Creating a unique learning experience that actively encourages additional research has been studied by many. The following are works that I see as beneficial to this project.
  Many studies have praised the value of discovery learning where students are in control of their environment. Findings from a recent study seem to indicate that discovery learning can also result in mastery of the concept, which is equivalent, if not better than, traditional direct instruction over a period of time3. The previously mentioned immersion also has the added benefit of presenting the materials in several different ways. This approach engages audio, visual, and haptic channels resulting in a more effective delivery4. If the user is immersed in the problem and is given the freedom to explore the possible outcomes themselves, then learning can occur more efficiently.
  In “How Computer Games Help Children Learn”5 Shaffer uses video games to help children learn a variety of subjects ranging from Urban Planing to art. In these games, students assume the roles of professionals and are presented with a real life problem to solve. For example, in the game Urban Science, students must assume the role of a city planner to renovate a neighborhood. Through the experience, students learn about the problem at hand and develop the skills necessary to accomplish the goal. I believe that by adopting a similar model and giving students the chance to assume the role of a researcher, WikiWorld will generate the same effect. By allowing the students to be researchers, we can both engage the student and actively encourage them to seek new information or evaluate existing information about a given site.
In WikiWorld we will use a similar approach to meet our learning goals. Since we want users to generate questions about the site, while at the same time attempting to answer these questions, we must choose a role for the users to assume that requires these skills to be successful. For WikiWorld we will allow users to assume the role of a researcher. As a researcher, they must inquire about things that interest them and seek answers to those questions. As students continue to play the game, they will continuously develop these skills. For the initial iteration of WikiWorld, we will not implement the roleplaying aspect. However, we would like to include this aspect in the future.
  Although I liked the idea of using video games to make historical sites more engaging, I began to wonder if there are differences in the way males and females play video games. I didn't believe there to be any major differences, but I chose to consult research on the subject before jumping to this conclusion. In the article “We Have Never-Forgetful Flowers In Our Garden: Girls' Response To Electronic Games,”6 the researchers studied a group of females to see what aspects of video games are attractive to them. By the end of the article they concluded that females do like video games just as much as males, but that they are also very concerned with the social aspects of video games. This definition of “social aspects” includes actions that took place inside the video game as well as how others judged their playing ability. While the findings aligned with my initial suspicion, it did remind me to place more of an emphasis on the story line. If the players are expected to be researchers, there should be a story that places them in that context.
  With the appealing idea of using a video game to attack this learning problem, it is also necessary to consider what age groups would be able to interact with this technology easily. The article “Digital Natives, Digital Immigrants” by Marc Prensky focuses on the differences between people who have had technology all their lives and those that have had to adapt to it7. Among other things, Prensky determined that children who grew up with computers and other forms of new media, may interpret information differently than those who did not. Prensky then comes to the conclusion that what one generation sees as effective may be seen as ineffective by another. In part two of his paper, Prensky even proposes that the brain of person who grew up with new media may even be wired differently than those who didn't simply because of the exposure to technology. To back up his claims, he cites laboratory cases where humans and various animals were forced to interpret their world in unconventional ways. This article helps to affirm my suspicion that younger students, and students who have grown up with technology, would be responsive to WikiWorld's execution. Older students, however, may find this solution to be too foreign.
3 David Dean Jr and Deanna Kuhn. Direct instruction vs. discovery: The long view. Science Education, 91(3):384–397, 2007
4Richard E. Mayer. Multimedia Learning. Cambridge University Press, 2001
5David Williamson Shaffer. How Computer Games Help Children Learn. Palgrave Macmillan, 175 Fifth Avenue New York, NY, USA, 2006
6Cecilia M. Gorriz and Claudia Medina. We Have Never-Forgetful Flowers In Our Garden: Girls' Response To Electronic Games.
7Marc Prensky. Digital natives, digital immigrants. On the Horizon, 9(5), 2001