100 THE AMERICAN BIOLOGY TEACHER VOLUME 74, NO. 2, FEBRUARY 2012
ABSTRACT
The video game SPORE was found to hold characteristics that stimulate higher-
order thinking even though it rated poorly for accurate science. Interested in
evaluating whether a scientifically inaccurate video game could be used effec-
tively, we exposed students to SPORE during an evolution course. Students that
played the game reported that they spent an average of 3 hours more a week with
class material; these same students also scored about 5% higher on examinations
and in the course. Methods to use SPORE to teach evolution are included; to
create a teaching community that uses this game might make this edutainment
product an even more effective tool.
Key Words: Evolution; SPORE; video game; teaching game; edutainment.
Board games have been brought into the classroom for years (e.g.,
War) to help student engagement with material, and some colleges
have built a reputation around using non-video
games as classroom pedagogy. Barnard College
Professor Mark Carnes has successfully devel-
oped the “Reacting to the Past” series (http://
www.barnard.edu/reacting/) since 1996. This
pedagogy has been spreading through many
institutions with rave reviews (Prince, 2005;
Houle, 2006; Higbee, 2008). But today’s gen-
eration is more comfortable and relaxed with
technologies like video, MP3, and video games
(Tapscott, 1998, 2009; Raines, 2002; Pardue &
Morgan, 2008).
Video games have been mainstream in the
United States since the 1970s with the debut
of Atari’s Pong (Kent, 2001); the Entertainment Software Associa-
tion’s “2009 Essential Facts About the Computer and Video Game
Industry” shows that 68% of American households play computer
and video games, and 63% of parents feel that video games are a
positive part of children’s lives. Most video games are designed and
marketed for home entertainment use, not academia. LeapFrog
Enterprises brought educational games into the home in 1995 (http://
www.leapfrog.com), but the bridge into secondary- and college-level
gaming has been minimal. Some academics have been intrigued to
use “edutainment” options like SimCity, Civilization, and Oregon
Trail (Rice, 2007; Rice & Wilson, 1999; Squire, 2003, 2005), but
science simulations, especially for evolution, have not been designed
for the entertainment realm. John Conway’s Game of Life (http://
www.bitstorm.org/gameoflife/) and Jeffrey Ventrella and Brian Dodd’s
Darwin Pond (http://www.ventrella.com/Darwin/darwin.html) are
science simulations, not entertainment.
The makers of SimCity (EA Sports) debuted SPORE on Sunday,
7 September 2008. Marketed as a game that would let you “create the
universe,” SPORE played up the debate between creation and evolu-
tion. Further intrigue was generated when the game’s creator pro-
duced an anti-SPORE website that used intelligent-design arguments
against the game and its release (http://www.
antispore.com). Both scientists and nonscien-
tists were anxious about how SPORE would
present the debate through game play. Student
interest, together with statistics showing that
college students spend several hours a week
on video games (Jones et al., 2003), forced us
to question whether SPORE could accomplish
the educational goals we had for an evolution
course that was entertaining. We were looking
for a way to increase retention of evolutionary
theory beyond the traditional lecture, labora-
tory, and assignments. Research indicates that
computer games help children learn (Shaffer,
2006; Y. K. Baek, unpubl. paper), but some educators have reserva-
tions about bringing games into their classroom (Baek, 2008). There-
fore, if SPORE could be used as an educational tool, it would be
necessary to develop learning modules to support educators who
have any hesitation. Generated educational modules are shared
through this discussion.
We were looking for a
way to increase retention
of evolutionary theory
beyond the traditional
lecture, laboratory, and
assignments.
The American Biology Teacher, Vol. 74, No. 2, pages 100–103. ISSN 0002-7685, electronic ISSN 1938-4211. ©2012 by National Association of Biology Teachers. All rights reserved.
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DOI: 10.1525/abt.2012.74.2.7
RESEARCH ON
LEARNING Bringing Evolution to a
Technological Generation: A Case
Study with the Video Game SPORE
DOROTHYBELLE POLI, CHRISTOPHER
BERENOTTO, SARA BLANKENSHIP,
BRYAN PIATKOWSKI, GEOFFREY A.
BADER, MARK POORE