Measuring Learning in Video Games: A Case Study

A. Fowler, B. Cusack, Alessandro Canossa
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引用次数: 2

Abstract

There has been an active debate on the value and relevance of the use of video games for learning. Some of this interest stems from frustration with current educational tools. Some of this interest stems from observations of large numbers of people that play video It uses a method for evaluating indicators of cognition that take place within a commercial video game using psychophysiological methods. From the results, an interpretation has been developed that implies that there is potential for accelerated learning gained by playing commercial video games.
衡量电子游戏中的学习:一个案例研究
关于使用电子游戏进行学习的价值和相关性的争论一直很活跃。这种兴趣部分源于对当前教育工具的失望。这种兴趣部分源于对大量玩视频的人的观察,它使用一种方法来评估商业电子游戏中发生的认知指标,即使用心理生理学方法。从研究结果来看,有一种解释表明,玩商业视频游戏有可能加速学习。
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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