28 Int’l Journal of Gaming and Computer-Mediated Simulations, 1(3), 28-52, July-September 2009
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is prohibited.
abstraCt
Literature suggests that games can support learning in schools by enabling creative problem solving, allowing dy-
namic resource allocation, by providing a motivating, immersive activity, and by supporting explorations of identity.
A descriptive, inductive study was carried out to identify how high school students in a school setting make use of
the video game interface and its representations. Results demonstrate that specifc cues direct attention, helping to
focus efforts on new or underutilized game tasks. In addition, consistent and well-organized visualizations encourage
learning and collaboration among students by providing shared referential resources and scaffolding coordinated
sequences of problem solving acts during gameplay. Conversely, when affordances are inconsistently represented,
students’focus can shift from problem solving at the goal level (game strategy, etc.) to problem solving why the game
interface is frustrating their goals. In general, the design of game representations and behaviors can help guide or
hinder student learning. [Article copies are available for purchase from InfoSci-on-Demand.com]
Keywords: Affordances; Collaborative Learning; Education; Gaming; Interface Design; Representa-
tional Guidance; Video Games
Video Game representations
as Cues for Collaboration and
learning
Matthew J. Sharritt, Situated Research, LLC, USA
Daniel D. Suthers, University of Hawai`i at Manoa, USA
introduCtion
Squire (2005) suggests that games provide a rich
learning context, in which gamer strategizing
and the management of complex problems can
foster creative thinking skills and demonstrate
to players how their decisions have dynamic
outcomes. According to Squire (2005), “it
seems the important question is not can games
be used to support learning, but how” (p. 1).
In this article, we provide a description of how
high school students make use of video game
interfaces while engaged in playing commer-
cial video games in a school setting (Civiliza-
tion IV, RollerCoaster Tycoon 3, and Making
History: The Calm & The Storm). This study
focused on ways that the designed visualiza-
tions and behaviors of game interfaces guide
player activity and collaboration, creating op-
portunities for learning; and how those player
interactions in turn infuence player activity to
support learning. Concepts from previous work
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