The microworld of Phoenix Quest: social and cognitive considerations

  • Authors:
  • Jonathan Young;Rena Upitis

  • Affiliations:
  • Faculty of Education, Queen's University, Kingston, Ontario, Canada, K7L 3N66jhy@qlink.queensu.ca;Faculty of Education, Queen's University, Kingston, Ontario, Canada, K7L 3N6upitisr@educ.queensu.ca

  • Venue:
  • Education and Information Technologies
  • Year:
  • 1999

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Abstract

The present paper explores social and cognitive considerations in the context of a computer-game microworld or learning culture environment. Forty-one boys and 57 girls, aged 8 to 12 years (Grades 4, 5, and 6) were observed playing a computer game called Phoenix Quest. This computer game, featuring an adolescent female protagonist, is an interactive, mystery-adventure with embedded language and mathematics activities. The issues discussed include (a) the development of a computer game learning culture or microworld, (b) interdependence in the process of learning social skills, (c) computer game-playing strategies, (d) gender differences in computer-game play, and (e) mathematics concepts explored in the Phoenix Quest environment. These findings not only contribute to the understanding of how students create and shape a microworld around a computer game like Phoenix Quest, but also indicate some of the inherent teaching and learning limitations of educational software when the guidance of a teacher is absent.