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Implementation of a Curriculum-Integrated Computer Game for Introducing Scientific Argumentation

Overview of attention for article published in Journal of Science Education and Technology, November 2017
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About this Attention Score

  • Above-average Attention Score compared to outputs of the same age (63rd percentile)
  • High Attention Score compared to outputs of the same age and source (80th percentile)

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3 X users
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1 Facebook page
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1 Google+ user

Citations

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15 Dimensions

Readers on

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86 Mendeley
Title
Implementation of a Curriculum-Integrated Computer Game for Introducing Scientific Argumentation
Published in
Journal of Science Education and Technology, November 2017
DOI 10.1007/s10956-017-9720-2
Pubmed ID
Authors

Robert C. Wallon, Chandana Jasti, Logan Hillary Lauren, Barbara Hug

Abstract

Argumentation has been emphasized in recent U.S. science education reform efforts (NGSS Lead States 2013; NRC 2012), and while existing studies have investigated approaches to introducing and supporting argumentation (e.g., McNeill & Krajcik 2008; Kang, Thompson &Windschitl 2014), few studies have investigated how game-based approaches may be used to introduce argumentation to students. In this paper, we report findings from a design-based study of a teacher's use of a computer game intended to introduce the Claim, Evidence, Reasoning (CER) framework (McNeill &Krajcik 2012) for scientific argumentation. We studied the implementation of the game over two iterations of development in a high school biology teacher's classes. The results of this study include aspects of enactment of the activities and student argument scores. We found the teacher used the game in aspects of explicit instruction of argumentation during both iterations, although the ways in which the game was used differed. Also, students' scores in the second iteration were significantly higher than the first iteration. These findings support the notion that students can learn argumentation through a game, especially when used in conjunction with explicit instruction and support in student materials. These findings also highlight the importance of analyzing classroom implementation in studies of game-based learning.

X Demographics

X Demographics

The data shown below were collected from the profiles of 3 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 86 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 86 100%

Demographic breakdown

Readers by professional status Count As %
Lecturer 10 12%
Student > Ph. D. Student 9 10%
Student > Doctoral Student 9 10%
Student > Master 7 8%
Professor 7 8%
Other 16 19%
Unknown 28 33%
Readers by discipline Count As %
Social Sciences 17 20%
Arts and Humanities 7 8%
Physics and Astronomy 6 7%
Psychology 4 5%
Computer Science 4 5%
Other 16 19%
Unknown 32 37%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 4. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 01 May 2018.
All research outputs
#7,600,652
of 23,873,054 outputs
Outputs from Journal of Science Education and Technology
#164
of 615 outputs
Outputs of similar age
#119,068
of 328,337 outputs
Outputs of similar age from Journal of Science Education and Technology
#2
of 10 outputs
Altmetric has tracked 23,873,054 research outputs across all sources so far. This one has received more attention than most of these and is in the 67th percentile.
So far Altmetric has tracked 615 research outputs from this source. They receive a mean Attention Score of 4.0. This one has gotten more attention than average, scoring higher than 72% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 328,337 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 63% of its contemporaries.
We're also able to compare this research output to 10 others from the same source and published within six weeks on either side of this one. This one has scored higher than 8 of them.