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DOI 10.1007/s10956-015-9587-z
Abstract Within the last 10 years, new tools for assisting Keywords Computational models Serious educational
in the teaching and learning of academic skills and content games Online simulations Cognition
within the context of science have arisen. These new tools
include multiple types of computer software and hardware
to include (video) games. The purpose of this study was to Introduction
examine and compare the effect of computer learning
games in the form of three-dimensional serious educational Within the last 10 years, new tools for assisting in the
games, two-dimensional online laboratories, and traditional teaching and learning of academic skills and content within
lecture-based instruction in the context of student content the context of science have arisen. These new tools include
learning in science. In particular, this study examines the multiple types of computer software and hardware to
impact of dimensionality, or the ability to move along the include simulations and (video) games (Eliceiri et al.
X-, Y-, and Z-axis in the games. Study subjects (N = 551) 2012). Games as effective learning tools have been
were randomly selected using a stratified sampling tech- extensively explored, but little is understood about why
nique. Independent strata subsamples were developed games are successful (Wu et al. 2012). Other questions
based upon the conditions of serious educational games, about the use of games and simulations in education have
online laboratories, and lecture. The study also computa- arisen. Specifically, questions such as what role do video
tionally models a potential mechanism of action and games play in the development of socioemotional skills
compares two- and three-dimensional learning environ- such as twenty-first century skills, what specific charac-
ments. F test results suggest a significant difference for the teristics of games are important for leaning, and what is the
main effect of condition across the factor of content gain role of video games such as serious educational games play
score with large effect. Overall, comparisons using com- in the development of content knowledge in science? These
putational models suggest that three-dimensional serious and other questions have only recently become the subject
educational games increase the level of success in learning of experimental research in psychology and science edu-
as measured with content examinations through greater cation (Turner 2014).
recruitment and attributional retraining of cognitive sys- Current research by Lamb 2014 and others has begun to
tems. The study supports assertions in the literature that the explore the advantages that game play not only has con-
use of games in higher dimensions (i.e., three-dimensional ferred on student learning, but also has started to explore
versus two-dimensional) helps to increase student under- the mechanism of action establishing how educational
standing of science concepts. games produces these differences through computational
modeling techniques. Annetta et al. (2006) suggested that
students would spend as many if not more hours engaging
& Richard L. Lamb in video games rather than formal face-to-face instruction
richard.lamb@wsu.edu
as the use of computer systems increases in educational
1
Department of Teaching and Learning, Washington State environments. If used as a tool for inquiry-based teaching
University, 321 Cleveland Hall, Pullman, WA 99164, USA and learning, then video games such as serious educational
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2 J Sci Educ Technol (2016) 25:1–15
games (SEGs) (Annetta 2008, 2010) support learner-cen- advances in technology, relatively few studies directly
tered models and problem-based learning practices. SEGs compare modes of instruction or characteristics such as the
and related tools also support assessment in three-dimen- dimensionality of the computer game learning
sional virtual environments contextualized in science environments.
(Rutten et al. 2012). For example, within the SEG students
can play the role of a scientist and complete a polymerase
chain reaction or explore the magma chamber of a volcano. Literature Review
In addition to inclusion in the classroom for teaching
purposes, video games allow educators to move away from Modern educational software (such as interactive, multi-
traditional forms of assessment and teaching of content to media Web sites, and immersive first-person games) allows
more interactive modes making use of open-ended game students to receive and process greater amounts of infor-
play (Lamb et al. 2015c). The movement away from pure mation than they do through lecture and written forms due
lecture and paper-and-pencil testing as means to involve to processes such as cognitive offloading and reductions in
students within the science education process is a driving cognitive load (Young et al. 2014; Connolly and Stansfield
force for the selection of educational modes of instruction 2007). While the literature does provide some evidence of
to include the use of video games in which three-dimen- these processes occurring, these processes alone do not
sional representations are used (Dalgarno and Lee 2010). fully account for differences in outcomes between two-
To clarify, the use of three-dimensional environments dimensional simulations and three-dimensional learning
within this study occurs in the context of a video game. The games on measures of science content knowledge (Hegarty
three-dimensional description applies to virtual game et al. 2006). The literature has also shown that students
environments in which the player can manipulate the game who engage in the use of multimedia Web sites and
character, objects, and other aspects of the game in the X-, immersive games during instruction show larger gain
Y-, and Z-axis of the Cartesian coordinate system. This is scores on content knowledge assessments. In addition,
opposed to the two-dimensional games in which the char- students who take part in immersive games and simulations
acters, objects, and other aspects of the video game are report more positive attitudes regarding science versus
manipulated only in the X- and Y-axis. Very little research student who do not (Hwang et al. 2012). Students also
has addressed the role of dimensionality related to learning show increased attentiveness and engagement in the edu-
or testing outcomes. cational process (Gilbert et al. 2003; Hannafin et al. 2008;
Limited time and resources within school systems cre- Annetta 2008; Annetta et al. 2011; Muller 2008). As
ates difficulty for teachers making use of multiple modes of model-based teaching creates an emphasis on many dif-
instruction such as laboratories and other hands on work. ferent skill types, there are frequent attempts to reach
Hands on laboratories are time consuming, resource students with Web sites and immersive games designed to
intensive, expensive, and potentially unsafe (Annetta et al. aid instruction (Najafi et al. 2007; Waight et al. 2014).
2014). Other modes of instruction such as lecture are often
not student centered (Baeten et al. 2013). Other concerns SEGs Versus Online Laboratories
about classroom instruction arise when considering how to
provide real-life or ‘‘authentic’’ applications of learning. One potential way to improve our understanding about the
The lack of real-life application can create a disconnection role of video games in education is with the use of serious
from reality related to the cognitive processing of the educational games (SEG). SEG computer games and their
concept, and thus, students may be unable to apply con- closely related brethren, virtual laboratory simulations are
cepts in the real world (Moran et al. 2014). For the prac- of immediate interest to the science education community.
titioner, there is little time to assess all of the different SEGs are games designed for educational purposes with
technological learning modes and teachers are often del- specific pedagogical approaches included a priori as
uged with multiple messages about the benefits and opposed to post hoc as in serious games. The inclusion of
drawbacks related to these technologies (Davies et al. pedagogical approaches specifically differentiates SEGs
2014). In addition, recent technological advances within from other forms of computer-based learning and gaming.
educational games allow for more interactive learning, The use of two-dimensional online laboratories and three-
three-dimensional environments, and truer to life experi- dimensional serious educational games took hold during
ences that are radically different from interactive learning the early part of the new millennium (2005) (Lamb 2013;
experiences as recent as 5 years ago (Monahan et al. 2006). Annetta 2008). These two modes of instruction provide
Two particularly interesting modes of technology-mediated similar stimuli and prompts to the casual observer. Each
learning are those of two-dimensional online laboratories mode provides onscreen instructions and directive path-
(OLS) and three-dimensional SEGs. With the current ways providing visual and auditory prompting and
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J Sci Educ Technol (2016) 25:1–15 3
activation of additional cognitive attributes for the partic- context that stimulates multiple cycles of assimilation and
ipants (Kalyuga 2012). Three-dimensional SEGs promote accommodation (Annetta 2008, 2010). The stimulation of
this prompting to a greater degree. Three-dimensional these cycles of assimilation and accommodation arises
immersion in the content of the SEG means that players from the increase complexity associated with immersive
have a heightened sense of presence as the students engage games making use of three-dimensional environments.
with the content. Online laboratories and SEGs also pro- Complexity associated within SEGs develops out of the
vide scaffolding and initial training (Coller and Scott stimulation of both audio sensory and visual sensory, and
2009). SEG often provide more scaffolding than online memory systems within the brain activating additional
laboratories as the SEGs tend to be longer and require the cognitive attributes (Nikolaidis et al. 2014). One necessary
use of greater cognitive processing due to their complexity. trait for positive learning outcomes when playing games is
Online laboratories tend to place the participant into the the need for realistic contextualization of the interactions.
role of a participant early on, and very quickly, the central One way to increase the realism of interactions is with
primary task is emphasized due the short duration of the three-dimensional environments. Rosser et al. (2007) sug-
activity experience. SEGs by contrast place the individual gest that three-dimensional games increase eye–hand
as a peripheral participant early on and through training, coordination, neuropsychological connections, reaction
character development, and scaffolding move the player time, spatial visualization, visual attention, and mental
toward the role of central participant (Green and McNeese rotation while playing (Rosser et al. 2007). In turn, these
2011). Online laboratories are often environmentally static particular cognitive attributes are tightly linked to learning
unlike SEGs, and this may account for the different in science (Lamb et al. 2015b).
learning outcomes when researchers directly compare these Three-dimensional games such as SEGs and two-di-
modes. mensional simulations such as online laboratories—
Environmentally static simulations such as online lab- through to a lesser degree—also encourage participants to
oratories have prescribed input–output systems with little practice information management, critical evaluation, and
to no opportunity to deviate from the specific tasks under comparison skills as these games and simulations often
exploration. The input–output nature of online laboratory contain large amounts of text and information designed to
simulation does not allow for exploration and learning direct the player. The text and direction are often not linear,
through failure (Jamone et al. 2012). SEGs by their very nor do the directions provide an established path through
nature allow for open world play, multiple pathway the game. Information management often leads to the
development, and the potential for soft failure in addition development of media fluency, as the participants are
to increased cognitive processing due to the three-dimen- required to integrate textual, graphical, and physical
sional aspects of the game (Vallett 2013). information from the environment within the game.
Immersive games require the use of critical thinking,
Game Playing to Learn problem-solving, collection of data, and evaluation of the
relative importance of the data within the simulation or
There is general acceptance in psychology and education game (Shute 2011). The open-ended aspects of the game
that play is a critical and beneficial means for children to enable participants to uncover and develop the player’s
learn (Gray 2011). Game play acts as an extension of narrative through self-directed exploratory behavior.
general play providing children with targeted learning
through specific pedagogical approaches (Howard 2014).
While play contributes to skill building through repeated Three-Dimensional Serious Educational Games
practice, there is a second aspect of associated with game
play, constructivism, occurring through exploration while All people work, learn, and develop in a three-dimensional
playing (Matzen et al. 2013). During this exploration, the world. Regardless of how well people move, orientate, and
player is confronted with tasks that are often just beyond negotiate through three-dimensional space, they require the
the child’s knowledge and/or skill level, moving beyond cognitive structures to complete these tasks (Best and
the child’s skill level requires the recruitment and training Butler 2014). Specifically, people make use of cognitive
of additional cognitive attributes for processing purposes structures associated with mental rotation and spatial
(Lamb et al. 2014a; Greiff et al. 2013). Increased pro- visualization. Until recently, the majority of psychophysi-
cessing requirements create proportionate changes in cog- ological research about the role of three-dimensional
nition related to the challenges being met in the game. This games in learning has not been extensively explored.
development is particularly true in the case of SEGs where However, there is some evidence about the key role of
players negotiate rules, discover boundaries, develop cre- spatial visualization and mental rotation in science content
ative strategies, and provide the basis for an instructional learning. This is because science fields are among the most
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visually intensive fields along with mathematics and starting at approximately 4 years of age (and as young as 3)
engineering (Harris et al. 2013; Cox 1928). use mental rotation to solve tasks in their environments.
Spatial visualization and mental rotation as cognitive One should note that mental rotation is a component of
constructs have their origins in the study of engineering spatial ability and relates to spatial visualization through it
and are of immediate importance in science education is not interchangeable with spatial visualization.
(Lamb et al. 2015b). The visual intensity of science arises
from representations, diagrams, and models developed to Two-Dimensional Online Laboratory Simulations
describe natural phenomena. The use of representations,
diagrams, and models has increased as educators and stu- Simulations are a broad subclass of educational technology
dents make greater use of computers to represent concepts that uses situations with many simultaneously interacting
due to explicit requirements in the Next Generation Sci- components (Hulme et al. 2009). The goal for all partici-
ence Standards. Correlational and more recently predictive pants is to take on a particular aspect within the simulation
studies have solidly demonstrated the relationship between and solve problems ultimately resolving the situations
science achievement, spatial visualization, and mental (Tomasello 2014). The multiple aspects of the simulation
rotation (Kaplan 2013). This is the primary reason for the allow the student to make limited choices allowing the
inclusion of spatial visualization and mental rotation in simulation to evolve to a degree. There are some key
models of student science achievement. Specifically, Lamb characteristics such as representation of complex real-
et al. (2015b) suggest that increases in achievement may world processes, defined roles for each user constraining
result from undergoing cognitive reformulation and the number of possible outcomes, and the ability to expe-
restructuring using the spatial domain systems in the brain, rience feedback allowing for course and strategy correction
specifically the cognitive attributes responsible for mental (Jonassen and Grabowski 2012).
manipulation of quantities and numbers. These cognitive Online science laboratory simulations are specifically
attributes are used in a large number of tasks in all science designed with the same characteristics common to simu-
domains. lations in general but with the addition of science content
Neuroimaging making use of fNIR and fMRI illustrates and pedagogical approaches. The addition of the peda-
activation within brain areas related to spatial tasks when gogical approaches differentiates learning simulations and
engaging in mathematics tasks, engineering tasks, and serious educational games from their counterparts in the
science tasks (Pike et al. 2014). The increases in processing entertainment realm (Annetta 2010). A second aspect of
in the spatial visualization locations set the conditions for simulations that assists in the reduction in cognitive load
the reduction of cognitive load during processing through within the model of the real-world system is that elements
the addition of cognitive channels to process data streams have been simplified or removed to increase learning (Chen
(Plank et al. 2014). and The 2013). Removal of items from the simulations
Spatial visualization is a more general construct com- occurs in an effort to reduce complexity associated with the
posed of spatial relation and orientations (SR–O), visual- modeled system and subsequently reduces the cognitive
ization (V), and kinesthetic imagery (K) (Zimmermann and load associated with processing of tasks in the simulation.
Cunningham 1991). Spatial visualization and mental rota-
tion are more substantively defined from a cognitive per- Online Laboratory Simulations (OLS)
spective as a cognitive attribute (visuospatial) and subset of
latent attributes related to movement and positioning of Educational simulations have multiple advantages over
stimulus within three-dimensional space (Lamb et al. other instructional methods and modes. Simulations pro-
2014a; Lamb 2014; Spence and Feng 2010). Cognitive vide students with increased engagement in the learning
processing of three-dimensional orientation information process with examples of real-world problems for students
consists of using fundamental representations, and each to investigate in an active way through prompts and non-
representation is developed from a small number of linear processing (Shen et al. 2015). Online simulations
viewpoints transformed to appropriate size, orientation, also provide the student with a soft-failure environment
and location of the nearest similar shape held in stored (Annetta et al. 2014). More importantly, there is evidence
memory. This allows one to conceptualize the same object that simulations assist in the transfer of learning from the
and place in space in different rotations. Mental rotation is classroom to those applications outside of the classroom
the incremental analogue transformation process under- through exposure to real-world learning within a controlled
taken when attempting to recognize three-dimensional environment (Nadolny et al. 2013). Within this context, the
objects in space (Gregory 2015). This particular cognitive simulation allows students to experience aspects of reality
attribute develops earlier than spatial visualization (Harris that are not otherwise possible in the conventional class-
et al. 2013). Marmor (1975) demonstrated that children room. For example, it would not be possible for students to
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have access to a level 4 biosafety laboratory; however, in is the lowest level cognitive system retaining its individual
the context of a simulation it is entirely possible for the characteristics associated with the cognitive system.
student to have this kind of access. Recent meta-analysis of
studies conducted on student learning related to online
simulations has shown a positive effect on student Methods
achievement across grade levels to include middle school
students (Schroeder et al. 2007; Lamb et al. 2015a). Sample
Specifically, it is the student-centered nature of simulations
that is credited with the resultant learning gains (Chi et al. The total number of available study subjects is N = 551.
2004). However, this explanation seems to provide only Subjects from this total pool were randomly selected using
part of the mechanism of action and does not address the a stratified sampling technique. Independent strata were
underlying processing aspects of student learning when developed based upon condition type. Condition types
engaged in OLS use. Many other variables moderate stu- were labeled three-dimensional SEG (N = 152), two-di-
dent outcomes that are not accounted for in current models. mensional online laboratory (N = 351), and traditional
Some of these variables are associated with psychosocial lecture-based instruction (no technology) (N = 96). From
stress, individual difference, and aspects of cognitive each of the condition’s subject pool, 70 students were
processing. randomly selected using a sampling rate of 0.02 within the
JMP 11.0 Statistical Discover Software package. Thus, the
Purpose, Research Questions, and Hypothesis total number of subjects randomly selected from each strata
is n = 70. Each of the subsamples was analyzed to ensure
The purpose of this study is to examine and compare the homogeneity of the sample to the whole and subsample to
effect of computer learning games in the form of three- subsample. Power analysis using Cohen’s power table of
dimensional SEGs, two-dimensional online laboratories, a = 0.90, g2 = 0.02 (small) resulted in a minimum nec-
and traditional instruction in the context of student content essary sample size of n = 40 in order to reject the null
learning in science. The study also seeks to computation- hypothesis (Cohen and Cohen 1983). Thus, using an
ally model a potential mechanism of action and compare n = 70 provides a sufficient number of subjects to detect a
two and three-dimensional learning games. The research small effect. Due to sufficient power to detect a small
questions addressed in this study are: effect, any larger effects would also be detected. Study
subjects were in the 11th grade and 12th grade, with a
1. Is there a significant difference on gain score outcomes
majority of subjects in the 11th grade. An initial compar-
for students using three-dimensional learning games
ison of male and female subjects reveals an almost even
when compared to traditional instruction, and two-
number of subjects both within condition groups and across
dimensional learning games?
condition groupings. Table 1 shows the demographic data
2. What are the characteristics of two-dimensional and
for each of the study groups by condition type.
three-dimensional games that assist in the production
of differential outcomes when compared to traditional
Design
instruction?
3. How do cognitive processes change based upon
The study design is a block randomized pretest–posttest
changes in the dimensionality of the learning game?
intact group design. This design has a primary benefit of
Consideration of the research question and current lit- more closely aligning with ‘‘normal’’ classroom and school
erature supports the following hypothesis: three-dimen- conditions improving the ecological validity of the results
sional games when controlling for other factors will and providing directly usable information for practitioners.
provide significant increases in gain scores over traditional While the study participants were not randomly selected
instruction, and two-dimensional game instruction. The from the target population, the intact classes were randomly
authors suggest this may relate to increases in the number designated for each of the conditions or a comparison group
of recruited cognitive processing elements known as cog- as given in Table 2. This study design also tends to mini-
nitive attributes when engaging in the use of a three-di- mize disruption of student learning and teacher planning.
mensional learning games. Specifically, the author suggests Table 2 illustrates the grouping and condition type.
that the inclusion of cognitive attributes related to visual
spatial orientation and mental rotation may provide addi- Condition Description
tional processing capacity in a three-dimensional game not
otherwise recruited in the two-dimensional games, and Students within each of the studies participated in one of
traditional instructional environments. A cognitive attribute three conditions. The three treatment conditions were
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Study design Block randomized pretest–posttest comparison of Allows comparison across groups and isolation of intervention
conditions effects
Data collection Training occurred in year 1 of the study with All members of the team engaging in data collection remained the
training refresher training occurring before data collection same throughout each year
Delivery of Observation during each condition with correction Treatments were observed to ensure topics were as per the research
treatment as necessary plan
Measurement of Student completion of computer-based Student completion rates are as follows: serious educational game
receipt of interventions and attendance of lecture sessions 92 %, online laboratory 94 %, and lecture attendance 100 %
treatment
Measurement of Content examinations Outcomes are given in ‘‘Results’’
treatment
outcomes
Lecture-Based Instruction (No Technology) Prior to conversion to logits, gain score means for each
condition content test results were centered on zero to
The traditional instruction is defined as the use of low- assist in the normalization of data. Conversion to logit
interaction-based educational methods such as lecture with served two purposes, first to place all measures on a
minimal content discussion. The teachers within this common scale for presentation to the computational model
approach used PowerPoint slides as a part of a purely and second for uniformity of examination across measures.
lecture, drill, and paper-and-pencil practice-based format. Study scales were converted from transformed raw gain
Student within this mode of instruction was presented with scores to logit scores using the relationship between raw
simple two-dimensional representations of content (poly- scored and a logistic model (Rasch model). This relation-
merase chain reactions and DNA base pair identification) ship is always correlated at 0.97 ± 0.2, making the raw
without the benefit of manipulation or adjustments on the scores immediately available for conversion to logits using
screen. Within this condition, the role of the teacher is the equation 1/(S2 - (1 - R)) (Fan 1998; Malec et al.
central. This differs from the two-dimensional online lab- 2000, Linacre 2002). When logits are compared between
oratory simulation and the three-dimensional SEG in which tests, their probabilistic meanings are maintained (Linacre
the students were allowed to manipulate interactions and and Wright 2003). This maintenance of probabilistic
move through the conditions without teacher input. meaning is vital to the comparison of each measures scale.
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Plots of measures obtained from the tests allow for an related to the development and measurement of the STAC-
assessment of the nature of the relationship between the M computational model (Lamb 2014; Lamb et al. 2012,
three tests and each condition. If the relationship is linear, 2014a, c, d, 2015b). The ability of the model to replicate
then the tests are measuring the same theta or ability (Cook nonlinear dynamic complexity in the form of cognitive
and Eignor 2002, 2005). Linearization of the logit data processing is due to the underlying artificial neural net-
allowed for analysis of logit gain score across each con- work, which is the most appropriate base model for the
dition type. This analysis was accomplished using analysis development of this computational model of cognition
of covariance (ANCOVA) with a post hoc Tukey–Kramer given the trend toward connectionist theories of informa-
HSD test. Inter-item reliability for each test was assessed tion processing in neuroscience. The current version of the
and averaged across the three measures using Cronbach’s model consists of seven processing nodes representing
coefficient alpha. cognitive systems, one node acting as the input or cogni-
tion priming node (Lamb et al. 2015b) from the environ-
Computational Modeling ment and memory, and two nodes: one representing
successfully completing the task and one node failing to
A computational model is mathematical model designed to complete the task. The remaining nodes are processing
study, predict, and simulate complex systems not otherwise nodes. The model was developed using a combination of
readily accessible to researchers either due to their com- item response theory and a modified form of cognitive
plexity or due to the researcher’s inability to measure them. diagnostics (Lamb 2013). Each of these measurement
Typically, these models are dynamic real-time systems techniques allows researchers to parameterize data in such
requiring extensive computational power. Examples of a way as to allow input into the ANN. The use of the ANN
computational models are weather prediction models, as the underlying computational aspect of the STAC-M
groundwater flow models, and engineering process models. allows users of the model to examine results using Baye-
Computational models have only recently (within the last sian assumptions and estimations. Within this model, each
2 years) been used and applied to educational and cogni- individual subtask within the Piagetian volume task is
tive studies. It is important to note that this model was assigned as a success or failure. Each task is then tied to a
developed in a series of papers prior to this study. specific set of cognitive processing systems using cognitive
The student task and cognition model (STAC-M) is a diagnostic techniques designed by Lamb 2013. Data for the
computational model designed to mimic biological cogni- original development of the STAC-M were gathered from
tion associated within the critical thinking systems of the 645 high school students aged 15 through 19 in the mid-
human brain (Lamb et al. 2014c). The computational Atlantic region of the USA, over the course of 15 h in a
model, STAC-M, is based upon the statistical interactions virtual environment solving science tasks. After 15 h of
of multiple processing systems in the form of an artificial play, the students generated 750,000 data points for train-
neural network as a part of a nonlinear dynamic system ing and development of the underlying ANN that later
designed to mimic cognitive systems (Lamb et al. 2014b). acted as the processing component of the STAC-M model.
A critical feature of the STAC-M in its current form is that
it allows for analysis and isolation of complex cognitive Task Presentation to STAC-M
systems such as critical thinking, retrieval, estimation,
mental rotation, spatial visualization, and parity judgment The novel tasks presented to the STAC-M (Lamb 2013;
(Lamb et al. 2014a, c; Lamb and Annetta 2013; Lamb Lamb et al. 2014a, c) are versions of the Piagetian volume
2013, 2014; Lamb and Premo 2015). The definition of conservation task (Piaget 1970) taken from a serious edu-
retrieval is the recall or reactivation of information from cational game as conceptualized by Annetta (2010). Piaget
past previously encode memories (Tulving et al. 1994). developed several of these tasks to examine how quantities
The definition of estimation is the process and strategy of remain unchanged despite configuration changes. Piaget
developing answers despite having imperfect information noted that children do not acquire the ability to successfully
and context (Sprouse 2011). Lastly, parity judgment is the complete these tasks until particular developmental mile-
ability to judge qualities as being equal (Berteletti et al. stones are reached. Specifically, the Piagetian volume task
2015). is not typically mastered until at the earliest age nine or ten,
Each of these cognitive attribute systems was identified, or the onset of Piaget’s formal operations stage. The
quantified, and linked to the volume conservation task as computational model is designed to solve the Piagetian
an outcome measure for science learning. This model volume task and other related near-transfer tasks such as
allows the researcher to model, generate data, experiment, quantity conservation and mass conservation. It is impor-
and simulate student cognitive processing. This linkage is tant to understand the STAC-M was not programed with
established in series of seven previously published papers the ability to solve these tasks but learned how to solve the
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Results
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representing a sampling of 100,000 students. Convergence In addition to cognitive components, one must also con-
of the model occurred for the three-dimensional model at sider behavioral and affective components such as flow,
iteration 10,302, which is far earlier than each of the other engagement, and content discipline interest as suggested by
models. While success rates do change when cognitive Annetta (2007). Other behaviors that may result in the
attribute systems like estimation are removed, the change is significant difference are exploratory behaviors and mul-
simply not as dramatic or as significant when compared to tiple iterations allowing learners to link variables.
the loss of mental rotation and spatial visualization. There are additional features to simulations and SEGs
that allow for soft-failure environments. Soft-failure envi-
ronments allow for a repetitive approach to problem-solv-
ing by providing more available information in multiple
Discussion forms (such as graphs, text, pictures, and interactions) than
is otherwise possible during traditional leaning experi-
The primary purpose of this study was to compare tradi- ences. Furthermore, the use of virtual manipulatives within
tional instruction, two-dimensional online laboratory sim- the immersive game allows for more rapid cycling of
ulations, and three-dimensional immersive learning games support and scaffolding of student understanding within the
(SEGs). Results provide evidence that SEGs and simula- context of learning. This self-explanation can lead to
tion outcomes would demonstrate statistically significant greater understanding of content. Using self-referencing
differences in gain score outcomes when compared to through externalized validation via immersive character
traditional lecture on science content learning outcomes. interactions provides for more opportunities to engage in
Comparison of the SEG to the simulation also resulted in consensus checking using the characters in the game as a
statistically significant differences. ANCOVA results sug- reference. The self-explanation acts as a higher-order
gest that there are significant factors associated with both cognitive strategy for student learning and increases stu-
the simulation and the SEG primarily the three-dimen- dent understanding. Results support a previous study by
sional aspect of the SEGs. More research is required to Aleven and Koedinger (2002). The Aleven and Koedinger
elucidate the factors and attributes, which create the study examined the use of both simulations and SEG
observed differences between modes of instruction. In environments as a means for increasing student’s content
addition, the differences between the simulation and SEG understanding. Evidence was obtained from that study that
games suggest that there are specific cognitive components is consistent with the view that providing students with
in the form of cognitive attribute recruitment and learning interactive simulations and nonlinear learning with open-
actions that occur when using problem-based, interactive ended questions may help to provide the catalyst for con-
SEGs. This difference is illustrated in Fig. 2 by the dif- ceptual change through constructivist approaches and
ferences on the MR and SV nodes in Model 2 and Model 3. promotes increased understanding of science content.
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51.5%
S F
52 7%
S F LT
LT PJ ES R
PJ ES R
CR
CR
I
I
63.2%
72.1%
S F
S F
LT
LT
PJ ES R MR SV
.39 .52 PJ ES R MR SV
.69 .52
CR CR
I I
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attention and funding; however, current models within the Connolly T, Stansfield M (2007) An application of games-based
science classroom provide for a one-size fits all learning learning within software engineering. British Journal of Educa-
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