{"title":"Proximal Processes and Problem Solving: Gamers vs. Students","authors":"Lorraine A. Jacques","doi":"10.1177/10468781221096870","DOIUrl":null,"url":null,"abstract":"Background Problem-solving and collaboration occur frequently in serious games. They are also considered necessary skills for students to learn, so many engineering and computer science programs design assignments with them in mind. Understanding the similarities and differences between each scenario would strengthen problem-solving interventions aimed at students. Aim This qualitative study examined how engineering and computer science undergraduates (students) and players of Magic: The Gathering (gamers) identified a problem as being complex, used the inquiry cycle for problem-solving, and engaged in proximal processes. Method Undergraduates in engineering or computer science and players of Magic: The Gathering’s Elder Dragon Highlander format completed an online questionnaire where they described how they solved a complex problem and how they engaged with others (or why they chose not to engage with others) during each part of the process. Responses were grouped by role (gamer or student) and by gender then coded to identify where each was alike and where they differed. Results Gamers and students engaged in the problem-solving process differently, with gamers using more of the inquiry cycle than students did. Proximal processes, however, were used differently based on both group and gender, with female gamers engaging in them most often and female engineers least often.","PeriodicalId":47521,"journal":{"name":"SIMULATION & GAMING","volume":null,"pages":null},"PeriodicalIF":1.5000,"publicationDate":"2022-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIMULATION & GAMING","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/10468781221096870","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0
Abstract
Background Problem-solving and collaboration occur frequently in serious games. They are also considered necessary skills for students to learn, so many engineering and computer science programs design assignments with them in mind. Understanding the similarities and differences between each scenario would strengthen problem-solving interventions aimed at students. Aim This qualitative study examined how engineering and computer science undergraduates (students) and players of Magic: The Gathering (gamers) identified a problem as being complex, used the inquiry cycle for problem-solving, and engaged in proximal processes. Method Undergraduates in engineering or computer science and players of Magic: The Gathering’s Elder Dragon Highlander format completed an online questionnaire where they described how they solved a complex problem and how they engaged with others (or why they chose not to engage with others) during each part of the process. Responses were grouped by role (gamer or student) and by gender then coded to identify where each was alike and where they differed. Results Gamers and students engaged in the problem-solving process differently, with gamers using more of the inquiry cycle than students did. Proximal processes, however, were used differently based on both group and gender, with female gamers engaging in them most often and female engineers least often.
期刊介绍:
Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.