Squire, K., & Jan, M. (2007). Mad City Mystery: Developing Scientific Argumentation Skills with a Place-Based Augmented Reality Game on Handheld Computers. Journal of Science Education and Technology, 16(1), 5-29. Retrieved from http://www.jstor.org/stable/40186767

Educational changes

While the knowledge economy has reshaped the world, schools lag behind in producing
appropriate learning for this social change

Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to ‘‘think like scientists.’

Location-based augmented reality games offer an opportunity to create a ‘‘post-progressive’’ pedagogy in which students are not only immersed in authentic scientific inquiry, but also required to perform in adult scientific discourses.

What is the impact of role playing on learning?

Numerous prominent national reports, monographs,
and popular books suggest that we are on the verge of
a crisis in education (Friedman, 2005; Partnership for

Inter-related technological, social, and cultural
changes are changing the demands on our educational
system.

Technological advances—particularly ubiquitous broadband Internet access, low cost desktop computers, and portable computing technologies (iPods, cellphones, PDAs)—make information readily accessible, so that with the press of a button anyone with an Internet-enabled cellphone can access libraries of written information, video archives, and personal contacts (Klopfer and Squire, in press; Soloway et al., 2001)

... it is impossible to imagine today’s graduates
entering the knowledge economy without understanding how to think with digital tools (spreadsheets calculators, visualization tools), to access and analyze online databases or to leverage social networks (Gee et al., 1996; Reich, 1991; Solomon, 1993).

Traditional schools and classrooms may be the
only place where such information resources are not fully accessible, in part because schools are based on the historic literacies of print and have not adapted to the literacies of multi-modality and interactive technology (Kress, 2003; Lankshear and Knobel, 2001; New London Group, 2000)

As Leander and Lovvorn (in press) argue, even ‘‘high tech’’ schools operate accordingly to an underlying cultural logic of ‘‘print-based’’ literacies and pedagogies in which teachers determine learning goals, sanction resources, and dictate what steps students ought to take to complete assignments (cf. Lemke, 1990)

Leander and Lovvorn contrast this constellation of school-based literacy practices with kids’ practices on the Internet outside of school, where kids interact with multimodal texts, produce as well as consume texts and resources, and, perhaps most critically, embrace epistemologies radically different from those underlying
schooling (what is ‘‘true’’ is what works in experience or is the consensus of a community, as opposed to appeals to authority—what the teacher dictates as correct).

Can we create pedagogies that capitalize on
these new literacies and prepare students for life in
the 21st century?

Features of Games

Create a fictional set of events
occurring in the real world space

Reality games position players as participants in a complex system while drawing on players’ emotional and cognitive relations with the environment to create designed experiences for solving complicated problems exhibiting robust phenomena

help students think like scientists

the necessity of building a literate populace is vitally important, as we prepare students to think critically in an ever changing world of multiple media (Kuhn, 1999;
Lemke, 1998)

Recent debates around the teaching of evolution, cloning, genetic engineering, stem cell research, and global warming suggest the importance of not just ‘‘teaching kids the facts,’’ but also developing scientific literacy skills so that they may navigate the scientific issues that face society

scientific breakthroughs in fields such nanotechnology that did not exist 50 years ago underscore the importance of preparing both for today’s world and for tomorrow’s.

they need literacy skills to make meaning
with multiple representational forms (including
printed word, charts, graphs, visualizations, and
simulations), robust conceptual understandings with
which to think, and, perhaps most crucially, the
ability to critique scientific arguments (Kuhn, 1999;
Lemke, 1990).

Digital games could be one productive method
for developing scientific argumentation skills in a manner aligned with the needs of a 21st century educational system

Participants use multiple modalities to make sense of experience and to produce new meanings of with
various media

could help students develop and extend new literacy skills, particularly, forms of scientific argumentation.

As many researchers have lamented (Chinn and
Malhotra, 2002; Gee, 2004; Lemke, 1990), a disappointing feature of today’s educational system is that students are not only graduating from school
unprepared for this world, but graduating with
erroneous beliefs about the discourse of science and identities constructed in opposition to those required by and available in science

the underlying cultural models and norms of science classrooms ultimately serve to mystify science, rather than initiate students in a discourse where they are ‘‘doing’’ and talking science

Within most classrooms, rather than inquiry, the
dominating activity system of schooling, with its
emphasis on order, control, grades, and hierarchy,
characterizes the activities of students and teachers
(cf. Squire et al., 2003b).

Even those classrooms that do engage in inquiry
typically provide in ‘‘simple inquiry tasks’’ rather
than inquiry activities where the outcome is in genuine doubt, a hallmark of authentic inquiry (Chinn
and Malhotra, 2002).

not only do most inquirybased activities fail to produce authentic scientific inquiry, but they engender inaccurate epistemological beliefs about science

Despite many teachers’ desire to use inquiry based approaches (mostly to make science education activity-driven and ‘‘hands on’’), the underlying epistemology remains one of ‘‘science is seen as the accumulation of facts’’ and laboratory experiments provide occasions to arrive (however inefficiently) at pre-determined facts.

to remind us that at least one major goal of education is to graduate students with an awareness of how science operates, preparing them better to engage in democratic decision making around issues such as global warming, evolution, genetic engineering, and so on).

engage students in authentic, deep forms of inquiry where they develop scientific thinking skills, without simply reifying power dynamics whereby the teacher is the arbiter of knowledge and science is mystified as ‘‘work done by others,’’ as described by Lemke (1990)

Chinn and Malhotra recognize that ‘‘actual’’ inquiry is difficult to carry out in most school settings, given the reality of most schools, which includes the structure of the school day, constrained resources, and of course, students’ limited experience in science.

Game based learning - A Post-Progressive Approach

Game-based learning approaches have been
suggested as one ‘‘post progressive’’ pedagogy that might situate learners in complex thinking tasks that are driven by authentic questions, incorporate multiple tools and resources, rely on learning by doing, guide learners through a path of events and into a way of thinking, and require complex performances to demonstrate mastery (see Barab, Thomas, Dodge, Carteaux, and Tuzum, 2005; Gee, 2004; Shaffer et al., 2005; Squire, 2005a)

theories of gamebased learning are still in their infancy

advocates of game-based approaches have sought to combine socio-cultural approaches to learning with the affordances of contemporary computer and video games,
which are comprised of mixtures of open-ended and
closed ended problems (cf. Gee, 2003; Lave and
Wenger, 1991; Shaffer, 2005; Steinkuehler, 2006b;
Squire, 2002, Squire, in press).

a core feature of educational game play may include: cycles of making choices, experiencing consequences, interpreting the game system, building casual narratives of experience, having multiple experiences within the system, and then building a cognitive model of the game system as a result (Squire, 2005a; Squire, in press)

Shaffer (2005) argues that, while educators have created a number of projects designed to help kids
‘‘think like scientists,’’ as educators have spent comparably less time helping students learn to think like other professions who work in similar domains,
including doctors, engineers, and science journalists.

If the goal of schooling is not to prepare students for life, but engagement with it (cf. Dewey, 1938), perhaps professional role playing games (frequently called epistemic games) can expand the number of roles available to students in school.

Shaffer (2004) suggests that the professions might enculturate students into a way of thinking based on those professions (Shaffer, 2004).

Such an approach could avoid trappings of inquiry-based learning approaches built on the traditional school disciplines; whereas basic fields are driven by theoretical questions, applied fields (such as medicine, environmental engineering, or public health) are often driven by practical ones, opening new opportunities for problem solving (e.g.,
could a swimmer die from ingesting too much mercury?).

Such an approach could enable students to
engage in productive forms of thinking and problem
solving that are frequently engaging to students and
socially valued.

The Principles of Games Applied to Science Education

Games ask students to inhabit roles that encourage them to create what James Paul Gee calls projective identities, identities that are a melding between the game player and the role (or scientific profession)

All information, goals, experiences and rewards occur within the context of this role, which in science education might be environmental engineers, marine biologists, science journalists, medical doctors, or government officials.

Character creation, selection, and development serves to reinforce these choices, giving players new and different capacities in the environment.

As players ponder which skills (and hence capacities in the world) to improve, they further specialize, developing unique identities tied to particular actions usually mediated by digital tools (Steinkuehler and Chmiel, 2006; Squire and Steinkuehler, in press).

Activity is organized around challenges (Malone, 1981)

Games have evolved extensively since early arcade games and employ multiple challenge/reward structures designed to support engagement, collaboration, and learning

These structures include multiple overlapping reward ladders and embedded, evocative, enacted, and emergent narrative devices that challenge players and communicate motivations and goals to them (cf. Bartle, 1996; Church, 2001; Jenkins and Squire, in press; Jenkins and Squire, 2002; Rouse, 2001; Salen and Zimmerman, 2003; Squire, 2006)

Games’ ability to elicit goals from players and their capability to create potential win conditions from which players then choose to take on are core features that might be leveraged for educational benefit (Squire, 2005a, b).

Games offer opportunities to tie goals to particular places, particularly, sites of contested spaces

game designers face the difficult challenge (as do educators) of designing for second-order behaviors; they cannot specifically design players’ experiences, so they spatially arrange game features (game maps, levels, characters, and triggered events)—to create emotional affect

they encourage us to experience spaces in new ways (much as romantic painters encouraged us to see landscapes in new ways).

Within education, we identify opportunities for locating contested spaces (debates over land use, flows of toxins in the environment, interactions among people and populations through space) that could be the basis of games (Squire et al., 2003a).

Games allow for embedding authentic resources and tools that are used within the context of game play

children routinely read and write texts substantially over their grade level in the context of game play (Buckingham, 2003; Gee, 2003; Steinkuehler, 2005).

Role playing games such as Deus Ex frequently embed newspaper articles, videos, multi-media documents, encyclopedias, and texts (even books!) in the environment for players to read in order to gain more
background information, clues, and richer context for play

Websites, manuals, and FAQs provide players extra information that is mobilized in game play

Digital tools (spreadsheets, calculators, research labs,
gravity guns) also mediate play, allowing players to
process information and interact with the environment
(including affecting it) in new ways

Situated within game play, such resources might be mobilized as tools to think with in solving future problems

recent work on gaming has illuminated the fundamentally social nature of game play, suggesting that frequently the game community, not the game, is a productive unit of analysis for educators (Squire, in press; Steinkuehler, 2006a, b)

Games are requently designed to be a part of a social system that produces certain kinds of social interactions,
rather than as media to be consumed by someone in isolation (cf. Crawford, 1982).

Game structures such as roles are created to promote collaboration, competition, and community among players (Bartle, 1996, 2003; Steinkuehler, 2006b).

The kinds of practices, thinking, and learning that occurs through such games differs based on social context, and as such it is imperative for educational game designers to consider the design of media as one part of creating an overall learning context.

Reading, Comprehension and Communication

Students engaged in more sophisticated reading practices which increased their success in building coherent arguments

They readily adopted and disregarded explanations as new evidence arose

comparing evidence and integrating them into an overarching narrative

regularly returned to prior pieces of evidence, reading each interview and document 3–4 times by the end of the game in an effort to piece together the most coherent narrative

The groups regularly quizzed each other on
the content of their passages, asking if they found
particular pieces of information or asking one another to review the general ‘‘gist’’ of the documents

older students engaged in more rapid turns of talk querying one another for evidence, interpreting results, and building an argument

Scientific Arguementation and Literacy

Simply participating in the game required students to weigh evidence, develop hypotheses, test them against evidence, and generate theories based on this evidence

All groups observed here engaged in argumentation cycles similar to those advocated by science educators and thought to be difficult to produce in classrooms (cf.
Kuhn, 1999).

The younger students more readily developed and abandoned hypotheses based on new forms of evidence, showing a preference toward relatively simple causal models

the high school students entertained fewer hypotheses, holding to their hypotheses until contrary evidence was
found.

Because the game play itself largely became an
exercise in scientific argumentation, educators might pursue scientific argumentation as an important
direction for educational gaming, developing extra
curricular resources around the experience designed
to explicitly teach argumentation and facilitate
transfer.

Effective problem solving required students
to read text, generating meanings, debate those
meanings, and generate ideas based on what they
read

Students must make conjectures based on what
they read, seeking out new information to develop
their understandings.

students reading with a goal of understanding, in an effort to understand phenomena in the world (as opposed to
memorize for a test).

could be useful tools in developing students’ oral language skills, a critical variable in later academic success (Gee, 2004).

The high school group in particular engaged in
series of rounds of this kind of conversation, raising
and rejecting hypotheses, providing evidence and
counter evidence, slowly and iteratively building a
theory of events. They ask themselves what they
know and do not know, acknowledging areas where
they need more evidence

The elementary school students—although being similarly skilled readers—struggled much more with the thinking
tasks in the game. They tended to raise and reject
hypotheses with every piece of new evidence.

This finding suggests that, as Kirschner et al. (2006) argue, a challenge for educators is creating developmentally appropriate tasks that engage prior knowledge, encourage students to enact their multiple identities (particularly out of school) and introduce and manage complexity for students to help them think
scientifically

Roles as Mechanisms for Learning

encouraged collaboration and
served as a scaffolding for reading

encouraged students to share information, synthesize
what they read, communicate orally with their group,
ask questions, and debate meanings

Because no one player had enough information to develop a coherent narrative of events, the group was forced to read, synthesize, and discuss findings.

Social interactions became distributed in
roles and in the environment, in a manner similar to
jigsawing (see Brown and Campione, 1996).

Consistent with literature on transfer of skills in reading strategies, educators might benefit from incorporating reflective activities that call students’ attention directly to these mechanisms, encouraging them to adopt these practices in their own reading.

Students willingly assumed roles, valued the experience of being in them, and showed partial evidence of orienting to the game from within these roles.

This phenomenon was most pronounced with the middle school girls, who created ‘‘hybrid’’ roles that were partially the roles designed for them (government officials, environmental scientists, and medical doctors) and partially roles that they saw in science investigation shows on television

The high school boys also listed ‘‘the chance to get a semi-realistic view of the profession’’ as their favorite part of the game, leading us to speculate that future iterations could benefit by deeper and more purposeful induction into the roles.

Much like Shaffer’s (2005) findings that epistemic
games motivate kids by providing ways of thinking
based on the professions, we argue that games give
kids opportunities to solve problems in a manner
similar to the professions

Place

Enables students to engage in plausible scientific investigations

We argue that playing a game in places familiar to students encouraged them to apply what they know (or are familiar with) about local environmental issues to the problem, as well as challenges them to consider how abstract scientific concepts (such as environmental (biological) magnification) play out in their communities.

desirable not only for supporting transfer, but from a
democratic perspective of framing science as a tool
for understanding phenomena in local communities.

Implications

Playing augmented reality games immersed learners in a kind of scientific argumentation that is purportedly difficult to achieve and yet desired by science educators as a primary goal of science education. We argue that this success is achieved by using game mechanics (challenges, roles, resources, place, and collaboration/competition) to serve as a scaffold for student thinking.

encourages students to engage in a deeper kind of thinking than they otherwise might.

guides and supports students’ thinking
while enabling them to engage in emotionally meaningful, cognitively complex tasks.

Educators might benefit by generating ‘‘mid level’’ instructional theory that seeks to identify links between specific game structures within specific game genres toward specific learning goals.

The task is designed to be emotionally engaging, drawing on themes that elicit engagement from students. Similarly the roles invite students into new andinteresting ways (for them) of participating in the world that trigger particular ways of thinking. Unlike school-based assignments, where students are expected to be students, these participants perceive themselves as role playing as investigators. These roles are also designed to scaffold thinking. encourage argumentation as students are required to raise evidence and counter-evidence. They make students responsible for different portions of the problem, adding to engagement and scaffolding scientific argumentation. The embedded resources support argumentation

Resouces

Communicate a sense of authenticity to students

Managing complexity for students

Introducing new evidence and hypotheses at particular points in the game

these features interact creating a situation where students are able to argue through scientific problems in a more sophisticated manner than otherwise predicted.

Similar to research on constructivist learning, we find that moving to game-based approaches involves a different orientation toward learning on part of students, teachers, and perhaps even researchers

embracing fantasy, failure, and divergent
learning goals.