{"title":"Investigating the Dunning-Kruger Effect Among Students within the Contexts of a Narrative-centered Game-based Learning Environment","authors":"A. B. Ocay","doi":"10.1145/3375900.3375918","DOIUrl":null,"url":null,"abstract":"This study investigates the prevalence of Dunning-Kruger effect among students within the contexts of a narrative-centered game-based learning environment. The game-based learning application for microbiology named Crystal Island was used to analyze student's in-game performance and behaviors. This study was participated by randomly selected (N=53) tertiary students of who were enrolled in a non-medical course. Beliefs on self-efficacy were collected through an adopted questionnaire to measure student's self-efficacy on science learning and computer gaming. Interaction logs from Crystal Island were used in the analysis. Our results show that on some aspects of student's self-efficacy measures, students had the tendency to inaccurately predict their actual performance while playing the game learning technology.","PeriodicalId":215978,"journal":{"name":"Proceedings of the 2019 2nd International Conference on Education Technology Management","volume":"17 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2019 2nd International Conference on Education Technology Management","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3375900.3375918","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
This study investigates the prevalence of Dunning-Kruger effect among students within the contexts of a narrative-centered game-based learning environment. The game-based learning application for microbiology named Crystal Island was used to analyze student's in-game performance and behaviors. This study was participated by randomly selected (N=53) tertiary students of who were enrolled in a non-medical course. Beliefs on self-efficacy were collected through an adopted questionnaire to measure student's self-efficacy on science learning and computer gaming. Interaction logs from Crystal Island were used in the analysis. Our results show that on some aspects of student's self-efficacy measures, students had the tendency to inaccurately predict their actual performance while playing the game learning technology.