Scientific Habits of Mind in Virtual Worlds
By Constance Steinkuehler, Sean C. Duncan. 2008
496 citations recorded by the source corpus.
Subfields: Communication, Developmental and Educational Psychology
View Paper: https://www.semanticscholar.org/paper/34b1b94f477ace6385f5b8cfe5e818e926e74ae0
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Communication
- Rutger C. M. E. Engels
- C. Ferguson
- D. A. Gentile
- Adam Lobel
- Charles K. Kinzer
- Chin-Chung Tsai
- Isabela Granic
- Alecia Marie Magnifico
In Developmental and Educational Psychology
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Liss Kerstin Sylvén
- Jan L. Plass
- Bruce D. Homer
- C. Ferguson
- D. A. Gentile
Citations in the corpus
- Game-Based Learning in Science Education: A Review of Relevant Research (2013, background): “Steinkuehler and Duncan (2008) found that scientific habits of mind were naturally formed by the participants of a game forum, especially with regard to social knowledge construction and system based reasoning.”
- The multiple dimensions of video game effects. (2011, background): “In a study of postings on in-game MMO bulletin boards, 86% of posts focused on the development of understanding through social knowledge construction, including collaboratively solving problems, argumentation using evidence, and the presentation of counter-arguments (Steinkuehler & Duncan, 2008).”
- The benefits of playing video games. (2014, background): “One study, with World of Warcraft players, was correlational (Steinkuehler & Duncan, 2008), making it impossible to discern whether playing the game improved problem solving or people with better skills in the first place were drawn toward this type of open-ended role-playing game.”
- Foundations of Game-Based Learning (2015, background): “…a modification of the type and complexity of the problems and guidance presented to the learner (Azevedo, Cromley, Moos, Greene, & Winters, 2011; Koedinger, 2001) or the use of scaffolding, guidance, and feedback in a way that responds to the player’s in-game actions (Steinkuehler & Duncan, 2008).”
- Writing for Whom? Cognition, Motivation, and a Writer's Audience (2010, background): “Giving students opportunities to interact with multiple real critics of their work may motivate them not only to write, as researchers have found in several communities—those built within educational environments ( Cohen & Riel, 1989 ; Gilbert, 2001 ; Purcell-Gates, Duke, & Martineau, 2007 ; Shaf”
- A systematic literature review of empirical evidence on computer games and serious games (2012, background): “Steinkuehler and Duncan (2008) To examine the scientific habits of mind and dispositions that characterise online discussion forums of the massively multi-player online game (MMOG) World of Warcraft.”
- Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015, background): “…context of what Gee (2003) referred to as “metagaming,” in which play extends beyond the game and includes participating in online discussion forums (Steinkuehler & Duncan, 2008) and even accessing and designing cheat sites (Kafai & Fields, 2013) to help players more effectively navigate the game.”
- Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010, background): “Some early research has suggested that WoW may promote reading and writing achievement, including among boys who previously had little interest in such activities (Steinkuehler, in press; Steinkuehler & Duncan, 2008; Steinkuehler & Williams, 2006).”
- Gaming as extramural English L2 learning and L2 proficiency among young learners* (2012, background): “The interaction and collaboration going on in MMORPGs might certainly be cognitively demanding, especially when players use their L2, fostering what Steinkuehler and Duncan (2008:531) refer to as ‘‘scientific habits of mind’’, that is, the ability to, for instance, build on others’ ideas, use…”
- Children's Motivations for Video Game Play in the Context of Normal Development (2010, background): “A study of discussion threads (public written conversations) in a multiplayer online game found that (aside from social banter) the majority of content focused on joint problem solving, including knowledge sharing and evidence-based debate (Steinkuehler & Duncan, 2008).”