Learning loops - interactions between guided reflection and experience-based learning in a serious game activity.

In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game wit...

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Publicado en:Journal of Computer Assisted Learning Vol. 29; no. 4; pp. 348 - 371
Autores principales: Cowley, B., Heikura, T., Ravaja, N.
Formato: pictorial questionnaire/scale research tables/charts Journal Article
Publicado: Wiley-Blackwell Aug2013
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Aug2013
      vid: 29
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      pub: Wiley-Blackwell
      place: Malden, Massachusetts
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        10.1111/jcal.12013
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        atl: Learning loops - interactions between guided reflection and experience-based learning in a serious game activity.
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          Cowley, B.
          Heikura, T.
          Ravaja, N.
        affil: Centre for Knowledge and Innovation Research, School of Economics, Aalto University; Cognitive Science Unit, Department of Behavioural Sciences, University of Helsinki
      sug:
        subj:
          Learning Methods
          Games
          Reflection
          Bloom's Taxonomy
          Comparative Studies
          Questionnaires
          Hypothesis
          Random Sample
          P-Value
          kappa Statistic
          Data Analysis Software
          Effect Size
          Pearson's Correlation Coefficient
          Adult
          Female
          Male
          Human
          Funding Source
          Adult: 19-44 years
          Female
          Male
      ab: In a study on experience-based learning in serious games, 45 players were tested for topic comprehension by a questionnaire administered before and after playing the single-player serious game Peacemaker (Impact Games 2007). Players were divided into two activity conditions: 20 played a 1-h game with a 3-min half-time break to complete an affect self-report form while 25 also participated in a 20-min reflective group discussion during their half-time break. During the discussion, they were asked by an experimenter to reflect on a set of topics related to the game. We present the analysis of the questionnaires, which illustrates that contrary to our expectations the reflection period had a negative effect on the learning of the players as judged by their performance on closed-form questions at levels 1-5 (out of 6) on the Bloom taxonomy of learning outcomes. The questionnaire also included a few open questions which gave the players a possibility to display deep (level 6) learning. The players did not differ significantly between conditions regarding the questions measuring deep learning.
      pubtype: Academic Journal
      doctype:
        pictorial
        questionnaire/scale
        research
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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