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Record W3047333210 · doi:10.25071/1916-4467.40462

Are STEM Games Intended To Be Educative?

2020· article· en· W3047333210 on OpenAlexaffvenue
Adriana Boffa, P. Janelle McFeetors, Marc Higgins

Bibliographic record

VenueJournal of the Canadian Association for Curriculum Studies · 2020
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsUniversity of Alberta
Fundersnot available
KeywordsReciprocity (cultural anthropology)Citizen journalismGame mechanicsSociologyEpistemologyMathematics educationPsychologyComputer scienceSocial psychologyMultimediaWorld Wide Web

Abstract

fetched live from OpenAlex

Our research aimed to expand perceptions of learning in school science and mathematics as relational and dynamic selves and experiences in the making. We grounded our work in Ellsworth’s (2005) notion of pedagogical pivots, thus recognizing STEM board games as texts that propel learning and learners forward through affective and aesthetic experiences, interaction as relationality, and boundaries as porous and fluid. To animate our theoretical framework, we held participatory review groups and reported on a group of eight pre-service teachers who played Santorini (mathematics) and Evolution: The Beginning (science). The results indicate that participants engaged in substantial moments of becoming across all three pedagogical pivots, which were made apparent in numerous ways through game play and interaction with the game, specifically exemplified through four emergent themes: 1) engrossment and presence both inside and outside of the game; 2) a becoming-play (about the process of play) and a becoming-game (bound by rules, security); 3) a becoming-community (collective learning, reciprocity, relationality); and 4) a becoming-self (as identifies are (re)forming). The data that emerged is a confluence of connections that produce a “becoming-with-ness” of the game itself and are described through participant statements, displayed through bodily reactions and interactions with space (relational or architectural), with the game itself, with other players, and which are shown through field notes, video and audio recordings of game-play observations. Data from the observed “in between” spaces—moments where learning or thinking might occur—allows for an identification of games as rich “texts” for mathematics and science education.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.004
metaresearch head score (Gemma)0.023
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: none
Teacher disagreement score0.009
Threshold uncertainty score0.023

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0040.023
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.001
Science and technology studies0.0010.004
Scholarly communication0.0090.004
Open science0.0010.003
Research integrity0.0020.001
Insufficient payload (model declined to judge)0.0070.002

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.084
GPT teacher head0.357
Teacher spread0.273 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2020
Admission routes2
Has abstractyes

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Same venueJournal of the Canadian Association for Curriculum StudiesSame topicEducational Games and GamificationFrench-language works237,207