The Impact of Learner Metacognition and Goal Orientation on Problem-solving in a Serious Game Environment

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ISBN 13 :
Total Pages : 538 pages
Book Rating : 4.:/5 (17 download)

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Book Synopsis The Impact of Learner Metacognition and Goal Orientation on Problem-solving in a Serious Game Environment by : Sa Liu (Ph. D.)

Download or read book The Impact of Learner Metacognition and Goal Orientation on Problem-solving in a Serious Game Environment written by Sa Liu (Ph. D.) and published by . This book was released on 2018 with total page 538 pages. Available in PDF, EPUB and Kindle. Book excerpt: To understand the impact of two learner characteristics—metacognition and goal orientation—on problem-solving, this study investigated 159 undergraduate learners’ metacognition, goal orientations, and problem-solving performances and processes in a laboratory setting using a Serious Game (SG) environment—Alien Rescue (AR)—that adopts Problem-based Learning (PBL) pedagogy for teaching space science. Utilizing multiple data sources, including computer log data and problem-solving solution scores within the SG, survey data, gameplay screencast videos, and interview data, this study combined a sequential mixed method design and serious games analytics techniques to answer the following two questions: (a) To what extent are learner problem-solving performance differences based on learner characteristics, and why? (b) To what extent are learner problem-solving process differences based on learner characteristics, and why? The results indicated that (a) learner metacognition affected problem-solving. Specifically, there were statistically significant differences in learner problem-solving performances based on metacognition, and learners also demonstrated different problem-solving processes based on metacognition. (b) Learner goal orientation impacted problem-solving. Particularly, learners in different goal orientation groups had different problem-solving processes. (c) The interaction between metacognition and goal orientations had an impact on learner problem-solving performances. Specifically, learners were clustered into three groups based on these two characteristics, including (a) high metacognition and high multiple goal orientations, (b) low metacognition and medium multiple goal orientations, and (c) medium metacognition and low multiple goal orientations. Learner problem-solving performances were statistically significant based on these three clusters. In addition, learner metacognition and goal orientations together could predict learner problem-solving performances. (d) The interaction between metacognition and goal orientations also had an impact on learner problem-solving processes. These differences in learner problem-solving performances and processes can be explained by learner characteristic differences, the problem complexity, SG design, and Dunning-Kruger effects (i.e., the cognitive bias that people of low metacognitive ability might mistakenly assess their metacognitive level as higher than it is). In addition, this study summarized 10 steps of how to be a successful and efficient problem solver in AR. These steps are as follows: 1) identify the problem correctly; 2) explore the 3D environment by visiting all rooms in AR and look over all tools; 3) discover what one alien species needs to survive in Alien Database; 4) search the Solar System Database for possible planets; 5) develop hypotheses about where this alien species can live; 6) figure out if there is any missing information needed for making a decision; 7) launch probes to gather information in the Probe Design room; 8) check the data from the probe in the Mission Control room; 9) decide whether the selected planet is a good choice for the selected alien species; 10) if so, write a recommendation message with the justification in the Communication Center—if not, go back to step 4. This research offers additional understanding of learner characteristic impacts on problem-solving in SG environments with PBL pedagogy. It can also contribute to future designs of these environments to benefit learners based on their metacognitive levels. In addition, the study limitations and further research in this area are discussed.

Rethinking Problem-based Learning for the Digital Age

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Publisher : Taylor & Francis
ISBN 13 : 1000959899
Total Pages : 156 pages
Book Rating : 4.0/5 (9 download)

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Book Synopsis Rethinking Problem-based Learning for the Digital Age by : Maggi Savin-Baden

Download or read book Rethinking Problem-based Learning for the Digital Age written by Maggi Savin-Baden and published by Taylor & Francis. This book was released on 2023-10-19 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: Rethinking Problem-based Learning for the Digital Age provides grounded, evidence-based strategies for teaching faculty, academic developers and educational technologists who are changing their problem-based learning (PBL) modules and programmes from face-to-face to online. Given today’s rapid advancements in learning and curriculum development specific to online and blended modes, there is considerable potential to introduce new forms of PBL in higher education. This book applies fundamental and cutting-edge research, including original scholarship by the authors, to innovative PBL practices and realistic tasks that can be brought to life through digital environments, teamwork and resources. Whether re-contextualizing PBL practices for newly online/blended instruction or seeking fresh PBL approaches for existing digital education environments across disciplines, readers will be guided to construct active, highly motivating, learner-centred experiences using simulations, games, virtual reality, multimedia and other complex innovations.

Effects of Goal-orientation on Metacognitive Activity

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Publisher :
ISBN 13 :
Total Pages : 136 pages
Book Rating : 4.:/5 (89 download)

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Book Synopsis Effects of Goal-orientation on Metacognitive Activity by : Anthony Eric Middlebrooks

Download or read book Effects of Goal-orientation on Metacognitive Activity written by Anthony Eric Middlebrooks and published by . This book was released on 1994 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Innovative Applications in Smart Cities

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Publisher : CRC Press
ISBN 13 : 1000462269
Total Pages : 274 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Innovative Applications in Smart Cities by : Alberto Ochoa

Download or read book Innovative Applications in Smart Cities written by Alberto Ochoa and published by CRC Press. This book was released on 2021-09-23 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a compilation of chapters on scientific work in novel and innovative reference that compiles interdisciplinary perspectives about diverse issues related with Industry 4.0 and smart cities in different ways, i.e., intelligent optimisation, industrial applications in the real world, social applications and technology applications with a different perspective about existing solutions. Chapters review research in improving optimisation in smart manufacturing, logistics of products and services, optimisation of different elements in the time and location, social applications to enjoy our life of a better way and applications that increase daily life quality. This book covers applications of Industry 4.0; applications to improve the life of the citizens in a smart city; and finally, welfare of the working-age population and their expectations in their jobs correlated with the welfare-work relationship.

An Examination of the Interactive Effects of Goal Setting and Metacognition on Learner Directed Skill Acquisition

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Publisher :
ISBN 13 :
Total Pages : 312 pages
Book Rating : 4.3/5 (129 download)

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Book Synopsis An Examination of the Interactive Effects of Goal Setting and Metacognition on Learner Directed Skill Acquisition by : Dustin K. Jundt

Download or read book An Examination of the Interactive Effects of Goal Setting and Metacognition on Learner Directed Skill Acquisition written by Dustin K. Jundt and published by . This book was released on 2005 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Serious Games

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Publisher : Routledge
ISBN 13 : 1135848912
Total Pages : 553 pages
Book Rating : 4.1/5 (358 download)

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Book Synopsis Serious Games by : Ute Ritterfeld

Download or read book Serious Games written by Ute Ritterfeld and published by Routledge. This book was released on 2009-09-10 with total page 553 pages. Available in PDF, EPUB and Kindle. Book excerpt: The central purpose of this book is to examine critically the claim that playing games can provide learning that is deep, sustained and transferable to the "real world."

Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds

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Publisher : Springer Science & Business Media
ISBN 13 : 9460913296
Total Pages : 281 pages
Book Rating : 4.4/5 (69 download)

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Book Synopsis Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds by : L.A. Annetta

Download or read book Serious Educational Game Assessment: Practical Methods and Models for Educational Games, Simulations and Virtual Worlds written by L.A. Annetta and published by Springer Science & Business Media. This book was released on 2011-07-22 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: In an increasingly scientific and technological world the need for a knowledgeable citizenry, individuals who understand the fundamentals of technological ideas and think critically about these issues, has never been greater. There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens, not only regularly occurring in schools and in after-school programs, but also in informal settings like museums, science centers, zoos and aquariums, at home with family, in the workplace, during leisure time when children and adults participate in community-based activities. This blurring of the boundaries of where, when, why, how and with whom people learn, along with better understandings of learning as a personally constructed, life-long process of making meaning and shaping identity, has initiated a growing awareness in the field that the questions and frameworks guiding assessing these environments should be reconsidered in light of these new realities. The audience for this book will be researchers working in the Serious Games arena along with distance education instructors and administrators and students on the cutting edge of assessment in computer generated environments.

Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions

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Publisher : IGI Global
ISBN 13 : 1615207201
Total Pages : 430 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions by : Van Eck, Richard

Download or read book Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions written by Van Eck, Richard and published by IGI Global. This book was released on 2010-03-31 with total page 430 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book discusses the need for interdisciplinary awareness in the study of games and learning"--Provided by publisher.

Why Do Some Succeed? The Impact of Goal Orientation and Need for Closure on Learning and Engagement in a Problem-based Learning Environment

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ISBN 13 :
Total Pages : 356 pages
Book Rating : 4.:/5 (861 download)

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Book Synopsis Why Do Some Succeed? The Impact of Goal Orientation and Need for Closure on Learning and Engagement in a Problem-based Learning Environment by : Cassendra M. Bergstrom

Download or read book Why Do Some Succeed? The Impact of Goal Orientation and Need for Closure on Learning and Engagement in a Problem-based Learning Environment written by Cassendra M. Bergstrom and published by . This book was released on 2013 with total page 356 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Metacognition in Learning

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Publisher : BoD – Books on Demand
ISBN 13 : 1789851130
Total Pages : 166 pages
Book Rating : 4.7/5 (898 download)

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Book Synopsis Metacognition in Learning by : Nosisi Feza

Download or read book Metacognition in Learning written by Nosisi Feza and published by BoD – Books on Demand. This book was released on 2019-12-11 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: Metacognition skills have been proven to have a positive relationship with learning. The strength of metacognition relies heavily on self-efficacy where a student understands his/her learning style, and the ability to use information gathered and align it with his/her learning style. In addition, knowing what you know and how you know it as a student plays a huge role in knowing what you do not know and linking it with what is close or relevant to it, that you know. It is about having skills and knowledge that empowers you to be an independent learner. Literature on classroom practices show a number of short-comings in diverse areas such as poor teacher knowledge, overcrowded classrooms, and lack of resources for learning. An independent student will strive under such an environment by studying independently, searching for resources, and finding multimodal ways of learning. It is also important to note that naturally, human beings are curious and want to learn in order to conquer their world. Hence, Piaget's work of intellectual autonomy cannot be ignored when exploring metacognition. If learning experiences were ideal and developmental, they would be no need to nurture metacognition. Unfortunately, the education systems remove students' curiosity by bringing fake environments into learning that impede creation and imagination. This book emphasises the power of metacognition at different levels of learning. It can be seen as a parallel intervention approach, with expanded knowledge on how to extend existing skills for young children, which is a pre-intervention. Authors in this book bring diverse viewpoints from diverse fields on how to nurture metacognition, thus giving the reader an opportunity to borrow strategies from other fields. This contribution is a mixture of empirical contributions and opinion pieces informed by review of literature.

Gaming and Cognition: Theories and Practice from the Learning Sciences

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Publisher : IGI Global
ISBN 13 : 161520718X
Total Pages : 405 pages
Book Rating : 4.6/5 (152 download)

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Book Synopsis Gaming and Cognition: Theories and Practice from the Learning Sciences by : Van Eck, Richard

Download or read book Gaming and Cognition: Theories and Practice from the Learning Sciences written by Van Eck, Richard and published by IGI Global. This book was released on 2010-05-31 with total page 405 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.

Serious Games in Personalized Learning

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Publisher : Taylor & Francis
ISBN 13 : 1000400107
Total Pages : 305 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Serious Games in Personalized Learning by : Scott M. Martin

Download or read book Serious Games in Personalized Learning written by Scott M. Martin and published by Taylor & Francis. This book was released on 2021-07-12 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

Using Cognitive and Affective Metrics in Educational Simulations and Games

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Publisher : Routledge
ISBN 13 : 1000390098
Total Pages : 268 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis Using Cognitive and Affective Metrics in Educational Simulations and Games by : Harold F. O'Neil

Download or read book Using Cognitive and Affective Metrics in Educational Simulations and Games written by Harold F. O'Neil and published by Routledge. This book was released on 2021-05-17 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Presenting original studies and rich conceptual analyses, this volume explores how cognitive and affective metrics can be used to effectively assess, modify, and enhance learning and assessment outcomes of simulations and games used in education and training. The volume responds to the increasing use of computer-based simulations and games across academic and professional sectors by bringing together contributions from different research communities, including K-12 and postsecondary education, medical, and military contexts. Drawing on empirical results, the chapter authors focus on the design and assessment of educational simulations and games. They describe how quantitative and qualitative metrics can be used effectively to evaluate and tailor instructional resources to the cognitive and affective needs of the individual learner. In doing so, the volume enhances understanding of how games and simulations can intersect with the science of learning to improve educational outcomes. Given its rigorous and multidisciplinary approach, this book will prove an indispensable resource for researchers and scholars in the fields of educational assessment and evaluation, educational technology, military psychology, and educational psychology.

Metacognition in Learning

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Publisher : BoD – Books on Demand
ISBN 13 : 0850141621
Total Pages : 332 pages
Book Rating : 4.8/5 (51 download)

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Book Synopsis Metacognition in Learning by :

Download or read book Metacognition in Learning written by and published by BoD – Books on Demand. This book was released on 2024-06-12 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book takes the reader on a journey of metacognitive learning. You are invited to explore mental processes to understand and learn key concepts. The authors help readers discover their learning potential by informing them about how thought processes work, while also offering practical strategies and techniques. This book not only offers a deep understanding of the learning process but also offers readers practical steps to improve their cognitive abilities. If you want to discover and develop your learning potential, this book will be an indispensable guide for you.

Handbook of Research on Decision-Making Capabilities Improvement With Serious Games

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Publisher : IGI Global
ISBN 13 : 1668491672
Total Pages : 459 pages
Book Rating : 4.6/5 (684 download)

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Book Synopsis Handbook of Research on Decision-Making Capabilities Improvement With Serious Games by : Correia, Anacleto

Download or read book Handbook of Research on Decision-Making Capabilities Improvement With Serious Games written by Correia, Anacleto and published by IGI Global. This book was released on 2023-07-10 with total page 459 pages. Available in PDF, EPUB and Kindle. Book excerpt: How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.

Metacognitive Knowledge

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Publisher : Iap-Information Age Publishing Incorporated
ISBN 13 : 9781641130226
Total Pages : 367 pages
Book Rating : 4.1/5 (32 download)

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Book Synopsis Metacognitive Knowledge by : Joke van Velzen

Download or read book Metacognitive Knowledge written by Joke van Velzen and published by Iap-Information Age Publishing Incorporated. This book was released on 2017 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: "An important goal in contemporary educational psychology research is adolescent students' development of higher-order thinking, which includes, among other things, that these students become competent and independent learners and problem solvers. This goal comes forth from the notion of education for life that emphasizes that students can direct their learning and problem solving of their own accord. Especially high-school students can encounter difficulties in independent learning and problem solving when they make the transition to higher education. To counter this, these students need to possess, among other things, metacognitive knowledge, which they may have insufficiently. This book offers new insights about late adolescent students' understanding of their metacognitive knowledge regarding learning and problem solving. It offers a description of a research project conducted to obtain a better understanding of the students' abilities and views with respect to what their metacognitive knowledge encompasses, and how they attempt to develop, apply, and improve this knowledge regarding learning and the solving of mathematical and first-language problems in a more effective way of their own accord. Specifically, the results of the studies of the research project enable us to understand metacognitive knowledge better, in that it provides explanations about the students' development of this knowledge across domains. This book offers further details in terms of providing evidence for theory building regarding metacognitive knowledge"--The publisher.

Handbook of Game-Based Learning

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Publisher : MIT Press
ISBN 13 : 0262356546
Total Pages : 601 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Handbook of Game-Based Learning by : Jan L. Plass

Download or read book Handbook of Game-Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan