在基于游戏的学习环境中定义困惑和反思思维

IF 1.6 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE
Ekta Shokeen, David Weintrop, Anthony Pellicone, Peter F. Moon, D. Ketelhut, Michel Cukier, J. Plane
{"title":"在基于游戏的学习环境中定义困惑和反思思维","authors":"Ekta Shokeen, David Weintrop, Anthony Pellicone, Peter F. Moon, D. Ketelhut, Michel Cukier, J. Plane","doi":"10.1108/ils-10-2022-0112","DOIUrl":null,"url":null,"abstract":"\nPurpose\nThe purpose of this paper is to understand the role of perplexity in young players’ experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios.\n\n\nDesign/methodology/approach\nWe used a constructivist grounded theory approach and the lenses of Dewey’s conceptualization of perplexity and reflective thinking to examine young players’ in-game experiences.\n\n\nFindings\nWe find that perplexity in gameplay is an experience that occurs when players encounter uncertainty about where to go or what to do next in the game. Findings reveal that while playing an educational game players engaged in two forms of perplexity – exploration-based and puzzle-based. Additionally, we unpack how players overcome these perplexing scenarios by reflecting on the information provided in the game.\n\n\nResearch limitations/implications\nWhile in a state of perplexity, reflecting on the in-game information aids players to think and make meaning, thus supporting learning. We provide suggestions for how to better utilize perplexity as an in-game design mechanism to encourage young players to reflect on in-game information.\n\n\nOriginality/value\nThis empirical study is original in its context of studying the phenomenon of perplexity in videogames and young players’ in-game reflection experiences.\n","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"101 1","pages":""},"PeriodicalIF":1.6000,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Defining perplexity and reflective thinking in a game-based learning environment\",\"authors\":\"Ekta Shokeen, David Weintrop, Anthony Pellicone, Peter F. Moon, D. Ketelhut, Michel Cukier, J. Plane\",\"doi\":\"10.1108/ils-10-2022-0112\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\nPurpose\\nThe purpose of this paper is to understand the role of perplexity in young players’ experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios.\\n\\n\\nDesign/methodology/approach\\nWe used a constructivist grounded theory approach and the lenses of Dewey’s conceptualization of perplexity and reflective thinking to examine young players’ in-game experiences.\\n\\n\\nFindings\\nWe find that perplexity in gameplay is an experience that occurs when players encounter uncertainty about where to go or what to do next in the game. Findings reveal that while playing an educational game players engaged in two forms of perplexity – exploration-based and puzzle-based. Additionally, we unpack how players overcome these perplexing scenarios by reflecting on the information provided in the game.\\n\\n\\nResearch limitations/implications\\nWhile in a state of perplexity, reflecting on the in-game information aids players to think and make meaning, thus supporting learning. We provide suggestions for how to better utilize perplexity as an in-game design mechanism to encourage young players to reflect on in-game information.\\n\\n\\nOriginality/value\\nThis empirical study is original in its context of studying the phenomenon of perplexity in videogames and young players’ in-game reflection experiences.\\n\",\"PeriodicalId\":44588,\"journal\":{\"name\":\"Information and Learning Sciences\",\"volume\":\"101 1\",\"pages\":\"\"},\"PeriodicalIF\":1.6000,\"publicationDate\":\"2023-03-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Information and Learning Sciences\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1108/ils-10-2022-0112\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"INFORMATION SCIENCE & LIBRARY SCIENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information and Learning Sciences","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/ils-10-2022-0112","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"INFORMATION SCIENCE & LIBRARY SCIENCE","Score":null,"Total":0}
引用次数: 0

摘要

本文的目的是理解困惑在年轻玩家的教育电子游戏体验中所扮演的角色,以及反思思维如何帮助他们摆脱困惑的场景。设计/方法/方法:我们使用了建构主义的基础理论方法和杜威的困惑和反思思维概念化的镜头来研究年轻玩家的游戏体验。我们发现,当玩家在游戏中遇到不确定的方向或下一步要做什么的时候,游戏玩法中的困惑感就会出现。研究结果显示,在玩教育类游戏时,玩家会产生两种形式的困惑——基于探索的困惑和基于谜题的困惑。此外,我们还通过反思游戏中提供的信息来揭示玩家如何克服这些令人困惑的场景。在困惑的状态下,反思游戏中的信息可以帮助玩家思考和创造意义,从而支持学习。我们就如何更好地利用困惑作为游戏内设计机制,鼓励年轻玩家反思游戏内信息提供了建议。独创性/价值这一实证研究在研究电子游戏中的困惑现象和年轻玩家在游戏中的反思体验的背景下具有独创性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Defining perplexity and reflective thinking in a game-based learning environment
Purpose The purpose of this paper is to understand the role of perplexity in young players’ experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios. Design/methodology/approach We used a constructivist grounded theory approach and the lenses of Dewey’s conceptualization of perplexity and reflective thinking to examine young players’ in-game experiences. Findings We find that perplexity in gameplay is an experience that occurs when players encounter uncertainty about where to go or what to do next in the game. Findings reveal that while playing an educational game players engaged in two forms of perplexity – exploration-based and puzzle-based. Additionally, we unpack how players overcome these perplexing scenarios by reflecting on the information provided in the game. Research limitations/implications While in a state of perplexity, reflecting on the in-game information aids players to think and make meaning, thus supporting learning. We provide suggestions for how to better utilize perplexity as an in-game design mechanism to encourage young players to reflect on in-game information. Originality/value This empirical study is original in its context of studying the phenomenon of perplexity in videogames and young players’ in-game reflection experiences.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Information and Learning Sciences
Information and Learning Sciences INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
9.50
自引率
2.90%
发文量
30
期刊介绍: Information and Learning Sciences advances inter-disciplinary research that explores scholarly intersections shared within 2 key fields: information science and the learning sciences / education sciences. The journal provides a publication venue for work that strengthens our scholarly understanding of human inquiry and learning phenomena, especially as they relate to design and uses of information and e-learning systems innovations.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信