Engaging Games: Studying e-sports as a Social Emotional Learning Tool

Katianne Williams
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Abstract

Dr. Constance Steinkuehler was working on her master's of science degree in educational psychology with a focus on cognitive science when the Internet began to take off. With the Internet entering homes and becoming a mainstay, she started looking at how people learn together and solve problems online. These were the days of chat rooms, and she found it hard to build inspiring problems to work on or sites to work with while in the lab. When she decided to turn her attention to the real world, a professor suggested video games, something Steinkuehler hadn't played since she was "a high schooler hanging out at the arcade," but she took a look and was amazed at the level of sophistication she found. She turned her work toward studying what gamers were doing cognitively and intellectually and what, if anything, children, especially teenagers, were getting out of their play.
参与游戏:研究电子竞技作为一种社交情感学习工具
康斯坦斯·施泰因库勒(Constance Steinkuehler)博士正在攻读教育心理学硕士学位,主修认知科学,当时互联网开始起飞。随着互联网进入家庭并成为主流,她开始研究人们如何在网上共同学习和解决问题。那是聊天室的时代,她发现在实验室里很难建立鼓舞人心的问题或网站。当她决定将注意力转向现实世界时,一位教授建议她玩电子游戏,这是Steinkuehler从“高中时在街机厅闲逛”开始就没有玩过的东西,但她看了一眼,对自己发现的复杂程度感到惊讶。她将自己的工作转向研究玩家在认知和智力上的行为,以及儿童,尤其是青少年从游戏中得到了什么。
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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