PsycEXTRA Dataset 2008
DOI: 10.1037/e499262008-001
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Informal Scientific Reasoning in Online Game Forums

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Cited by 5 publications
(7 citation statements)
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“…Furthermore, the complexity of many games means that they have the potential to promote complex problem‐solving strategies. In a study of postings on in‐game MMO bulletin boards, 86% of posts focused on the development of understanding through social knowledge construction, including collaboratively solving problems, argumentation using evidence, and the presentation of counter‐arguments (Steinkuehler & Duncan, 2008). In addition, many posts included detailed scientific and mathematical models to explain game features.…”
Section: Game Contextmentioning
confidence: 99%
“…Furthermore, the complexity of many games means that they have the potential to promote complex problem‐solving strategies. In a study of postings on in‐game MMO bulletin boards, 86% of posts focused on the development of understanding through social knowledge construction, including collaboratively solving problems, argumentation using evidence, and the presentation of counter‐arguments (Steinkuehler & Duncan, 2008). In addition, many posts included detailed scientific and mathematical models to explain game features.…”
Section: Game Contextmentioning
confidence: 99%
“…Following the lead of other games‐based educational programs (Squire et al , in press) and known characteristics of game‐related indigenous online communities (Jenkins, 2006; Steinkuehler and Duncan, 2009), our design encourages distributed expertise and collective intelligence (Levy, 1999) in place of standardization and peer‐to‐peer learning in the form of modeling and networked apprenticeship. We use the capacity of the in‐game “guild” functions to structure our program so that the majority of the regular, weekly contact time is within the virtual world and on a private online guild forum, scheduling monthly face‐to‐face meetings (pizza parties) for more structured intentional learning activities, data collection, and assessments.…”
Section: Incubating a Games‐based Literacy Communitymentioning
confidence: 99%
“…Confirmation bias can be tempered in groups through the simple expedient of dissent (Schulz‐Hardt et al , 2002; Schulz‐Hardt and Moscovici, 2000). If the group is open to opposing opinions, the dissent of a single member of a group can cause the group to re‐evaluate their decision through discussion and scientific reasoning (Steinkuehler and Duncan, 2009) and decide whether or not the decision they are making is sensible or if they are just deciding based on the previous disposition of the group. The ability to judge information as reliable, to determine what resources are needed for a problem, and where to find required information are traditional information literacy skills that have been expanded and updated to capture and promote information literacy practices in new media spaces.…”
Section: Information Use In Online Affinity Spacesmentioning
confidence: 99%
“…New media offers many educational opportunities and already serves an interest‐driven educational function in leisure and interest settings. Research has shown that online affinity spaces elicit many highly desirable skills and literacies such as, collaborative problem solving (Steinkuehler, 2005; Sefton‐Green, 2004), literacy (Lowood, 2006; Steinkuehler, 2006, 2007, 2008; Steinkuehler et al , 2009; Black and Steinkuehler, 2009), informal science reasoning (Steinkuehler and Chmiel, 2006; Steinkuehler and Duncan, 2009), mathematics (Steinkuehler and Williams, 2009), reading and writing (Black, 2007a, b, 2008), and information literacy (Martin and Steinkuehler, 2010).…”
Section: Concluding Commentsmentioning
confidence: 99%