Please use this identifier to cite or link to this item: http://hdl.handle.net/1893/27481
Appears in Collections:Computing Science and Mathematics Journal Articles
Peer Review Status: Refereed
Title: A comparison of two methods of using a serious game for teaching marine ecology in a university setting
Author(s): Ameerbakhsh, Omair
Maharaj, Savi
Hussain, Amir
McAdam, Bruce
Keywords: Serious games
Sustainable fishery management
Mixed methods
Learning effectiveness
User experience
Issue Date: Jul-2019
Date Deposited: 13-Jul-2018
Citation: Ameerbakhsh O, Maharaj S, Hussain A & McAdam B (2019) A comparison of two methods of using a serious game for teaching marine ecology in a university setting. International Journal of Human-Computer Studies, 127, pp. 181-189. https://doi.org/10.1016/j.ijhcs.2018.07.004
Abstract: There is increasing interest in the use of serious games in STEM education. Interactive simulations and serious games can be used by students to explore systems where it would be impractical or unethical to perform real world studies or experiments. Simulations also have the capacity to reveal the internal workings of systems where these details are hidden in the real world. However, there is still much to be investigated about the best methods for using these games in the classroom so as to derive the maximum educational benefit. We report on an experiment to compare two different methods of using a serious game for teaching a complex concept in marine ecology, in a university setting: expert demonstration versus exploration-based learning. We created an online game based upon a mathematical simulation of fishery management, modelling how fish populations grow and shrink in the presence of stock removal through fishing. The player takes on the role of a fishery manager, who must set annual catch quotas, making these as high as possible to maximise profit, without exceeding sustainable limits and causing the stock to collapse. There are two versions of the game. The "white-box" or "teaching" game gives the player full information about all model parameters and actual levels of stock in the ocean, something which is impossible to measure in reality. The "black-box" or "testing" game displays only the limited information that is available to fishery managers in the real world, and is used to test the player's understanding of how to use that information to solve the problem of estimating the optimal catch quota.
DOI Link: 10.1016/j.ijhcs.2018.07.004
Rights: This article is available under the terms of the Creative Commons Attribution License (CC BY - https://creativecommons.org/licenses/by/4.0/). You may copy and distribute the article, create extracts, abstracts and new works from the article, alter and revise the article, text or data mine the article and otherwise reuse the article commercially (including reuse and/or resale of the article) without permission from Elsevier. You must give appropriate credit to the original work, together with a link to the formal publication through the relevant DOI and a link to the Creative Commons user license above. You must indicate if any changes are made but not in any way that suggests the licensor endorses you or your use of the work,
Licence URL(s): http://creativecommons.org/licenses/by/4.0/

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