NanoCity: An Immersive Game to Transform Student Perceptions of Science

This chapter reports on the design and trial of a virtual reality transformational game aimed at promoting the study of nanotechnology among secondary science students. Nanocity is a prototype game purposefully designed to create an engaging and immersive learning environment. The game was tested wi...

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Main Authors: Murcia, Karen, Paul Newhouse, C., Boston, J.
Format: Book Chapter
Published: Springer International Publishing 2018
Online Access:http://hdl.handle.net/20.500.11937/69905
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author Murcia, Karen
Paul Newhouse, C.
Boston, J.
author_facet Murcia, Karen
Paul Newhouse, C.
Boston, J.
author_sort Murcia, Karen
building Curtin Institutional Repository
collection Online Access
description This chapter reports on the design and trial of a virtual reality transformational game aimed at promoting the study of nanotechnology among secondary science students. Nanocity is a prototype game purposefully designed to create an engaging and immersive learning environment. The game was tested with 87 lower secondary students in two Western Australian schools. After the experience, these students were surveyed and some participated in focus group interviews. These data, along with observation of the students using the game, provided evidence that the experience was not only engaging but had a transformational effect on the attitudes and perceptions of students towards nanotechnology as a field of study and work. These results supported the suggestion that transformational games can be used to support the learning of students in science and in particular improve their attitudes and perceptions of future engagement with science.
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institution Curtin University Malaysia
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publishDate 2018
publisher Springer International Publishing
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spelling curtin-20.500.11937-699052018-08-08T04:57:22Z NanoCity: An Immersive Game to Transform Student Perceptions of Science Murcia, Karen Paul Newhouse, C. Boston, J. This chapter reports on the design and trial of a virtual reality transformational game aimed at promoting the study of nanotechnology among secondary science students. Nanocity is a prototype game purposefully designed to create an engaging and immersive learning environment. The game was tested with 87 lower secondary students in two Western Australian schools. After the experience, these students were surveyed and some participated in focus group interviews. These data, along with observation of the students using the game, provided evidence that the experience was not only engaging but had a transformational effect on the attitudes and perceptions of students towards nanotechnology as a field of study and work. These results supported the suggestion that transformational games can be used to support the learning of students in science and in particular improve their attitudes and perceptions of future engagement with science. 2018 Book Chapter http://hdl.handle.net/20.500.11937/69905 10.1007/978-3-319-73417-0 Springer International Publishing restricted
spellingShingle Murcia, Karen
Paul Newhouse, C.
Boston, J.
NanoCity: An Immersive Game to Transform Student Perceptions of Science
title NanoCity: An Immersive Game to Transform Student Perceptions of Science
title_full NanoCity: An Immersive Game to Transform Student Perceptions of Science
title_fullStr NanoCity: An Immersive Game to Transform Student Perceptions of Science
title_full_unstemmed NanoCity: An Immersive Game to Transform Student Perceptions of Science
title_short NanoCity: An Immersive Game to Transform Student Perceptions of Science
title_sort nanocity: an immersive game to transform student perceptions of science
url http://hdl.handle.net/20.500.11937/69905