@article{bb5f71d0f6d94746904d5d6ad6f3ce0d,
title = "Digital games and the US National Research Council's science proficiency goals",
abstract = "This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science education standards and reform documents worldwide. Overall, the review suggests that digital games can support science learning across the four strands but also suggests that there are few strong quantitative studies examining some of the strands. Much of the research conducted to date has centred primarily on the potential of games to scaffold conceptual knowledge, engagement and participation. Less research has focused on epistemological understanding and science process skills. While much debate has asked whether digital games are 'good' or 'bad' for learning, the research across the strands highlights that the design of digital games, rather than their medium, ultimately determines their efficacy for learning.",
keywords = "digital games, games for learning, literature review, science education, science proficiency",
author = "Mario Martinez-Garza and Clark, {Douglas B.} and Brian Nelson",
note = "Funding Information: Douglas B. Clark is an associate professor of science education at Vanderbilt University. His research analyzes students{\textquoteright} science learning processes in technology-enhanced environments and digital games with a particular focus on conceptual change, representations, and argumentation in these environments. Clark{\textquoteright}s work has been funded by the National Science Foundation and the National Academy of Education/Spencer Foundation. Funding Information: This paper builds upon ideas from a commissioned topic paper that provided an introduction and overview of simulations and games for science learning (Clark, Nelson, Sengupta, & D{\textquoteright}Angelo, 2009) for the US National Research Council{\textquoteright}s workshop and resulting report focusing on computer games, simulations and science learning (Honey & Hilton, 2010). This paper was supported by the Institute of Education Sciences, US Department of Education and the National Science Foundation through Grants R305A110782 and 1119290 to Vanderbilt University. The opinions expressed are those of the authors and do not represent views of the Institute of Education Sciences, the US Department of Education, or the National Science Foundation.",
year = "2013",
month = sep,
doi = "10.1080/03057267.2013.839372",
language = "English (US)",
volume = "49",
pages = "170--208",
journal = "Studies in Science Education",
issn = "0305-7267",
publisher = "Taylor and Francis Ltd.",
number = "2",
}