Unlocking Gameplay Insights with Epistemic (Ordered) Network Analysis: Understanding the Potential of Video Games to Foster Authentic Scientific Practices in STEM Education

Abstract This study investigates student learning and interest within the context of a single-player, open-world game designed for microbiology inquiry. The game immerses players in the role of investigative scientists tasked with diagnosing a mysterious illness on a remote island. Ordered Network Analysis (ONA) was combined with clustering techniques to analyze in-game actions (i.e., interactions with non-playable characters, exploration, and utilization of in-game educational tools) allowing us to construct student archetypes based on the behavioral patterns of 122 middle schoolers. The analysis identified four distinct clusters of students with varying engagement patterns—two showing apparent patterns of engagement and two showing apparent patterns of disengagement. The study contributes insights into tailoring educational game designs to address disengaged or ineffective behaviors, enhancing the efficacy of game-based learning experiences.

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Publication Details

Journal
Journal of Science Education and Technology
Published
2025-03-26
DOI
https://doi.org/10.1007/s10956-025-10213-4
Citations
1
Primary Topic
Innovative Teaching and Learning Methods
Type
article
Field-Weighted Citation Impact
3.44

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article

Unlocking Gameplay Insights with Epistemic (Ordered) Network Analysis: Understanding the Potential of Video Games to Foster Authentic Scientific Practices in STEM Education

Amanda Barany, Nidhi Nasiar, Andres Felipe Zambrano, Stephen Hutt et al.
1 citations
Journal of Science Education and Technology
Innovative Teaching and Learning Methods
3.44
article

Unlocking Gameplay Insights with Epistemic (Ordered) Network Analysis: Understanding the Potential of Video Games to Foster Authentic Scientific Practices in STEM Education

Amanda Barany, Nidhi Nasiar, Andres Felipe Zambrano, Stephen Hutt, Jessica Vandenberg, Alex Goslen, Jaclyn Ocumpaugh, Jonathan Rowe, Jordan Esiason
article en
1 citations

Abstract

Abstract This study investigates student learning and interest within the context of a single-player, open-world game designed for microbiology inquiry. The game immerses players in the role of investigative scientists tasked with diagnosing a mysterious illness on a remote island. Ordered Network Analysis (ONA) was combined with clustering techniques to analyze in-game actions (i.e., interactions with non-playable characters, exploration, and utilization of in-game educational tools) allowing us to construct student archetypes based on the behavioral patterns of 122 middle schoolers. The analysis identified four distinct clusters of students with varying engagement patterns—two showing apparent patterns of engagement and two showing apparent patterns of disengagement. The study contributes insights into tailoring educational game designs to address disengaged or ineffective behaviors, enhancing the efficacy of game-based learning experiences.

Journal of Science Education and TechnologyVol. 34(5)
University of Denver (US), North Carolina State University (US), University of Pennsylvania (US)
Division of Information and Intelligent Systems
Openalex Percentile: Top 11%
Innovative Teaching and Learning Methods
3.44
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