Investigating the Dunning-Kruger Effect Among Students within the Contexts of a Narrative-centered Game-based Learning Environment

A. B. Ocay
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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.
以叙事为中心的游戏学习环境下学生的邓宁-克鲁格效应研究
本研究调查了在以叙事为中心的游戏学习环境中,邓宁-克鲁格效应在学生中的流行程度。利用基于游戏的微生物学学习应用Crystal Island分析学生在游戏中的表现和行为。本研究是随机选取(N=53)名参加非医学课程的大学生参与的。通过采用问卷调查的方式收集学生对科学学习和电脑游戏的自我效能感的信念。分析中使用了来自Crystal Island的交互日志。我们的研究结果表明,在学生自我效能感的某些方面,学生在玩游戏学习技术时倾向于不准确地预测自己的实际表现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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