Int. J. Gaming Comput. Mediat. Simulations最新文献

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Dream Lucidity: Yume Nikki and Learning the Empathy Dreamscape 梦的清醒:尤姆尼基和学习共情梦境
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2014-07-01 DOI: 10.4018/ijgcms.2014070103
C. Bommarito, Kathryn Dunlap
{"title":"Dream Lucidity: Yume Nikki and Learning the Empathy Dreamscape","authors":"C. Bommarito, Kathryn Dunlap","doi":"10.4018/ijgcms.2014070103","DOIUrl":"https://doi.org/10.4018/ijgcms.2014070103","url":null,"abstract":"In this paper, the authors examine digital environments as a learning spaces and site of extended cognition by demonstrating the presence of active learning in both video games and their linked online collaborative communities. The authors use Shaun Gallagher's theory of extended mind to posit the notion that the shared cognitive space created in the game between creator and player can be extend to include many others through the digital communities of those players though gaming literacy. The authors conducted a think-aloud protocol with participants playing Yume Nikki, a minimalist Japanese indie game, then reading materials on hikikomori, a condition the creator is believed to have. They conclude from their results that active and creative learning of human communities should not be undervalued when designing virtual environments even when the environment is single-player.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126265551","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Emotions in Social Computer Games: Relations with Bullying, Aggression, and School Belonging 社交电脑游戏中的情感:与欺凌、攻击和学校归属感的关系
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2014-07-01 DOI: 10.4018/ijgcms.2014070104
J. F. Mancilla-Caceres, D. Espelage, Eyal Amir
{"title":"Emotions in Social Computer Games: Relations with Bullying, Aggression, and School Belonging","authors":"J. F. Mancilla-Caceres, D. Espelage, Eyal Amir","doi":"10.4018/ijgcms.2014070104","DOIUrl":"https://doi.org/10.4018/ijgcms.2014070104","url":null,"abstract":"This article explores the set of emotions expressed by middle school youth n = 96 when participating in a social computer game. In this article, we present the design of the game, the instruments used to assess bullying in the physical world, and the analysis of the emotions expressed during gameplay and their association with aggressive behaviors. Participants completed surveys on bullying experiences prior to playing the game. The game required participants to form teams and answer two sets of trivia questions, in competitive and cooperative stages. Results show a relation between the roles that participants have in their physical social environment and how they play the virtual game, in terms of the type of emotions they display.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123323213","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Toward a Feature-Driven Understanding of Students' Emotions during Interactions with Agent-Based Learning Environments: A Selective Review 在基于主体的学习环境中,对学生情绪的特征驱动理解:选择性回顾
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2014-07-01 DOI: 10.4018/ijgcms.2014070102
Jason M. Harley, R. Azevedo
{"title":"Toward a Feature-Driven Understanding of Students' Emotions during Interactions with Agent-Based Learning Environments: A Selective Review","authors":"Jason M. Harley, R. Azevedo","doi":"10.4018/ijgcms.2014070102","DOIUrl":"https://doi.org/10.4018/ijgcms.2014070102","url":null,"abstract":"This selective review synthesizes and draws recommendations from the fields of affective computing, intelligent tutoring systems, and psychology to describe and discuss the emotions that learners report experiencing while interacting with agent-based learning environments ABLEs. Theoretically driven explanations are provided that describe the relative effectiveness and ineffectiveness of different ABLE features to foster adaptive emotions e.g., engagement, curiosity vs. non-adaptive emotions e.g., frustration, boredom in six different environments. This review provides an analytical lens to evaluate and improve upon research with ABLEs by identifying specific system features and their relationship with learners' appraisals and emotions.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129062453","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
An Experiment on Anonymity and Multi-User Virtual Environments: Manipulating Identity to Increase Learning from Online Collaborative Discussion 匿名和多用户虚拟环境实验:操纵身份以增加在线协作讨论的学习
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2014-04-01 DOI: 10.4018/ijgcms.2014040105
R. Landers, Rachel C. Callan
{"title":"An Experiment on Anonymity and Multi-User Virtual Environments: Manipulating Identity to Increase Learning from Online Collaborative Discussion","authors":"R. Landers, Rachel C. Callan","doi":"10.4018/ijgcms.2014040105","DOIUrl":"https://doi.org/10.4018/ijgcms.2014040105","url":null,"abstract":"Little prior research has empirically examined anonymity in learning. In this study, we manipulated learner identity by experimentally assigning learners to participate in online discussion either anonymously or using their actual name, crossed with learning medium (OpenSim/Second Life vs. real-time chat), with the goal of determining if anonymous discussion in multi-user virtual environments (MUVE) provides unique value to learning (a 2x2 between-subjects design). Results from a quantitative hierarchical multiple regression analysis revealed both main effects: participants who were anonymous scored lower (d = -0.46) and participants discussing in a MUVE scored lower (d = -0.47) on the learning measure without interactive effect, suggesting that anonymizing participants during content-related discussion may reduce learning under certain circumstances. The authors suggest instructors encourage learners to represent themselves authentically in any VEs to maximize learning and also discourage instructors from adopting MUVEs if their only reason to do so is to host synchronous discussion.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"211 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116752343","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
The Protagonist and Their Avatar: Learner Characteristics in a Culture of Simulation 主角及其化身:模拟文化中的学习者特征
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2014-04-01 DOI: 10.4018/ijgcms.2014040103
M. McCreery, S. K. Krach, Amanda Nolen
{"title":"The Protagonist and Their Avatar: Learner Characteristics in a Culture of Simulation","authors":"M. McCreery, S. K. Krach, Amanda Nolen","doi":"10.4018/ijgcms.2014040103","DOIUrl":"https://doi.org/10.4018/ijgcms.2014040103","url":null,"abstract":"Given the active and authentic nature of Massively-Multiplayer Online Games, researchers have begun to question the use of this virtual setting as a teaching / learning tool (Barab et al., 2010; Squire, 2006). Specific findings in virtual environments show that several personal factors mediate an individual's experiences within that environment (Przybylski, Rigby, & Ryan, 2010). Although physical-world research has focused on the personal factor of personality and its influence on learning (Caprara et al., 2011; Furnham, Chamorro-Premuzic, & McDougall, 2003; Gallagher, 1996; Olesen, Thomsen, Schnieber & Tonnesvang, 2010), very little research on personality within virtual settings has been conducted. Thus, it is important to explore more about personality changes between individuals and their avatars in virtual settings. Findings from the current study show statistically different personality score for individuals and their avatars across all domains of the Five-Factor Model. However, for three of the domains, Neuroticism, Openness, and Conscientiousness, consistent patterns of difference existed. Overall implications for these findings are discussed.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134085881","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Preparing Future Teachers: Taking the Perspective of Diverse Learners through Virtual World Role-Play 培养未来教师:透过虚拟世界角色扮演以不同学习者的视角
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2014-04-01 DOI: 10.4018/ijgcms.2014040102
Danielle Mirliss
{"title":"Preparing Future Teachers: Taking the Perspective of Diverse Learners through Virtual World Role-Play","authors":"Danielle Mirliss","doi":"10.4018/ijgcms.2014040102","DOIUrl":"https://doi.org/10.4018/ijgcms.2014040102","url":null,"abstract":"This study explored the use of virtual world role-play activities to increase pre-service teachers' sense of teaching efficacy and attitudes toward inclusion. These constructs are also important for teacher identity development since they influence teacher dispositions, effort, professional development and beliefs in intrinsic obligations. The activity was embedded in an undergraduate course for first-year Education majors that focused on supporting diverse learners. Pre-service teachers played the roles of various diverse learners including students with physical, behavioral, socio-economic, emotional and mental challenges. Data were collected at three points during the semester in order to assess changes in efficacy and attitudes. Open ended questions also provided insight into the experience of identity experimentation. Results suggest that perspective taking activities using virtual worlds can provide powerful experiences to support identity development.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124579701","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Avatar Personalization: Towards the Enhancement of Competence Beliefs 化身个性化:迈向能力信念的提升
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2014-04-01 DOI: 10.4018/ijgcms.2014040101
Cecile M. Foshee, Brian C. Nelson
{"title":"Avatar Personalization: Towards the Enhancement of Competence Beliefs","authors":"Cecile M. Foshee, Brian C. Nelson","doi":"10.4018/ijgcms.2014040101","DOIUrl":"https://doi.org/10.4018/ijgcms.2014040101","url":null,"abstract":"The authors explored the influence of avatar personalization on students' competence beliefs in a virtual world-based assessment environment. The avatar personalization options allowed seventh and eighth grade students (n = 110) to customize the appearance of their avatar and provided them with the option to personalize their in-world conversations by choosing a name for their avatar. Based on self-determination theory the authors hypothesized that the personalization in a virtual-world environment would influence students' motivation to engage by stimulating their situational interest and enable positive competence beliefs and deeper engagement. The results indicated that personalization stimulated situational interest and situational interest significantly predicted competence beliefs. This research contributes to the body of literature on the personalization principle by extending this work to a virtual environment. The findings highlight the importance of addressing students' affective needs and illustrate the value of interest; which can potentially influence students' attitudes towards testing and towards science.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128399862","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Effects of High-Fidelity Virtual Training Simulators on Learners' Self-Efficacy 高保真虚拟训练模拟器对学习者自我效能感的影响
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2014-04-01 DOI: 10.4018/ijgcms.2014040104
Heather A. Holbrook, K. Cennamo
{"title":"Effects of High-Fidelity Virtual Training Simulators on Learners' Self-Efficacy","authors":"Heather A. Holbrook, K. Cennamo","doi":"10.4018/ijgcms.2014040104","DOIUrl":"https://doi.org/10.4018/ijgcms.2014040104","url":null,"abstract":"Perceptions of one's ability to perform a task, or self-efficacy, is one aspect of the multifaceted nature of an individual's identity. It is generally accepted that having a high perceived self-efficacy about a certain task can lead to positive performance outcomes. Bandura (1977) has suggested that efficacy influences and expectations can come from four sources: personal performance accomplishments; vicarious experiences; verbal persuasion; and emotional arousal. Trainers and training agencies use a variety of simulations and simulators to provide learners with valuable and necessary training experiences. This mixed methods study explored the influence of one high-fidelity virtual training simulator on the learners' self-efficacy. Participants in this study were recruits enrolled in a law enforcement academy. Data were collected through pre-and post-simulation-use surveys that combined general self-efficacy questions (Schwarzer & Jerusalem, 1995) and task-specific self-efficacy questions (Bandura, 1977, 1997, 2006; Bandura, Adams, Hardy, & Howells, 1980), observations of participants using the simulator, and post simulator interviews. The most prominent theme that emerged from the data was emotional arousal due to the realism of the virtual environment. Emotional arousal seemed to impact both their perceived self-efficacy and task performance; yet, despite the variety of emotional arousal they experienced, the participants perceived their training in the high-fidelity virtual training simulator as valuable.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132423991","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Gestural Articulations of Embodied Spatiality: What Gestures Reveal about Students' Sense-Making of Charged Particle Dynamics in a 3D Game World 体现空间性的手势表达:在3D游戏世界中,手势揭示了学生对带电粒子动力学的感知
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2013-10-01 DOI: 10.4018/ijgcms.2013100102
Lai Har Judy Lee, Yam San Chee
{"title":"Gestural Articulations of Embodied Spatiality: What Gestures Reveal about Students' Sense-Making of Charged Particle Dynamics in a 3D Game World","authors":"Lai Har Judy Lee, Yam San Chee","doi":"10.4018/ijgcms.2013100102","DOIUrl":"https://doi.org/10.4018/ijgcms.2013100102","url":null,"abstract":"The work described in this paper is part of a design-based research involving the use of a game-based learning curriculum to foster students' understanding of physics concepts and principles governing the motion of charged particles in electric and magnetic fields. Students engaged in game-play and discussed the dynamics of the charged particles within the 3D game environment. The discussion sessions were video-recorded and an analysis was carried out on the gestures used by a group of students attempting to generalize their observations of the phenomena. The students' gestures were analyzed to gain insights on their embodied sense-making of charged particle dynamics. The analysis showed that the students used gestures to 1 establish a shared frame of reference, 2 enact embodied game experience, and 3 enable the development of new understanding that surpasses their own existing vocabulary. Implications are discussed with regard to how teachers may take students' gestures into account when facilitating the development of concepts with a strong visuo-spatial core.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133331836","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
Advances in Assessment of Students' Intuitive Understanding of Physics through Gameplay Data 通过游戏数据评估学生对物理的直觉理解的进展
Int. J. Gaming Comput. Mediat. Simulations Pub Date : 2013-10-01 DOI: 10.4018/ijgcms.2013100101
Mario Martinez-Garza, Douglas B. Clark, Brian C. Nelson
{"title":"Advances in Assessment of Students' Intuitive Understanding of Physics through Gameplay Data","authors":"Mario Martinez-Garza, Douglas B. Clark, Brian C. Nelson","doi":"10.4018/ijgcms.2013100101","DOIUrl":"https://doi.org/10.4018/ijgcms.2013100101","url":null,"abstract":"In this paper, the authors present advances in analyzing gameplay data as evidence of learning outcomes using computational methods of statistical analysis. These analyses were performed on data gathered from the SURGE learning environment Martinez-Garza, Clark, & Nelson, 2010. SURGE is a digital game designed to help students articulate their intuitive concepts of motion physics and organize them toward a more normative scientific understanding. Various recurring issues of assessment, which pervade assessment of learning in games more generally, prompted the authors to consider whether gameplay actions of learners in the context of the game can be analyzed to produce evidence of learning. The authors describe their approach to the analysis of game play in terms of qualitative assessment that the authors believe may lay the groundwork for the application of similar computationally-intensive techniques in other educational game contexts.","PeriodicalId":324395,"journal":{"name":"Int. J. Gaming Comput. Mediat. Simulations","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130643569","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
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