2013
DOI: 10.3389/fpsyg.2013.00607
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Gaming science: the “Gamification” of scientific thinking

Abstract: Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is… Show more

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Cited by 168 publications
(115 citation statements)
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References 122 publications
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“…The exploratory study in the first phase is relevant to defining the possible items on the playfulness of games in health education contexts, given the lack of this kind of instruments in the literature (1)(2)(3)(4)(5)(6)(7)(8) . The establishment of an open questionnaire in order to define items from the answers is recommended in order to build phrases closer to the spontaneity of statements of the determined target audience, providing greater identity between the items and the statements (17)(18)(19) .…”
Section: Discussionmentioning
confidence: 99%
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“…The exploratory study in the first phase is relevant to defining the possible items on the playfulness of games in health education contexts, given the lack of this kind of instruments in the literature (1)(2)(3)(4)(5)(6)(7)(8) . The establishment of an open questionnaire in order to define items from the answers is recommended in order to build phrases closer to the spontaneity of statements of the determined target audience, providing greater identity between the items and the statements (17)(18)(19) .…”
Section: Discussionmentioning
confidence: 99%
“…A literature review on this subject highlights the importance of games for clinical, investigative or educational activities (1)(2)(3)(4) . International studies show different approaches for games in health (1)(2)(3)(4)(5)(6)(7)(8) : a-ludic activies promoting healthy lifestyles; b-risks of suffocation and similar games; c-damage caused by video game addiction; d-the importance of games for scientific thinking; e-games in the training of health professionals; f-exergames (physical exercises motivated by computer games) for health promotion; among others. Specialized journals have multiplied, developing a corpus of its own knowledge known as Serious Games, which synthesize the understanding of entertaining characteristics into the production of edutainment (5)(6)(7)(8) .…”
Section: Introductionmentioning
confidence: 99%
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“…This balance of an imaginary context and real emotions leads to more adaptive regulation strategies such as problem solving and reappraisal as players learn to deal with negative emotions in adaptive ways [22]. Strategy games, typically implemented as simulations of some complex process such as civilization building or warfare, have been shown to create cognitive scaffolding to support decision-making [47] and improve self-reported problem solving skills [2].…”
Section: Emotion and Decision Makingmentioning
confidence: 99%