2013
DOI: 10.1007/s10956-013-9483-3
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Experience and Explanation: Using Videogames to Prepare Students for Formal Instruction in Statistics

Abstract: Well-designed digital games can deliver powerful experiences that are difficult to provide through traditional instruction, while traditional instruction can deliver formal explanations that are not a natural fit for gameplay. Combined, they can accomplish more than either can alone. An experiment tested this claim using the topic of statistics, where people's everyday experiences often conflict with normative statistical theories and a videogame might provide an alternate set of experiences for students to dr… Show more

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Cited by 38 publications
(11 citation statements)
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“…The consensus within the games-for-learning community is that a well-designed game, properly tailored to meet instructional objectives, can serve as a viable learning environment. The native affordances of games, specifically digital games, are conducive to creating an environment where learning can take place (for instance, Arena & Schwartz, 2013;Cheng, She, & Annetta, 2015;Gee, 2003;Girard, Ecalle, & Magnan, 2013;Shaffer, 2006;Tobias & Fletcher, 2011;Van Eck, 2006;Zhang, 2015).…”
Section: Digital Games and Mathematicsmentioning
confidence: 99%
See 1 more Smart Citation
“…The consensus within the games-for-learning community is that a well-designed game, properly tailored to meet instructional objectives, can serve as a viable learning environment. The native affordances of games, specifically digital games, are conducive to creating an environment where learning can take place (for instance, Arena & Schwartz, 2013;Cheng, She, & Annetta, 2015;Gee, 2003;Girard, Ecalle, & Magnan, 2013;Shaffer, 2006;Tobias & Fletcher, 2011;Van Eck, 2006;Zhang, 2015).…”
Section: Digital Games and Mathematicsmentioning
confidence: 99%
“…In recent years, digital games have been increasingly leveraged as a tool for learning (Arena & Schwartz, ; Clark, Nelson, Sengupta, & D'Angelo, ; Gee, ; Gunter, Kenny, & Vick, ; Hong, Cheng, Hwang, Lee, & Chang, ; ter Vrugte et al., ). The most compelling impetus for the use of digital games as a learning technology is the high levels of engagement and motivation reported in the literature (Shaffer, ; Tobias & Fletcher, ; Van Eck, ).…”
mentioning
confidence: 99%
“…This alternative approach allows video games to do what they do best, which is to provide compelling experiences that invite players to engage deeply with complex simulations and to solve problems that they care about; and it allows formal instruction to do what it does best, which is to provide formal knowledge structures that explain complex phenomena with elegance and rigor (e.g., Arena & Schwartz, 2014;Coller & Scott, 2009). One way to describe this approach is that the game is providing relevant prior knowledge for subsequent formal instruction that takes place outside the game.…”
Section: A Topic For Educational Researchmentioning
confidence: 99%
“…For example, games are engaging (Dickey, 2005) and motivating (Prensky, 2003). They also provide a lot of experiences (Arena and Schwartz, 2013) and an excellent feedback on performances (Shute, 2011). Finally, games support very well the learner centred education (Gee, 2005).…”
Section: Introductionmentioning
confidence: 99%