The structure of the article is different than the regular structure of a scientific paper. There is an abstract, but the abstract does not contain a clear hypothesis. It seems that the authors are attempting to describe their product. The paper continues into an introduction which begins with some pretty drastic claims, video games are the only way that educators can adequately engage the video game generation(p. 86), (c)hildren today have fewer means for expressing agency, and even fewer opportunities for engaging in play, then they have had in the past. (p.86) The introduction continues (p86-91) on to a promotion of the game Quest Altantis (QA). On p. 91 the methods section begins, or at least that is what the titles says, but they fail to describe their methods in any detail. They do not describe the results of their study, or what data they used to create the game. Pages 93-91 seem like an instruction manual for operating the game Pages 102-104 is the discussion. Overall, the paper did not follow the standard format for a scientific paper (abstract, introduction, methods, data and conclusion), and it did not follow the scientific method: recognition and definition of a problem; formulation of a hypothesis; collection of data; analysis of data and statement of conclusions regarding the confirmation and disconfirmation of the hypothesis (Gay, Mills, & Airasian, 2012, p. 5) What is the Authors intent? Who is the audience? The authors seem to be the developers of the game. They state that their goal was to, develop a technology-rich game without guns that teaches and informs(p. 87). Their intention is to describe their game and the process involved in making it. Most of the paper is a promotion of their game. They do a lot of explaining about the game, but never really describe the data that they supposedly used. The audience would be anyone interested in using or buying the game, not professionals in the field. What Authority do the Authors have to make their claim?
The authors claim that they have developed a technology-rich game
without guns that teaches and informs (p.87) and that students who used QA demonstrated statistically significant learning over time in the areas of science, social studies, and a sense of academic efficacy (p.87), but they do not explain what that means. Is it statistically significant improved learning? What were the parameters? I looked up the study that claimed success and that it was authored by 2 of the same people who wrote this paper. This suggests a high level of bias. Their other claim for success is that 48 teachers (4 dozen) around the world have used their program. This does not seem like a significantly large enough number to make such a claim. The only authority for this article that I can see is that it was published in a scholarly journal. The journal seems legitimate from a quick Internet search of scientific journal rankings. How would you characterize (label or describe) the article? Why? (What criteria did you use? This paper is an advertisement and description of a video game, disguised as a legitimate peer reviewed paper. They try to give it legitimacy by mentioning an ethnographic study conducted over 18 months, (a)s we talked with children, parents, and others in our community, our interest expanded (p.87), but, they do not describe the ethnographic studys methods or results. Would you use this article in a review of research literature? Why? I would not use this article in a review of research literature for several reasons: 1) The authors did not state a clear hypothesis at the beginning of their paper. 2) They do not seem to use any concrete data. 3) The article is wordy and unstructured. 4) The authors make many unfounded claims eg: play, challenge, curiosity, and control are absent from text books and school-based activities (p. 102).
5) There is a high level of bias because they seem to be selling their
product, and many of the sources they base their claims on originate from their own previous papers. References Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86-107. doi:10.1007/BF02504859 Gay, L.R., Mills, G.E., & Airasian, P.W. (2012). Educational research: competencies for analysis and application (10th ed.). Upper Saddle River, NJ: Merrill Prentice Hall.