Can Video Gameplay Improve Undergraduates' Problem-Solving Skills?

IF 1.4 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Game-Based Learning Pub Date : 2020-04-01 DOI:10.4018/ijgbl.2020040102
Benjamin Emihovich, N. Roque, Justin R. Mason
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引用次数: 4

Abstract

In this study, the authors investigated if two distinct types of video gameplay improved undergraduates' problem-solving skills. Two groups of student participants were recruited to play either a roleplaying video game (World of Warcraft; experimental group) or a brain-training video game (CogniFit; control group). Participants were measured on their problem-solving skills before and after 20 hours of video gameplay. Two measures were used to assess problem-solving skills for this study, the Tower of Hanoi and The PISA Problem Solving Test. The Tower of Hanoi measured the rule application component of problem-solving skills and the PISA Problem Solving test measured transfer of problem-solving skills from video gameplay to novel scenarios on the test. No significant differences were found between the two groups on either problem-solving measure. Implications for future studies on game- based learning are discussed.
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视频游戏能提高大学生解决问题的能力吗?
在这项研究中,作者调查了两种不同类型的视频游戏是否能提高大学生解决问题的能力。两组学生参与者被招募来玩角色扮演电子游戏(魔兽世界;实验组)或大脑训练电子游戏(CogniFit;对照组)。研究人员测量了参与者在20小时的视频游戏前后解决问题的能力。在这项研究中,有两种方法被用来评估解决问题的能力,河内塔和PISA问题解决测试。河内塔测试测试了问题解决技能的规则应用部分,而PISA问题解决测试测试了问题解决技能从视频游戏到测试新场景的转移。两组在解决问题的方法上没有发现显著差异。讨论了基于游戏的学习对未来研究的启示。
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来源期刊
International Journal of Game-Based Learning
International Journal of Game-Based Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.20
自引率
0.00%
发文量
21
期刊介绍: The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.
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