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Showbiz Safari

Evidence Tier:DOCUMENTED

Published in academic literature

For:General Public & EnthusiastsKids & Youth

App Summary

Showbiz Safari is an educational game from the Smithsonian Science Education Center that helps students learn about animal diversity and habitats by casting animals in movie roles based on their unique traits. The app's design is grounded in an evidence-based framework that incorporates an iterative, seven-phase development cycle, including collaborative design with subject matter experts and field testing in classroom settings. The associated research concludes that this approach transforms abstract scientific concepts into an engaging virtual experience that prioritizes student feedback and real-world classroom feasibility.

App Screenshots

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Detailed Description

Functionality & Mechanism Developed by the Smithsonian Science Education Center, Showbiz Safari is an educational life science game that delivers pedagogical content through a simulated movie casting scenario. The interface prompts learners to select animal "actors" based on biological traits suitable for specific habitats, such as land or water. Sessions feature randomized levels to introduce a wide variety of organisms. Tapping an organism reveals further information about its characteristics. The system integrates audio and text-based content to support early readers.

Evidence & Research Context

  • This app was created using the Smithsonian Science Education Center's evidence-based framework for developing educational games, as detailed in associated research.
  • The framework utilizes an iterative, seven-phase design process that integrates subject matter expertise with feedback from educational stakeholders.
  • A critical component of the development model is field testing in diverse classroom settings to establish usability and alignment with pedagogical goals.
  • The authors of the framework describe its purpose as transforming abstract STEM concepts into dynamic, interactive learning experiences.

Intended Use & Scope The system is designed for second-grade students in classroom or at-home settings as a supplementary tool for life science education. Its primary utility is to introduce concepts of animal traits, biodiversity, and habitats. This tool is not a comprehensive curriculum and should be integrated by educators into a broader instructional plan.

Studies & Publications

1 publication

Peer-reviewed research associated with this app.

Non-Evaluative Reference

Unveiling the Smithsonian's digital games success stories

Mandell et al. (2023) · SmartBrief

Referenced in academic literature; no direct evaluation of the app
The article "Awe-Inspiring Digital Games: Bridging the Gap Between STEM Concepts and Student Engagement" examines the Smithsonian Science Education Center's (SSEC) strategic framework for developing digital games that enhance student motivation and problem-solving. Authors Brian Mandell and Victor Lucena argue that while students often perceive STEM as a series of abstract facts, interactive media can transform learning by allowing students to experience scientific phenomena—such as energy transfer or global resource management—in a dynamic, virtual environment. To ensure these games are both educationally rigorous and technically sound, the SSEC employs a comprehensive seven-phase design process that begins with collaborative brainstorming between subject matter experts and developers to identify concepts best suited for simulation. The development cycle progresses from establishing specific learning goals and storyboarding to the creation of a minimum viable product, followed by intensive field testing in diverse classroom settings. This field-testing phase is highlighted as particularly critical, as it identifies usability barriers and ensures the digital content aligns with student capabilities and teacher expectations before a final version is released. Examples of games resulting from this process include Tami's Tower, Safe Landing, and Aquation, each designed to balance simplified scientific models with the immersive interest required to capture a student's imagination. Ultimately, the SSEC model demonstrates that successful educational games are the result of an iterative, evidence-based approach that prioritizes student feedback and real-world classroom feasibility.
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