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Impact of Family Support and Perception of Loneliness on Game Addiction Analysis of a Mediation and Moderation 家庭支持和孤独感对游戏成瘾的影响:一个中介与调节分析
Pub Date : 2019-10-01 DOI: 10.4018/IJGBL.2019100102
Muhittin Şahin, S. Keskin, Halil Yurdugül
This study aims to analyse the psychological constructs of loneliness and family support on game addiction among children, who are a major risk group for game addiction. The study explores: a) the effect of the secondary-school students' perception of family support on game addiction; b) the mediation effect of the feeling of loneliness experienced by children in the effect of family support on game addiction; and c) the moderating effect of gender on the mediation model. The study group is composed of 575 students studying in a secondary school in the city of Ankara. For the analysis of the data, the study employed factorial and structure validity analyses, a reliability analysis, a structural equation model, and mediator and moderator variable analyses. The study concluded that although family support had a significant effect on game addiction, a major part of such effect resulted from the individual's perception of loneliness, which was more evident among the female students.
儿童是游戏成瘾的主要风险群体,本研究旨在分析孤独感和家庭支持对儿童游戏成瘾的影响。本研究探讨:a)家庭支持感知对中学生游戏成瘾的影响;B)儿童孤独感在家庭支持对游戏成瘾影响中的中介作用;c)性别对中介模型的调节作用。该研究小组由575名在安卡拉市一所中学学习的学生组成。对于数据的分析,研究采用了析因和结构效度分析、信度分析、结构方程模型以及中介和调节变量分析。研究发现,虽然家庭支持对游戏成瘾有显著影响,但这种影响的主要原因是个体的孤独感,这在女学生中更为明显。
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引用次数: 8
Do Board Games Make People Smarter?: Two Initial Exploratory Studies 桌游能让人更聪明吗?两项初步探索性研究
Pub Date : 2019-10-01 DOI: 10.4018/IJGBL.2019100101
M. Bartolucci, Francesco Mattioli, F. Batini
In recent years, the authors have witnessed the rebirth of board games. This contribution aims to investigate the educational potential of non-random board games in two ways: the comparison of performances of “expert adult players” and “adult non-players” through a correlation study (n=45) and the comparison between the results achieved by a group of children after 26 hours of game training (n=10) and those of a control group that carried out traditional educational activities (n=10) by using a nonrandomized control group pretest-posttest. Specifically, the findings relating to fluid intelligence, analytical and converging cognitive processes and creativity were compared. The results suggest that non-random board games can be an important stimulus for the cognitive functions, with a particular focus on the creative side, and therefore have an important educational function.
近年来,作者见证了桌面游戏的重生。本文旨在通过两种方式研究非随机棋盘游戏的教育潜力:通过相关性研究(n=45)比较“专业成年玩家”和“成年非玩家”的表现;通过非随机对照组前测后测,比较经过26小时游戏训练的一组儿童(n=10)和进行传统教育活动的对照组(n=10)的结果。具体而言,研究人员比较了与流体智力、分析性和聚合性认知过程以及创造力有关的研究结果。研究结果表明,非随机棋盘游戏可以成为认知功能的重要刺激因素,尤其关注创造性方面,因此具有重要的教育功能。
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引用次数: 7
Evaluating Social Change Games: Employing the RETAIN Model 评估社会变革游戏:运用留存模型
Pub Date : 2019-10-01 DOI: 10.4018/IJGBL.2019100103
Laurie O. Campbell, Glenda A. Gunter, Robert F. Kenny
The RETAIN Model is a game design and evaluation model for serious games. In this study, educators evaluated social change web-based and mobile app games using the RETAIN model rubric. In general, web-based games scored higher on the RETAIN rubric than their mobile app counterparts. In addition, the educators analyzed the social change games for their “hidden curriculum.” In some cases, the rubric and “hidden curriculum” contributed to educators altering the way they used the games they had appraised by supplementing context, incorporating discussion, or not using the games at all. The RETAIN model rubric offered educators a tool to evaluate digital games.
RETAIN模型是一种针对严肃游戏的游戏设计和评估模型。在这项研究中,教育工作者使用RETAIN模型来评估基于网络和移动应用游戏的社会变化。一般来说,网页游戏在挽留指标上的得分高于手机应用。此外,教育工作者还对其“隐性课程”的社会变革博弈进行了分析。在某些情况下,标题和“隐藏课程”有助于教育工作者通过补充背景,结合讨论或根本不使用游戏来改变他们使用游戏的方式。RETAIN模型为教育工作者提供了一种评估数字游戏的工具。
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引用次数: 1
Cognitive Content of Commercial Exergames 商业游戏的认知内容
Pub Date : 2019-07-01 DOI: 10.4018/IJGBL.2019070102
F. Fronza, E. P. Ferrari, D. Ramos, A. S. Sartori, F. Cardoso
The objective of study was to identify and describe the cognitive content of commercial Exergames through the evaluation of five experts in cognitive functions. The method used to delineate the relevance of the executive functions in Exergames involved the concordance between judges. Based on the evaluation of the experts, regarding the representativeness of the cognitive functions for each modality, 60% agreed moderately that logical reasoning was present in soccer. In athletics, logical reasoning in the launching of dart stands out (60%). In the long jump, 60% of the experts moderately agreed that logical reasoning is present, while in skiing 60% stated that participants used selective attention. In Tennis, 40% of experts agreed that cognitive flexibility is demonstrated. There was great agreement by the experts that the aquarium game involved the presence of selective attention (100%), except in the case of the winding stream. It is concluded that there is a representation of executive functions in the commercial Exergames analyzed.
研究的目的是通过对五位认知功能专家的评估来识别和描述商业游戏的认知内容。Exergames中用于描述执行功能相关性的方法涉及到法官之间的一致性。根据专家的评价,对于每个模态的认知功能的代表性,60%的人中等同意逻辑推理存在于足球中。在田径运动中,投掷飞镖的逻辑推理表现突出(60%)。在跳远项目中,60%的专家一般认为逻辑推理是存在的,而在滑雪项目中,60%的专家认为参与者使用了选择性注意。在网球运动中,40%的专家认为认知灵活性得到了体现。专家们一致认为,除了蜿蜒的溪流外,水族馆游戏涉及选择性注意力(100%)的存在。结果表明,所分析的商业游戏中存在执行功能的表征。
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引用次数: 2
Supporting Motivation and Effort Persistence in an Online Financial Literacy Course Through Game-Based Learning 通过基于游戏的学习支持在线金融知识课程的动机和努力坚持
Pub Date : 2019-07-01 DOI: 10.4018/IJGBL.2019070103
L. Nadolny, J. Nation, Jonathan J. Fox
The use of game mechanics and game structures when designing curriculums is gaining popularity in K-12 and higher education. More evidence is needed to determine the impact of game-based learning design on the student learning experience. This study used the IMMS instrument and user data to examine motivation within traditional courses and courses designed with game-based learning. The participants included 254 undergraduate students in two sections of the traditional course and two sections of the game-based learning course. The results showed that although students in all courses reported comparable motivation on the IMMS and similar time spent online, examination of user data indicated differences in effort persistence over the semester. Students in the GBL courses had a significantly higher number of interactions with content as compared to the traditional courses. This finding indicates that the leveling of content, adaptive release of optional content, and the ability to earn more points through a bank feature positively impacts effort persistence.
在设计课程时使用游戏机制和游戏结构在K-12和高等教育中越来越受欢迎。我们需要更多的证据来确定基于游戏的学习设计对学生学习体验的影响。本研究使用IMMS工具和用户数据来检查传统课程和基于游戏学习设计的课程的动机。参与者包括254名本科生,他们参加了传统课程和基于游戏的学习课程的两个部分。结果显示,尽管所有课程的学生都报告了在IMMS上的相似动机和相似的在线时间,但对用户数据的检查表明,整个学期的努力坚持程度存在差异。与传统课程相比,GBL课程的学生与内容的互动次数显著增加。这一发现表明,内容的水平,可选内容的适应性发布,以及通过银行功能赚取更多积分的能力对努力持久性有积极影响。
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引用次数: 10
Training Law Enforcement Officers to Identify Reliable Deception Cues With a Serious Digital Game 训练执法人员通过严肃的数字游戏来识别可靠的欺骗线索
Pub Date : 2019-07-01 DOI: 10.4018/IJGBL.2019070101
Claude H. Miller, Norah E. Dunbar, M. Jensen, Zachary B. Massey, Yu-Hao Lee, Spencer B. Nicholls, Chris Anderson, A. Adams, Javier Elizondo, William Thompson, Scott N. Wilson
Extant research indicates that professional law enforcement officers (LEOs) are generally no better than untrained novices at detecting deception. Moreover, traditional training methods are often less effective than no training at all at improving successful detection. Compared to the traditional training, interactive digital games can provide an immersive learning environment for deeper internalization of new information through simulated practices. VERITAS—an interactive digital game—was designed and developed to train LEOs to better detect reliable deception cues when questioning suspects and determining the veracity of their answers. The authors hypothesized that reducing players' reactance would mitigate resistance to training, motivate engagement with materials, and result in greater success at deception detection and knowledge. As hypothesized, LEOs playing VERITAS showed significant improvement in deception detection from the first to the second scenario within the game; and the low-reactance version provided the most effective training. The authors also compared various responses to the game between LEOs and a separate undergraduate student sample. Relative to students, findings show LEOs perceived VERITAS to be significantly more intrinsically motivating, engaging, and appealing as a deception detection activity.
现有的研究表明,专业执法人员(LEOs)在发现欺骗方面通常并不比未经训练的新手好。此外,在提高检测成功率方面,传统的培训方法往往不如根本不进行培训有效。与传统的训练相比,交互式数字游戏可以通过模拟练习为新信息的更深层次的内化提供一个沉浸式的学习环境。veritas是一款交互式数字游戏,设计和开发的目的是训练leo在询问嫌疑人并确定其答案的真实性时更好地发现可靠的欺骗线索。作者假设,减少玩家的抗拒可以减轻对训练的抗拒,激发他们对材料的投入,从而在欺骗检测和知识方面取得更大的成功。正如假设的那样,玩VERITAS的leo在游戏中的第一个场景到第二个场景中表现出明显的欺骗检测提高;低抗版本提供了最有效的训练。作者还比较了低级别学生和一个单独的大学生样本对游戏的不同反应。与学生相比,研究结果显示,狮子座认为VERITAS作为一项测谎活动,具有更强的内在激励、吸引力和吸引力。
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引用次数: 5
Can Playing Games Help Students Master Concepts from General Psychology Classes? 玩游戏能帮助学生掌握普通心理学课程的概念吗?
Pub Date : 2019-04-01 DOI: 10.4018/IJGBL.2019040104
D. Zielinski
As part of a final project for a general psychology course, students were required to play a game, either digital/video or on a board. Students selected their own games, and were asked to identify psychological principles in their game play. Topics included the brain, sensation and perception, human development, learning, motivation, intelligence, personality, and mental disorders. Students successfully applied all topics to game play, but to varying degrees. Student discussions on the brain and intelligence were well covered. Discussions on personality and psychological disorders issues were relatively poor. Students were able to make connections between concepts and their game-play experiences.
作为一门普通心理学课程的期末项目的一部分,学生们被要求玩一个游戏,可以是数字/视频游戏,也可以是棋盘游戏。学生们选择了自己的游戏,并被要求在他们的游戏中识别心理原则。主题包括大脑、感觉和知觉、人类发展、学习、动机、智力、个性和精神障碍。学生们成功地将所有主题应用到游戏中,但程度不同。学生们对大脑和智力的讨论得到了很好的报道。关于人格和心理障碍问题的讨论相对较少。学生们能够在概念和他们的游戏体验之间建立联系。
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引用次数: 6
Can WordBricks Make Learning Irish More Engaging for Students? 单词积木能让学生更投入地学习爱尔兰语吗?
Pub Date : 2019-04-01 DOI: 10.4018/IJGBL.2019040102
Monica Ward, M. Mozgovoy, Marina Purgina
Learning a language is challenging and it is important that learners be kept motivated throughout the process. Many Irish primary school children are not particularly motivated to learn the language and there are few computer assisted language learning (CALL) resources available to them. WordBricks is an app that enables learners to construct only grammatically correct sentences. It leverages a visual learning paradigm and has a Scratch-like interface. It was originally developed for English, and more recently has been expanded to cater for Irish. This article investigates if using Irish WordBricks is both suitable and usable for primary school learners, if it is pedagogically appropriate for them and if it is enjoyable for them. The WordBricks app was tested by five classes of two different age groups in a typical school in Ireland. This article reports on the results of the WordBricks deployment and the feedback of students and teachers.
学习一门语言是具有挑战性的,重要的是学习者在整个过程中保持动力。许多爱尔兰小学生学习语言的积极性不高,而且很少有计算机辅助语言学习(CALL)资源可供他们使用。WordBricks是一款让学习者只构建语法正确的句子的应用程序。它利用了一个视觉学习范例,并有一个类似scratch的界面。它最初是为英语开发的,最近已经扩展到爱尔兰语。这篇文章调查是否使用爱尔兰WordBricks既适合和可用的小学学习者,如果它是适合他们的教学,如果它是愉快的。WordBricks应用程序在爱尔兰一所典型学校的两个不同年龄组的五个班级进行了测试。本文报告了WordBricks部署的结果以及学生和教师的反馈。
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引用次数: 9
Role-Playing Game for Training a Design Process of Startup Company Compensation Plan 角色扮演培训——创业公司薪酬计划的设计过程
Pub Date : 2019-04-01 DOI: 10.4018/IJGBL.2019040103
Sangkyun Kim
A compensation plan that continuously motivates the employees of a startup company is very important because the employees are usually more worried about the stability and potential growth of their company than the employees of large enterprises. It is therefore important to educate personnel in the human resources department of a startup company to properly design a compensation plan. However, it is not easy to train personnel to do this. In order to properly design a compensation plan, the employees must be trained to correctly understand content theories and process theories, and should apply the theories considering the practical constraints of the enterprise. This study used a gamification program based on role playing to design a compensation plan for a startup company to give trainees a greater sense of reality and immersion. The gamification program suggested in this article was analyzed to be effective in motivating and giving fun to the trainees. This gamification program would be used effectively to train personnel in the human resources department of startup companies.
一个能够持续激励初创公司员工的薪酬计划是非常重要的,因为员工通常比大企业的员工更担心公司的稳定性和潜在增长。因此,教育创业公司人力资源部门的人员正确设计薪酬计划是非常重要的。然而,培训人员做到这一点并不容易。为了合理地设计薪酬计划,必须对员工进行培训,使其正确理解内容理论和过程理论,并结合企业的实际约束来运用这些理论。本研究采用基于角色扮演的游戏化项目,为一家创业公司设计薪酬方案,让学员有更强的真实感和沉浸感。分析了本文提出的游戏化方案在激励和给予学员乐趣方面的有效性。这个游戏化项目可以有效地用于培训创业公司人力资源部门的人员。
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引用次数: 4
Students' Acceptance of Gamification in Higher Education 高等教育中学生对游戏化的接受程度
Pub Date : 2019-04-01 DOI: 10.4018/IJGBL.2019040101
Chih-Hung Chung, Chunyi Shen, Yujun Qiu
Gamification provides a practical approach to improving learning processes, especially the learner's motivation. However, little research has been conducted on student intentions to use gamification in higher education. Therefore, this study explored the gamification in higher educational courses by collecting surveys and discusses the factors influencing the acceptance of gamification in higher education. Based on the PLS-SEM results, students should take initial game-based learning content to be more familiar with gamification; furthermore, they could have a positive experience so that they would increase their intention. Performance expectancy is the most important factors influencing a student to accept gamification. Other factors, such as effort expectancy, social influence, facilitating conditions, involvement, skill, and control, are also important factors. With the results of this study, the instructor designer could have substantial help in planning the course content and enhance its efficiency and effectiveness.
游戏化提供了一种实用的方法来改善学习过程,特别是学习者的动机。然而,关于学生在高等教育中使用游戏化的意图的研究很少。因此,本研究通过问卷调查对高等教育课程中的游戏化进行了探讨,并探讨了影响高等教育接受游戏化的因素。根据PLS-SEM的结果,学生应该开始以游戏为基础的学习内容,以更熟悉游戏化;此外,他们可以有一个积极的经验,这样他们就会增加他们的意图。成绩预期是影响学生接受游戏化的最重要因素。其他因素,如努力预期、社会影响、促进条件、参与、技能和控制,也是重要因素。通过本研究的结果,指导教师设计人员可以对课程内容的规划和提高课程的效率和效果有实质性的帮助。
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引用次数: 36
期刊
Int. J. Game Based Learn.
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