The impact of learner metacognition and goal orientation on problem-solving in a serious game environment.
To understand the impact of learner metacognition and goal orientation on problem-solving, this study investigated 159 undergraduate students' metacognition, goal orientations, and their problem-solving performances and processes in a laboratory setting using a Serious Game (SG) environment that ado...
| Publicado en: | Computers in Human Behavior Vol. 102; pp. 151 - 166 |
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| Autores principales: | , |
| Formato: | Artículo |
| Publicado: |
Elsevier B.V.
Jan2020
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=140984788&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 140984788 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 07475632 JC4 jtl: Computers in Human Behavior issn: 07475632 maglogo: N pubinfo: dt: Jan2020 vid: 102 pid: 2410 pub: Elsevier B.V. artinfo: ui: 140984788 10.1016/j.chb.2019.08.021 ppf: 151 ppct: 15 formats: tig: atl: The impact of learner metacognition and goal orientation on problem-solving in a serious game environment. aug: au: Liu, Sa Liu, Min affil: Harrisburg University of Science and Technology, USA University of Texas, Austin, USA su: Cognition Goal (Psychology) Problem solving Video games Undergraduates Cluster analysis (Statistics) Problem-based learning Questionnaires Multiple regression analysis sug: subj: Cognition Goal (Psychology) Problem solving Video games Undergraduates Home entertainment equipment merchant wholesalers Video game publishers Video game design and development services Doll, Toy, and Game Manufacturing Cluster analysis (Statistics) Problem-based learning Questionnaires Multiple regression analysis keyword: Goal orientation Log data Metacognition Problem-solving Serious game Similarity measure Goal orientation Log data Metacognition Problem-solving Serious game Similarity measure ab: To understand the impact of learner metacognition and goal orientation on problem-solving, this study investigated 159 undergraduate students' metacognition, goal orientations, and their problem-solving performances and processes in a laboratory setting using a Serious Game (SG) environment that adopts problem-based learning (PBL) pedagogy to teach space science. Utilizing cluster analysis, multiple regression, similarity measure and data visualization, this study analyzed multiple data sources, including computer log data, problem-solving performance scores, and survey data. The results show that both learner metacognition and goal orientation affected problem-solving. The findings of this study offer insights of how learner characteristics impact on problem-solving in SG environments with PBL pedagogy. It also contributes to understanding the design of SG environments to benefit learners based on their metacognitive levels. • Computer log data was used to analyze leaner problem-solving process. • Similarity measure was used to analyze sequence pattern. • Learner metacognition affected learner problem-solving in a serious game. • Learner goal orientation affected learner problem-solving in a serious game. • Dunning-Kruger effect and problem complexity could be the possible explanation forlearner problem-solving differences. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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