This article studies the potential for students to become interested sciences, by utilizing a video game as a medium. In their game, Quest Atlantis, students are tasked in studying the effects of logging and farming on the aquatic environment. As a primer, the students are first introduced in studying fishtanks, some with dead fish from dangerous pH levels and others with oxygen deprivation. After solving the issues in a smaller environment, they are introduced to a larger river/lake with decreasing fish populations. They are then instructed to suggest changes and can see the results of their changes.
The article argues that in order to draw students into the narrative they have to have three different things:
- Person with intent – why they’re there. A specific task for them to accomplish
- Content with legitimacy – Information that applies to real world examples.
- Context with consequentially – Showing the consequences of their actions.
A lot of successful games have all three of these examples. For instance, actions in the Fable series can dynamically affect the world around you.