DOI QR코드

DOI QR Code

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory

고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-

  • Received : 2018.12.18
  • Accepted : 2019.02.05
  • Published : 2019.02.28

Abstract

NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

맥락과 학습자의 흥미를 무시하는 기존의 과학사 교육은 과학의 본성(NOS)에 대한 이해를 방해할 수 있다. 따라서 본 연구에서는 대륙이동설의 역사에 대한 스토리텔링의 풍부한 맥락을 통해 NOS 요소를 전달하고자 한다. 스토리텔링을 전달하는 다양한 매체 중에서 개인의 몰입을 이끌어내는 강력한 매체는 바로 컴퓨터 게임이며, 그 중에서도 스토리가 주가 되는 장르는 롤플레잉게임(RPG)이므로, 본 연구에서는 대륙이동설을 중심으로 과학사 롤플레잉 게임(SHRPG)을 개발하고자 한다. 게임 개발을 위한 모델은 Kim(2017)의 4F 프로세스를 적용했으며, 이 모델은 현황 분석, 목표 설정, 게임화 설계, 마무리 단계로 구성되어 있다. 목표 설정 단계에서 교육 게임화 범위는 대륙이동설의 역사에서 두드러지게 나타나는 4 가지의 NOS 요소(Lederman et al., 2002)를 포함하였다. 즉, 창의력과 상상력의 요구, 주관성, 사회 문화적 특성, 잠정성이다. 메커닉스와 룰은 퀘스트, 보상, 퀴즈, NOS 점수와 랭킹을 포함했다. 최종 단계에서는 4번의 테스트가 수행되었다. 마지막 4차 테스트인 베타테스트에서 고등학생들을 대상으로 VNOS-C 사전 사후 설문, 만족도 조사, 면담을 통해 본 연구가 교육게임화가 추구하는 결과인 '재미도 있고 배운 것도 많은 수업'인지 확인했다. 그 결과, SHRPG에서 의도한 NOS 요소 4 가지에 대해 학생들이 게임의 스토리인 대륙이동설의 맥락을 통해 이해하고 있었으며, 4 가지 요소 중에서도 '창의력'요소에서 가장 뚜렷한 효과를 보였다. SHRPG에 대한 만족도 또한 매우 높게 나타났는데, 스토리에서 가장 큰 재미를 느꼈으며, RPG 형식의 교육을 통해 쉽게 이해할 수 있었다는 의견이 가장 많았다.

Keywords

GHGOBX_2019_v39n1_45_f0001.png 이미지

Figure 1. selection split-up method

GHGOBX_2019_v39n1_45_f0003.png 이미지

Figure 2. 4F Process (Kim, 2017)

GHGOBX_2019_v39n1_45_f0004.png 이미지

Figure 3. A Map

GHGOBX_2019_v39n1_45_f0005.png 이미지

Figure 4. The process of 4th pilot test

GHGOBX_2019_v39n1_45_f0006.png 이미지

Figure 5. Game Specs

GHGOBX_2019_v39n1_45_f0007.png 이미지

Figure 6. Game Scenes

Table 1. Results of Gamification (Kim, 2017)

GHGOBX_2019_v39n1_45_t0001.png 이미지

Table 2. Category of NOS in educational contents (Lederman et al., 2002)

GHGOBX_2019_v39n1_45_t0002.png 이미지

Table 3. NOS elements in stories

GHGOBX_2019_v39n1_45_t0003.png 이미지

Table 4. The elements of α-Test

GHGOBX_2019_v39n1_45_t0004.png 이미지

Table 5. The elements of β-Test

GHGOBX_2019_v39n1_45_t0005.png 이미지

Table 6. Applying and modifying games

GHGOBX_2019_v39n1_45_t0006.png 이미지

Table 7. Examples of responses to VNOS Items (Lederman et al., 2002)

GHGOBX_2019_v39n1_45_t0007.png 이미지

Table 8. The results for satisfaction in Likert scale

GHGOBX_2019_v39n1_45_t0008.png 이미지

Table 9. The results of sympathy and Immersion in Likert scale

GHGOBX_2019_v39n1_45_t0009.png 이미지

References

  1. Abd‐El‐Khalick, F., Bell, R. L., & Lederman, N. G. (1998). The nature of science and instructional practice: Making the unnatural natural. Science education, 82(4), 417-436. https://doi.org/10.1002/(SICI)1098-237X(199807)82:4<417::AID-SCE1>3.0.CO;2-E
  2. Abd-El-Khalick, F., & Lederman, N. G. (2000a). Improving science teachers’ conceptions of nature of science: a critical review of the literature. International journal of science education, 22(7), 665-701. https://doi.org/10.1080/09500690050044044
  3. Abd‐El‐Khalick, F., & Lederman, N. G. (2000b). The influence of history of science courses on students’ views of nature of science. Journal of Research in Science Teaching: The Official Journal of the National Association for Research in Science Teaching, 37(10), 1057-1095. https://doi.org/10.1002/1098-2736(200012)37:10<1057::AID-TEA3>3.0.CO;2-C
  4. American Association for the Advancement of Science (AAAS). (1993). Benchmarks for science literacy. Washington, DC: AAAS Publication.
  5. Bhasin, K. (2014). Gamification, Game-based Learning, Serious Games: Any Difference?. Learning Solution Magazine.
  6. Bickmore, B. R., Thompson, K. R., Grandy, D. A., & Tomlin, T. (2009). Science as storytelling for teaching the nature of science and the science-religion interface. Journal of Geoscience Education, 57(3), 178-190. https://doi.org/10.5408/1.3544263
  7. Cho, C. K. (2011). Values of Teaching and Learning Geography Utilizing Narrative. Journal of Geographic and Environmental Education, 19(2), 35-52.
  8. Choi, J. W., Nam, J. H., Ko, M. S., & Ko, M. R. (2009). Development Middle School Students' Understanding of the Nature of Science through History of Science. Journal of the Korean Association for Science Education, 29(2), 221-239.
  9. Crawford, C. (2012). Chris Crawford on interactive storytelling. San Francisco, CA: New Riders.
  10. Duschl, R. A. (1990). Restructuring science education: The importance of theories and their development. New York, NY: Teachers College Press.
  11. Greene, M. T. (2015). Alfred Wegener : science, exploration, and the theory of continental drift. Baltimore: Johns Hopkins University.
  12. Grove, J. (2011). Gamification: How competition is reinventing business, marketing, and everyday life. Mashable INC
  13. Heo, H. O. (2006). Development of Multimedia contents using storytelling as narrative thinking. Journal of Educational Technology, 22(1), 195-224. https://doi.org/10.17232/KSET.22.4.195
  14. Irwin, A. R. (2000). Historical case studies: Teaching the nature of science in context. Science education, 84(1), 5-26. https://doi.org/10.1002/(SICI)1098-237X(200001)84:1<5::AID-SCE2>3.0.CO;2-0
  15. Kang, S. J., Kim, Y. H., & Noh, T. H. (2004). The influence of small group discussion using the history of science upon students’ understanding about the nature of science. Journal of the Korean Association for Science Education, 24(5), 996-1007.
  16. Kang, Y. M., & Shin, Y. J. (2011). The Effects of Various Instructional Activities using the History of Science on Science Learning Motivation of Elementary School Students. Journal of Korean Elementary Science Education, 30(3), 330-339. https://doi.org/10.15267/KESES.2011.30.3.330
  17. Khishfe, R., & Abd‐El‐Khalick, F. (2002). Influence of explicit and reflective versus implicit inquiry‐oriented instruction on sixth graders’ views of nature of science. Journal of Research in Science Teaching: The Official Journal of the National Association for Research in Science Teaching, 39(7), 551-578. https://doi.org/10.1002/tea.10036
  18. Kim, B. N. (2016). Wegener's continental drift. Seoul: Jageungil.
  19. Kim, C. C., & Bae, J. H. (2009). Storytelling as a meaninggenerating mechanism and its educational implications. Journal of Elementary Education, 22(1), 61-82.
  20. Kim, D. W. (2015). The effectiveness of the change in perspective of the nature of science depending on subjects of the history of science-role play: The atomic model transition and the Mendeleev’s periodic table. Journal of Science Education, 39(1), 15-27. https://doi.org/10.21796/jse.2015.39.1.15
  21. Kim, M. N., Kwon, S. W., & Lee, K. H. (2012). Characteristics of the Description on ‘the Origin of Universe’ in Integrated Science Textbooks: Focusing on Reflective Type vs. Instrumental Type. Education Research Studies, 43(4), 165-190.
  22. Kim, S, K. (2017). Education, Enjoy it like a game. Seoul: Hongreung Science Publishing Company.
  23. Kim, S. Y., & Shin, G. S. (2017). Effects of History of Biology Program on Preservice Biology Teachers’Nature of Science. Journal of the Korean Society for School Science, 11(2), 192-203.
  24. Kim, K. S., Noh, J. A., Seo, I. H., & Noh, T. H. (2008). The Effects of Explicit and Reflective Instruction about Nature of Science Using Episodes from the History of Science in "Composition of Material" Unit of Middle School Science. Journal of the Korean Association for Science Education, 28(1), 89-99.
  25. Korea Creative Content Agency. (2018). 2018 Survey Report on Game Users. Naju: KOCCA
  26. Korhonen, H., Montola, M., & Arrasvuori, J. (2009). Understanding playful user experience through digital games. In Proceedings of the DPPI, University of Technology of Compiegne (pp. 274-285)
  27. Lederman, N. G. (1992). Students’ and teachers’ conceptions of the nature of science: A review of the research. Journal of research in science teaching, 29(4), 331-359. https://doi.org/10.1002/tea.3660290404
  28. Lederman, N. G. (1999). Teachers’ understanding of the nature of science and classroom practice: Factors that facilitate or impede the relationship. Journal of Research in Science Teaching: The Official Journal of the National Association for Research in Science Teaching, 36(8), 916-929. https://doi.org/10.1002/(SICI)1098-2736(199910)36:8<916::AID-TEA2>3.0.CO;2-A
  29. Lederman, N. G., Abd‐El‐Khalick, F., Bell, R. L., & Schwartz, R. S. (2002). Views of nature of science questionnaire: Toward valid and meaningful assessment of learners’ conceptions of nature of science. Journal of research in science teaching, 39(6), 497-521. https://doi.org/10.1002/tea.10034
  30. Lederman, N. G. (2013). Nature of science: Past, present, and future. In Handbook of research on science education (pp. 845-894). Routledge.
  31. Lee, B. W., & Shin, D. H. (2011). Professionals' Opinion of Science Education. Journal of the Korean Association for Research in Science Education, 31(5), 815-826.
  32. Lee, S. Y. (2014). A Study on the Effectiveness of Legal Education by Using Narrative by Genre of Legal Education Game. Korean Educational Technology Association Conference Presentation Paper, 2014(1), 512-517.
  33. Lee, Y. H. (2017). The nature of science. Paju: Education Science Company
  34. Matthews, M. R. (2004). Thomas Kuhn’s impact on science education: What lessons can be learned?. Science Education, 88(1), 90-118. https://doi.org/10.1002/sce.10111
  35. Millar, R., & Osborne, J. (1998). Beyond 2000: Science education for the future (the report of a seminar series funded by the Nuffield Foundation). London: King's College London, School of Education.
  36. Ministry of Education(MOE) (2015). 2015 revised science curriculum. Ministry of Education 2015-74 [issue 9].
  37. Namgung, J. (2011). An Essay on the Development of e-Learning Content for Novel Education by Interactive Storytelling. Journal of Korean Language and Culture, 44, 119-153.
  38. National Research Council (NRC). (1996). National science education standards. Washington, DC: National Academy Press.
  39. National Science Teachers Association (NSTA). (1982). Science-Technology-Society: Science Education for the 1980s (An NSTA position statement). Washington, DC: Author.
  40. Oreskes, N. (1999). The rejection of continental drift: Theory and method in American earth science. New York: Oxford University Press.
  41. Park, G. S., & Yoo, M. H. (2013). The Effects of ‘Science History Based Chemist Inquiry Program’ on the Understanding toward Nature of Science, Scientific Attitudes, and Science Career Orientation of Scientifically Gifted High School Students. Journal of the Korean Chemical Society, 57(6), 821-829 https://doi.org/10.5012/jkcs.2013.57.6.821
  42. Rollings, A., & Adams, E. (2003). Andrew Rollings and Ernest Adams on game design. Indianapolis: New Riders.
  43. Schwartz, R. S., Lederman, N. G., & Crawford, B. A. (2004). Developing views of nature of science in an authentic context: An explicit approach to bridging the gap between nature of science and scientific inquiry. Science education, 88(4), 610-645. https://doi.org/10.1002/sce.10128
  44. Solomon, J., Duveen, J., Scot, L., & McCarthy, S. (1992). Teaching about the nature of science through history: Action research in the classroom. Journal of research in science teaching, 29(4), 409-421. https://doi.org/10.1002/tea.3660290408
  45. Werbach, K., & Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press.
  46. Yang, S. Y., Choi, J. W., & Lee, Y. J. (2012). The Analysis of Game-Based Learning Types. Korea Computer Education Association Conference Proceedings, 16(1), 156-159.
  47. Yoo, M. H., Yeo, S. I., & Hong, H. G. (2007). The Effect of Science History Program Developed by Genetic Approachon Student’s Conception toward Particulate Nature of Matterand Understanding about the Nature of Science. Journal of the Korean Chemical Society, 51(2), 213-221. https://doi.org/10.5012/jkcs.2007.51.2.213
  48. Yoon, H. S. (2012). History of Korean games. Seongnam: Book Korea.