students in the TD condition (Fig. 2). While students
in the TG condition mentioned 1.86 temporal organizers
per protocol, students in the TD condition mentioned 1.05
temporal organizers per protocol. This difference was
found significant using a Welch’s test, F(1, 58.137) =
4.296, p \ .05. This test was used because the Levene’s
test applied to the data showed significant unequal vari-
ances in both groups (p \ .05). The difference in the
number of temporal organizers indicates that, on average,
students in the TG condition developed a more dynamic
representation of the viral replication process than students
in the TD condition.
Results also show that there was a significant difference
in the number of genetic mechanisms mentioned by each
group. The TG condition verbalized 3.57 mechanisms per
protocol, while the TD condition verbalized just 1.45
mechanisms per protocol (Fig. 3). A Levene’s statistic
found that variances of both groups were unequal
(p \ .01), and therefore, a Welch’s test was used to assess
the statistical significance of the mean differences between
both groups. The Welch’s test showed that the differences
were significant, F(1, 47.879) = 11.05. A higher presence
of genetic mechanisms is evidence that students in the TG
condition had a stronger understanding of the genetics
involved in the viral replication process and that they
learned the constraints of a dynamic mental model of viral
replication through interaction with the game.
These differences indicate that using video games to
support learning has advantages in comparison with using
traditional pedagogical resources that rely on static repre-
sentations of content (e.g., text and diagrams). When
compared with students in the TD condition, students in the
TG condition conceived the process of viral replication as a
sequence of steps, which, in turn, indicates the presence of
dynamic models that encode the temporal relationships and
constraints involved in it. The following examples illustrate
how these differences are evidence of a superior under-
standing of the subject matter. In many cases, the presence
of temporal organizers and genetic mechanisms was
interwoven in students’ explanations (Table 1). That is,
having dynamic mental models, evidenced by the number
of temporal organizers, was associated with the presence of
disciplinary knowledge measured by the number of genetic
mechanisms. In the following example, it is possible to see
how temporal organizers (in gray) segment the sequence of
genetic mechanisms (represented by numbers). In this
example, a student in the TG condition represents a frag-
ment of the viral replication process using three genetic
mechanisms and divides it using seven temporal organiz-
ers. More importantly, the temporal organizers mark the
start of the interactions that define the genetic mechanism.
In this way, they give order to the sequence of events
involved in the viral replication process. This type of
explanation was produced by 25.3 % of the students in the
TD condition and by 65.4 % of the students in the TG
condition.
In certain cases, however, students acquired a dynamic
conception of the process (high presence of temporal
organizers), but they did not link those models to disci-
plinary knowledge (Table 2). In the following example,
from a student in the TG condition, it is possible to see how
the student learned a certain sequence of interactions but
was unable to relate those interactions to core disciplinary
knowledge. In this case, the student grasped some disci-
plinary knowledge: the need for energy in the process and
the fact that the cell uses certain elements to protect itself.
0
0.2
0.4
0.6
0.8
1
1.2
1.4
1.6
1.8
2
Text-Diagram Condition Text-Game Condition
Num
ber
of T
empo
ral O
rgan
izer
s
Fig. 2 Temporal organizers in protocols per condition
0
0.5
1
1.5
2
2.5
3
3.5
4
Text-Diagram Condition Text-Game Condition
Num
ber
of G
enet
ic M
echa
nism
s
Fig. 3 Genetic mechanisms in protocols per condition
336 J Sci Educ Technol (2014) 23:324–343
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However, the student did not connect most of the elements
in the model (e.g., blue little thing) with disciplinary rel-
evant elements (e.g., ribosomes). For that reason, in the
coding of this fragment, four temporal organizers were
identified, but no genetic mechanisms were included. This
type of explanation was produced by 19.5 % of the stu-
dents in the TD condition and by 5.7 % of the students in
the TG condition.
Students also produced protocols that depicted static
representations of the viral replication process. Table 3
shows the case of a student in the TD condition that pro-
duced an explanation of the viral replication process that
focused on the parts of the cell, but that did not include any
representations of temporal change. The sequence pre-
sented is divided by the student actions, but not by the
sequence of the process itself. In other words, the student
acquired disciplinary knowledge during the study, but this
knowledge was not organized temporally. This type of
protocol was produced by 35.7 % of the students in the TD
condition and by 14.4 % of the students in the TG condi-
tion. Students also produced protocols that did not contain
either dynamic representations or disciplinary knowledge.
No examples of this type are presented. This type of pro-
tocol was produced by 19.5 % students in the TD condition
and by 14.5 % of the students in the TG condition.
Despite the variability in the answers, these results show
overall that students in the TG condition learned more
about the dynamic nature of the viral replication process
and about its genetic mechanisms than students in the TD
condition. In fact, students presenting dynamic models
tended to present more disciplinary content than static
representations in both conditions. Figure 4 shows how the
presence of organizers correlates with the mention of
genetic mechanisms for both groups. The correlation was
.56 (p \ .01) for the TD condition and .37 (p \ .05) for the
TG condition. For the intervention in this study, research-
ers were instructed not to prompt specific names related to
genetics. According to the design of the study, naming
specific elements (e.g., ribosome) and genetic mechanisms
should arise from the interactions between students and
from their independent exploration of the material. In a
standard instructional situation, the teacher has more room
to connect content with the dynamic model presented in the
game, and thus, it is reasonable to expect a higher corre-
lation between temporal organizers and genetic
mechanisms.
Drawings
Codes obtained from drawings were analyzed and signifi-
cant differences were evaluated using chi-square tests.
Results show significant differences in the number of levels
included in the drawing v2 (3, N = 82) = 11.08, p \ .05.
Students in the TG condition had a higher frequency for
two- and three-level drawings, while students in the TD
condition had a higher frequency for one-level drawings. A
higher score in the number of levels implies that students
move and coordinate different grain sizes in the description
of the viral replication process. They go normally from the
subcellular level to the cellular level, although, in some
cases, they go to the person or population levels. Addi-
tionally, a significant difference was found in the presence
of narrative-like elements, v2 (1, N = 82) = 14.64,
p \ .01, favoring students in the TG condition. Significant
differences favoring students in this same group were also
found for actions, v2 (1, N = 83) = 4.44, p \ .05, pro-
cesses, v2 (1, N = 83) = 4.43, p \ .05, spontaneous
explanations, v2 (1, N = 83) = 3.84, p = .05, and
resources, v2 (1, N = 83) = 4.305, p \ .05. All drawings
but two were coded as integrated. Students used different
resources to give coherence-like arrows, written explana-
tions, and comic-like narrative structures. This result is
important because both the presence of arrows and the use
of comic-like structures have been identified as graphical
Table 1 Dynamic mental model grounded in disciplinary knowledge
1. Well, first the ARN comes in a nucleocapsid, that is made of proteins, and it goes through the cell… the cell’s wall, and then it gets in and
starts to transport itself, and it keeps transporting itself
2. And then it breaks the nucleocapsid and the ARN gets free, and at that moment, it starts replicating itself and… it is like it cannot
replicate…3. Then, it starts to replicate and to create a new nucleocapsid and the RNA is made, and it starts to expand
Table 2 Dynamic mental model without disciplinary knowledge
Then, that energy makes possible for it to produce this, and it takes it to the blue little thing with a little hole, and from that point on a little
triangle goes out, then that little triangles comes back and turns the little thing where it was produced, and it covers it with a layer that
protects it from some spiny little things that are the protection of… I don’t remember what was the name… the protection of the cell. Those
go faster than it and kill it
J Sci Educ Technol (2014) 23:324–343 337
123
markers to indicate functional descriptions of temporal
change and other dynamic configurations (Tversky 2005).
These results support the idea that playing Virulent
creates a different type of representation when compared
with traditional class activities based on static representa-
tions and text. Students who interacted with the game drew
representations that encoded actions of elements and
sequences of events. Additionally, in many cases, they
included spontaneous explanations, which can be inter-
preted as an indicator of high motivation. In many cases,
students also created narrative-like descriptions of the
process that encoded both the perceptual elements of the
model and the narrative elements emerging from the game
story.
In Fig. 5, we can see a typical drawing of a student in
the TG condition. The student used arrows to segment the
steps of the process and lines to point functions and
constraints of the system. Interestingly, the student was
able to summarize the main elements of the process,
including the main steps (e.g., entrance, RNA replication,
defense), by connecting elements, actions, and functions.
For example, the student points out that the virus frees the
RNA in order to reproduce itself and that certain elements
(e.g., slicer, proteasome) defend the cell from virus
actions. This example was chosen because the student
presents the complete process and uses arrows to sequence
the different steps. However, this example does not show
the level of detail that some drawings had when they
focused on specific sub-steps of the sequence. Other
examples in this category depicted more specific interac-
tions within the process and showed, in very fine grain
size, their details. Some students, for instance, focused on
the interaction between the virus’ genetic material and the
cell structures the virus uses to reproduce itself (e.g.,
ribosome and mitochondria). Other students focused on
the interactions that happen outside of the cell (e.g.,
avoiding B-cells) and on the interactions that constrained
the virus entrance into the cell (e.g., finding a matching
cell receptor).
In Fig. 6, it is possible to see how some students built a
multilevel explanation of the viral replication process. The
student connects the persona being infected with the pro-
cess at a cellular level and subcellular (molecular) level.
This pattern was very common among students in the TG
condition. A multilevel representation is important because
it means that students can coordinate different levels of
explanation regarding genetics (Duncan and Reiser 2007).
One reason for this effect is the structure of the game.
Virulent players go through a series of levels whose point
of view moves from depicting the transition of a virus from
one cell to another, to describing the interactions between
the virus and the cell’s internal structures at the molecular
level. This transition from different grain sizes might help
students to think about genetic phenomena as a multilevel
process.
In Fig. 6, it is also possible to see how this student
elaborated a comic-like story explaining the viral replica-
tion process. Several students in the TG condition produced
this type of narrative account, despite the fact that the game
itself did not present a comic-like storyboard. Although the
game itself was not particularly explicit in its narrative (it
very briefly presents text at the start of each level), students
grasped the narrative nature of video games and trans-
formed the strategic nature of the game into a temporally
organized narrative of the process. This narrative con-
struction was only possible because the game was able to
convey the temporal nature of the process under
consideration.
When compared with drawings of successful students in
the TD condition, these examples highlight the advantages
of video games as educational tools. In the TD condition,
many students presented drawings with no dynamic ele-
ments, even in cases when they learned disciplinary con-
tent. Figure 7 shows how the viral replication process is
represented as a static set of elements without any speci-
fication of temporal change, or genetic interactions. Several
Table 3 Static mental models grounded in disciplinary knowledge
I’m thinking, I’m doing the cell, ehh… here I’m doing the nucleus, the virus, eh, and now I’m going to do the… where it is going to enter,
where it is going in, an then, I’m going to make the other parts of the cell, and bip mmm and then I will draw other more parts and that’s it
Fig. 4 Scatterplot relating organizers and mechanisms
338 J Sci Educ Technol (2014) 23:324–343
123
elements are mentioned, but there is no reference to change
in time nor to constraints in the interaction among virus and
cell structures. Summarizing, students in the TG condition
presented more complete drawings than students in the TG
condition as evidenced by introduction of time-related
elements (e.g., processes, narrative structures, actions).
Fig. 5 Arrow-based representation of the viral replication process by student in the TG condition
Fig. 6 Drawing displaying both multilevel and narrative structure
J Sci Educ Technol (2014) 23:324–343 339
123
Conclusions
The results of this study show that video games promote
the creation of mental models of scientific phenomena that
are different than models produced by traditional educa-
tional resources (e.g., text and graphs). Games favor the
formation of dynamic mental models of scientific phe-
nomena, as shown by the differences in thinking-aloud
protocols and drawings between students in the TD and the
TG conditions. Students interacting with Virulent learned
the dynamic nature of viral replication and their change in
time; they also learned the constraints (e.g., genetics
mechanisms) from which flexible behavior arises. These
two elements, temporal change, and causal constraints are
core elements in the definition of dynamic mental models
(Johnson-Laird 1983).
In addition, the results show the emergence of comic-
like narratives from the interaction with Virulent. This
result is interesting because it indicates that dynamic
phenomena and the dynamic mental models that represent
them can be communicated through narrative-like expla-
nations. For education, this implies that the complexity of
micro-level interactions can be translated into narratives
for better understanding. It suggests also that in certain
domains, such as history or journalism, it is possible that
the existence of narrative expertise consists of the skill to
translate the behavior of dynamic systems into narratives
that interweave multiple factors. For the case of this study,
students took elements from culturally relevant story
boards and combined them with the experience of playing
an RTS game to produce narrative accounts of the process.
Video games particularly (but not exclusively RTS games)
may create emergent narratives that help learners to
develop the skill to organize temporarily the complexity of
dynamic processes.
Implications for Public Policy and Educational Practice
This article has several implications in public policy and
educational practice. In general, results show that video
games have effects that are perceptual and visual in nature.
These effects, however, are hardly detectable with exclu-
sively verbal assessments, let alone with multiple choice
tests. Fine grained cognitive changes are only detectable
through alternative methods, in the case of this article,
drawings and verbal protocols. In this sense, public policy
and class assessment should include a variety of methods
ranging from traditional standardized test to student prod-
ucts. Additionally, this article exemplifies an instructional
intervention that lasts for at least 4 weeks. So, there is no
guarantee that similar results can be obtained in shorter
periods of time. In this sense, educational policy needs to
be informed by research that reviews similar time spans. It
is not clear that experiments that last 20 min can have
similar effects to those that last 2 weeks. In the same line,
results as those obtained in this research imply the use of
multiple methods and tools within the classroom. In the
game condition, both computer and texts were used, as well
as collaborative work.
The results of this study seem to support the integrated
use of games within hybrid learning environments. Con-
sider, for example, that some students did acquire dynamic
mental models, but they did not introduce disciplinary
content. This result is a consequence of restrictions placed
Fig. 7 Drawing of a successful
student in the TD condition
340 J Sci Educ Technol (2014) 23:324–343
123
on researchers to increase experimental control. However,
in actual instructional situations, and in less controlled
design experiments, instructors and other educational
actors should be encouraged to increase the coordination
between the video game and disciplinary content. In the
same line, it is important to note that Virulent was pre-
sented side by side with other instructional material (e.g.,
Virulent manual, texts). The findings exist because of the
interaction between the game and other instructional
materials. The video game by itself would not produce
these effects. In this sense, the results of this study support
the idea that video games produce better effects when
embedded in adequate instructional situations that respond
to an underlying curriculum (Gaydos and Squire 2012).
Educational games are not magic wands that can save
education without other systemic and pedagogical changes.
Acknowledgments This research was supported partially by grants
from DIB-UNAL to Javier Corredor (Grant: Hermes-14780).
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