Game-Based Learning Analytics for Supporting Adolescents' Reflection

Elizabeth B. Cloude, Daniel Carpenter, Daryn A. Dever, R. Azevedo, James C. Lester
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引用次数: 13

Abstract

Reflection is critical for adolescents’ problem solving and learning in game-based learning environments (GBLEs). Yet challenges exist in the literature because most studies lack a theoretical perspective and clear operational definition to inform how and when reflection should be scaffolded during game-based learning. In this paper, we address these issues by studying the quantity and quality of 120 adolescents’ written reflections and their relation to their learning and problem solving with Crystal Island, a GBLE. Specifically, we (1) define reflection and how it relates to skill and knowledge acquisition; (2) review studies examining reflection and its relation to problem solving and learning with emerging technologies; and (3) provide direction for building reflection prompts into GBLEs that are aligned with the learning goals built into the learning session (e.g., learn about microbiology versus successfully solve a problem) to maximize adolescents’ reflection, learning, and performance. Overall, our findings emphasize how important it is to examine not only the quantity of reflection but also the depth of written reflection as it relates to specific learning goals. We discuss the implications of using game-learning analytics to guide instructional decision making in the classroom.
支持青少年反思的游戏学习分析
在基于游戏的学习环境(GBLEs)中,反思对于青少年解决问题和学习至关重要。然而,文献中仍然存在挑战,因为大多数研究缺乏理论视角和明确的操作定义,以告知如何以及何时在基于游戏的学习中构建反思。在本文中,我们通过研究120名青少年的书面反思的数量和质量,以及它们与他们的学习和解决问题的关系,水晶岛,GBLE来解决这些问题。具体来说,我们(1)定义反思及其与技能和知识获取的关系;(2)回顾研究反思及其与新兴技术解决问题和学习的关系;(3)为将反思提示构建成与学习过程中建立的学习目标(例如,学习微生物学与成功解决问题)相一致的GBLEs提供方向,以最大限度地提高青少年的反思、学习和表现。总的来说,我们的研究结果强调了不仅要检查反思的数量,还要检查书面反思的深度,因为它与特定的学习目标有关。我们讨论了使用游戏学习分析来指导课堂教学决策的含义。
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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