The effect of self-reflection on information usage and information literacy in a digital serious game

IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Computers and Education Open Pub Date : 2023-03-11 DOI:10.1016/j.caeo.2023.100133
Johannes Steinrücke , Bernard P. Veldkamp , Ton de Jong
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引用次数: 2

Abstract

In crisis management decision-making, decision-makers have to combine (limited) situational information with their own experience. Whereas traditional, analog training of decision-making situations in crisis management costs considerable time and effort, digital serious games can be used as more accessible training environments to offer additional training moments. Another advantage is that digital games offer new didactic opportunities, such as inducing specific reflection from the trainees. This study examines the effect of self-reflection through social comparison on information usage and information literacy of players of a digital serious game for crisis management decision-making training. In an experiment, data was collected from 73 participants, 47 were eligible for further analysis, split over two conditions. Participants played two gameplay scenarios in fixed order. Participants in the experimental condition, between the two scenarios, saw a dashboard displaying their own as well as previous players’ in-game behavior up to that point. Participants in the control condition received no intervention between playing the two scenarios. Overall, participants in the experimental condition used significantly more information from more different sources, and compared to the control condition they kept taking significantly more time to decide in the second scenario. No significant between-condition differences regarding information literacy were found. Results indicate that in-game behavior can be (positively) influenced by letting players self-reflect on their own in-game behavior through social comparison. Results also suggest that the dashboard should display more specific information of players’ in-game behavior, providing guidance on what to improve, rather than simply offering a broad overview.

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数字严肃游戏中自我反思对信息使用和信息素养的影响
在危机管理决策中,决策者必须将(有限的)情境信息与自己的经验相结合。危机管理中决策情况的传统模拟训练需要花费大量的时间和精力,而数字严肃游戏可以用作更容易访问的训练环境,以提供额外的训练时间。另一个优势是,数字游戏提供了新的教学机会,例如诱导学员进行具体反思。本研究通过社会比较考察了自我反思对危机管理决策培训数字严肃游戏玩家信息使用和信息素养的影响。在一项实验中,从73名参与者身上收集了数据,其中47人有资格进行进一步分析,分为两种情况。参与者按固定顺序玩了两个游戏场景。在两种场景之间的实验条件下,参与者看到了一个仪表板,显示了他们自己以及之前玩家在游戏中的行为。处于控制状态的参与者在玩这两个场景之间没有接受干预。总体而言,实验条件下的参与者使用了更多来自不同来源的信息,与对照条件相比,他们在第二种情况下需要花费更多的时间来做出决定。在信息素养方面没有发现显著的条件间差异。结果表明,通过社会比较,让玩家自我反思自己的游戏行为,可以对游戏中的行为产生(积极)影响。结果还表明,仪表板应该显示玩家游戏中行为的更具体信息,为改进提供指导,而不是简单地提供一个大致的概述。
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