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...

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Publicado en:Computers in Human Behavior Vol. 102; pp. 151 - 166
Autores principales: Liu, Sa, Liu, Min
Formato: Artículo
Publicado: Elsevier B.V. Jan2020
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jan2020
      vid: 102
      pid: 2410
      pub: Elsevier B.V.
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      ui:
        140984788
        10.1016/j.chb.2019.08.021
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        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
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