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Mathematical game performance as an indicator of deliberate practice 将数学游戏成绩作为刻意练习的指标
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.634
Jake McMullen, Phuong Bui, Boglárka Brezovszky, E. Lehtinen, M. Hannula-Sormunen
The traditional classroom setting presents challenges when it comes to strengthening adaptive expertise in mathematics education through deliberate practice. This study aimed to investigate whether the Number Navigation Game (NNG) could help promote deliberate practice, and whether students’ performance in the game was related to their development of Adaptive Number Knowledge, perceived challenge, flow, and math interest. NNG is a game-based learning environment that requires students to progress by solving increasingly complex arithmetic problems, which is crucial for promoting adaptive number knowledge. Game performances of 214 Finnish students were analyzed and compared to the best possible performance for each game level. A growth mixture model based on the students' relative performance levels was used to gain insight into how students' game performance changed throughout the game, and how this related to their knowledge gains, perceived challenge, math motivation, and flow. There were four different profiles of students' game performance. The largest profile consisted of students who steadily improved their performance in the game, despite initially having lower-than-average performance. This group experienced lower levels of flow but achieved larger learning gains than the other groups, suggesting that their engagement may be more aligned with deliberate practice.
在数学教育中,通过有意识的练习来加强适应性专业知识,传统的课堂设置带来了挑战。本研究旨在探讨 "数字导航游戏"(NNG)是否有助于促进刻意练习,以及学生在游戏中的表现是否与他们的 "适应性数字知识"、"感知挑战"、"流程 "和 "数学兴趣 "的发展有关。NNG是一种基于游戏的学习环境,要求学生通过解决越来越复杂的算术问题来取得进步,这对促进适应性数字知识的发展至关重要。我们对 214 名芬兰学生的游戏表现进行了分析,并与每个游戏级别的最佳表现进行了比较。基于学生相对成绩水平的成长混合模型被用来深入了解学生的游戏成绩在整个游戏过程中是如何变化的,以及这与他们的知识收获、感知到的挑战、数学动机和流程是如何相关的。学生的游戏表现有四种不同的特征。最大的一种情况是,尽管学生最初的成绩低于平均水平,但他们在游戏中的表现却稳步提高。与其他组相比,这组学生的流畅度较低,但学习收获较大,这表明他们的参与可能更符合刻意练习。
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引用次数: 0
Toward a framework for analyzing adaptive digital games' research effectiveness 建立自适应数字游戏研究效果分析框架
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.618
Stefanie Vanbecelaere, Febe Demedts, B. Reynvoet, F. Depaepe
Adaptive digital games for learning have been introduced as a motivating way for children to learn as they can provide instant feedback, embed the learning content in an attractive narrative, and adapt instruction according to individual needs of students. Although studies showed benefits of using adaptive digital educational games, a framework for analyzing research on the effectiveness of adaptive digital games is lacking. In this paper, we propose such a framework that accounts for a broad evaluation and is defined by (1) the learner variables that can affect effectiveness, (2) the adaptivity implemented in the tool, and (3) the learning outcomes being assessed . Next, this framework is used to describe recent intervention studies on the effectiveness of adaptive digital games in the context of K-12 education. We end with some concluding thoughts on the merits of such a framework for assessing the effectiveness of digital games and perspectives for future research.
自适应数字学习游戏可以提供即时反馈,将学习内容嵌入有吸引力的叙事中,并根据学生的个人需求调整教学内容,因此被认为是激励儿童学习的一种方式。尽管有研究表明,使用自适应数字教育游戏大有裨益,但目前还缺乏一个分析自适应数字游戏有效性研究的框架。在本文中,我们提出了这样一个框架,该框架考虑到了广泛的评估,并由以下方面定义:(1) 可能影响有效性的学习者变量;(2) 工具中实施的适应性;(3) 评估的学习成果。接下来,我们将利用这一框架来描述最近在 K-12 教育背景下对适应性数字游戏的有效性进行的干预研究。最后,我们总结了这种评估数字游戏有效性的框架的优点以及未来研究的前景。
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引用次数: 0
Demystifying the Relations of Motivation and Emotions in Game-Based Learning: Insights from Co-Occurrence Network Analysis 解密游戏式学习中的动机与情感关系:共现网络分析的启示
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.629
Kristian Kiili, Juho Siuko, Elizabeth B. Cloude, M. Dindar
Accumulating evidence indicates that game-based learning is emotionally engaging. However, little is known about the nature of emotions in game-based learning. We extended previous game-based learning research by examining epistemic emotions and their relations to motivational constructs. One-hundred-thirty-one (n=131) 15–18-year-old students played the Antidote COVID-19 game for 25 minutes. Data were collected on their epistemic emotions, flow experience, situational interest, and satisfaction that were measured after the game-playing session. Learners reported significantly higher intensity levels of positive epistemic emotions (excitement, surprise, and curiosity) than negative ones (boredom, anxiety, frustration, and confusion). The co-occurrence network analyses provided new insights into the relationships between motivational and emotional states, where high-intensity flow experience, situational interest, and satisfaction co-occurred the most often with positive epistemic emotions. Results also revealed that a high-intensity flow can be experienced without high levels of situational interest in the topic. That is, gameplay can engage learners even though the learning topic does not interest them. This highlights the importance of intrinsically integrating the learning content with core game mechanics, ensuring the processing of the learning content. The study demonstrated that epistemic emotions, flow experience, satisfaction, and situational interest reveal different qualities of game-based learning. The results suggest that at least flow, situational interest, and epistemic emotions should be measured to understand different dimensions of engagement in game-based learning. Overall, the study advances prior research by clarifying relationships between epistemic emotions and motivational constructs.
越来越多的证据表明,基于游戏的学习能够调动学生的情绪。然而,人们对游戏式学习中情感的本质却知之甚少。我们扩展了以往的游戏式学习研究,考察了认识情绪及其与动机建构之间的关系。131名15-18岁的学生(n=131)玩了25分钟的 "解毒剂COVID-19 "游戏。游戏结束后,对学生的认识情绪、流动体验、情境兴趣和满意度进行了测量,并收集了相关数据。学习者报告的积极认识情绪(兴奋、惊喜和好奇)的强度水平明显高于消极情绪(无聊、焦虑、沮丧和困惑)。共现网络分析为动机和情绪状态之间的关系提供了新的见解,其中高强度的流动体验、情境兴趣和满足感与积极的认识情绪共现的频率最高。研究结果还显示,如果没有对主题的高度情景兴趣,也能体验到高强度的流动。也就是说,即使学习者对学习主题不感兴趣,游戏也能吸引他们。这凸显了将学习内容与核心游戏机制内在结合的重要性,确保了学习内容的处理。研究表明,认识情感、流动体验、满意度和情境兴趣揭示了游戏式学习的不同特质。研究结果表明,至少应测量流动体验、情境兴趣和认识情绪,以了解参与游戏式学习的不同层面。总之,本研究通过阐明认识情绪与动机建构之间的关系,推进了先前的研究。
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引用次数: 0
Museum Games and Personal Epistemology: A Study on Students' Critical Thinking with a Mixed Reality Game 博物馆游戏与个人认识论:利用混合现实游戏研究学生的批判性思维
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.695
Simon Morard, Eric Sanchez, Catherine Bonnat
This study examines how 12-15-year-old students use information while playing Geome, a mixed reality game intended for museum school visits. Geome presents environmental issues, prompting students and asking them to discern and dismiss misinformation  and rumors. The study aims to analyze the students' playful learning experience and their perspective on the game. It focuses on the students' critical thinking, interactions and beliefs about knowledge and knowing, referred to as personal epistemology. Adopting a qualitative approach, the research was conducted across three classes in a museum. A combination of audio, video, and in-game interactions was collected from specific moments during gameplay and analyzed according to epistemological dimensions (Certainty, Simplicity, Source, Justification). Video analysis suggests that when faced with ill-structured problems within a playful scenario, some students are spurred to actively process information and develop critical thinking skills. Meanwhile others remain entrenched in their initial conceptions about the nature of knowledge and the act of knowing. The study discusses how the game's characteristics shape students' personal epistemology. Overall, this research demonstrates that games in museum contexts have the potential to promote active learning and critical thinking in some students, when confronted with complex or ill-structured problems.
本研究探讨了 12-15 岁的学生在玩混合现实游戏 "Geome "时如何使用信息。Geome 介绍了环境问题,提示学生并要求他们辨别和消除错误信息和谣言。本研究旨在分析学生的游戏学习体验以及他们对游戏的看法。研究重点是学生的批判性思维、互动以及对知识和认知的信念,即个人认识论。研究采用定性方法,在博物馆的三个班级进行。从游戏过程中的特定时刻收集了音频、视频和游戏中的互动,并根据认识论维度(确定性、简单性、来源、合理性)进行了分析。视频分析表明,当面对游戏场景中结构不严谨的问题时,一些学生会被激励积极处理信息并发展批判性思维能力。与此同时,另一些学生仍然固守着他们最初对知识性质和认知行为的概念。本研究讨论了游戏的特点如何塑造学生的个人认识论。总之,这项研究表明,在面对复杂或结构不完善的问题时,博物馆中的游戏有可能促进一些学生的主动学习和批判性思维。
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引用次数: 0
Editorial, Vol. 10, No. 4 社论,第 10 卷第 4 期
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.712
Francesco Bellotti
Editorial of Vol. 10 No. 4
第 10 卷第 4 期社论
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引用次数: 0
How ChatGPT can inspire and improve serious board game design ChatGPT 如何启发和改进严肃棋盘游戏的设计
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.645
Wilian Gatti Junior, Emily Marasco, Beaumie Kim, L. Behjat, Marjan Eggermont
Designing engaging serious board games that effectively address students' diverse and complex needs presents a significant challenge for educators. As a possible solution, Large Language Models (LLMs) such as ChatGPT can assist educators in designing and evaluating game-based learning experiences. This study explores three primary ways ChatGPT can enhance educators' game design process. Firstly, ChatGPT can assist with brainstorming, suggesting game themes and mechanisms aligned with curriculum and learning goals. Secondly, it can provide templates or exemplars of game components, allowing educators to create customized games that offer what their students need. Lastly, ChatGPT can offer valuable feedback on game prototypes, identifying areas for improvement and guidance to enhance the game's efficacy as an educational tool. We attempted to advance the ongoing discourse on the roles of artificial intelligence and board games in education by providing valuable insights into the potential of these tools.
设计引人入胜的严肃棋盘游戏,有效地满足学生多样化和复杂的需求,这对教育工作者来说是一个巨大的挑战。作为一种可能的解决方案,大型语言模型(LLM)(如 ChatGPT)可以帮助教育者设计和评估基于游戏的学习体验。本研究探讨了 ChatGPT 增强教育者游戏设计过程的三种主要方式。首先,ChatGPT 可以帮助集思广益,提出与课程和学习目标相一致的游戏主题和机制。其次,它可以提供游戏组件的模板或范例,使教育者能够创建满足学生需求的定制游戏。最后,ChatGPT 可以为游戏原型提供有价值的反馈,确定需要改进的地方,并指导如何提高游戏作为教育工具的功效。我们试图通过为这些工具的潜力提供有价值的见解,来推动正在进行的关于人工智能和棋盘游戏在教育中的作用的讨论。
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引用次数: 0
Introduction to the Special Issue on GaLA Conf 2022 GaLA Conf 2022 特刊简介
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.714
Antti Koskinen, Kristian Kiili, Francesca de Rosa, M. Dindar, Michael D. Kickmeier-Rust
This International Journal of Serious Games special issue is dedicated to the selected and extended best papers of the 2022 edition of the GALA conference. Professor Kristian Kiili and his team at Tampere University in Finland organized this edition of the conference. Authors of seven highly-rated conference submissions were invited to submit extended papers for this special issue. After peer review process, five extended papers were accepted. These papers shows how game-based learning and serious games continue to evoke extensive research efforts, and clearly demonstrates the breadth of different research approaches used in game-based learning. With such an open-minded approach, it is possible not only to advance our knowledge of game-based learning but also to contribute significantly to the understanding of the factors that influence human learning.
本期《国际严肃游戏期刊》特刊专门刊载了 2022 年版 GALA 会议的精选和扩展最佳论文。芬兰坦佩雷大学的克里斯蒂安-基利(Kristian Kiili)教授和他的团队组织了这届会议。 会议邀请七篇高分论文的作者为本期特刊提交扩展论文。经过同行评审,五篇扩展论文被录用。这些论文展示了基于游戏的学习和严肃游戏是如何不断唤起广泛的研究努力的,并清楚地表明了在基于游戏的学习中使用的不同研究方法的广泛性。有了这种开放性的研究方法,我们不仅有可能增进对游戏式学习的了解,还能为理解影响人类学习的因素做出重要贡献。
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引用次数: 0
CogniChallenge: Multiplayer serious games' platform for cognitive and psychosocial rehabilitation CogniChallenge:用于认知和社会心理康复的多人严肃游戏平台
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.646
Eliana Silva, Ricardo Lopes, Luís Paulo Reis
Information and communication technologies, such as serious games, have contributed to addressing the gaps in cognitive rehabilitation for individuals with acquired brain injury (ABI), particularly in the context of the COVID-19 pandemic. Although there are effective software programs and games available for cognitive rehabilitation, they have certain limitations. Most current programs have difficulties to adapt to individual performance, a critical factor in promoting neuroplasticity. Additionally, these programs typically only offer single-player modes. However, patients experience difficulties in social interactions leading to social isolation. To overcome these limitations, we propose a novel platform called CogniChallenge. It introduces multiplayer serious games designed for cognitive and psychosocial rehabilitation, offering competitive and cooperative game modes. This platform facilitates engagement with other patients, family members, caregivers, and virtual agents that simulate human interaction. CogniChallenge consists of three games based on activities of daily life and incorporates a multi-agent game balance system. Future research endeavors will focus on evaluating the usability and gameplay experience of CogniChallenge among healthcare professionals and individuals with ABI. By proposing this innovative platform, we intend to contribute to expanding the application of serious games and their potential to solve problems and limitations in the specific field of cognitive rehabilitation.
信息和通信技术(如严肃游戏)有助于弥补后天性脑损伤(ABI)患者认知康复方面的不足,尤其是在 COVID-19 大流行的背景下。虽然目前有一些有效的认知康复软件程序和游戏,但它们都有一定的局限性。目前大多数程序难以适应个人表现,而这正是促进神经可塑性的关键因素。此外,这些程序通常只提供单人游戏模式。然而,患者在社交互动中会遇到困难,导致社交孤立。为了克服这些局限性,我们提出了一个名为 "CogniChallenge "的新型平台。它引入了为认知和心理康复设计的多人严肃游戏,提供竞争和合作游戏模式。该平台可促进与其他患者、家庭成员、护理人员以及模拟人类互动的虚拟代理之间的互动。CogniChallenge 包含三个基于日常生活活动的游戏,并结合了多代理游戏平衡系统。未来的研究工作将侧重于评估 CogniChallenge 在医护人员和有 ABI 的个人中的可用性和游戏体验。通过提出这一创新平台,我们打算为扩大严肃游戏的应用及其解决认知康复这一特定领域的问题和局限性的潜力做出贡献。
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引用次数: 0
A taxonomy of learner-player's emotions in serious games 严肃游戏中学习者和玩家情绪分类法
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.637
A. Hamrouni, Fatima Bendella
The future of video games lies in Affective Games, as the future of learning lies in Affective Learning that due to the proven role of human emotions in how we think and behave. The main goals behind studying emotions in all areas other than psychology and neuroscience are to maximize beneficial emotions, reduce detrimental ones and to develop adaptive systems. The combination of this concept and recent progress in technology has spurred researchers across various fields to focus on incorporating an emotional aspect into human-computer interaction. In Serious Games context, learner-player can experience two types of emotions, the first is related to the learning elements and the second is referred to video games elements. In both learning and video games contexts, recent studies have introduced affective models to conceptualize the influence of emotions within these spheres. However, a discernible trend emerges in the realm of Serious Games research. Notably, the majority of recent studies within this domain exhibit a notable inclination towards prioritizing aspects such as personalized emotion recognition, adaptive gameplay, real-time feedback mechanisms, emotion regulation training, immersive experiences via mixed reality, longitudinal studies, and collaborative cross-disciplinary initiatives. As a result, the nuanced pursuit of affective modeling for learners-players often experiences relegation, yielding precedence to these innovative trajectories. Within this conceptual framework, this article endeavors to examine the interconnection between the emotional experiences of learner-players and the educational and interactive components inherent in serious games.
电子游戏的未来在于情感游戏,正如学习的未来在于情感学习一样,因为人类情感在我们的思维和行为方式中的作用已得到证实。除心理学和神经科学外,在其他所有领域研究情感的主要目的是最大限度地利用有益情感,减少有害情感,并开发适应性系统。这一概念与最近的技术进步相结合,促使各个领域的研究人员开始关注将情感因素纳入人机交互的问题。在 "严肃游戏"(Serious Games)中,学习者和玩家可以体验到两种情感,第一种情感与学习元素有关,第二种情感则与视频游戏元素有关。在学习和视频游戏方面,最近的研究都引入了情感模型,以概念化情感在这些领域的影响。不过,在严肃游戏研究领域出现了一个明显的趋势。值得注意的是,该领域的大多数最新研究都明显倾向于优先考虑以下方面:个性化情绪识别、自适应游戏、实时反馈机制、情绪调节训练、通过混合现实进行沉浸式体验、纵向研究以及跨学科合作计划。因此,对学习者--玩家情感建模的细微追求往往会退居其次,让位于这些创新轨迹。在这一概念框架内,本文试图研究学习者-玩家的情感体验与严肃游戏中固有的教育和互动元素之间的相互联系。
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引用次数: 0
Implementing Deep Reinforcement Learning (DRL)-based Driving Styles for Non-Player Vehicles 为非玩家车辆实现基于深度强化学习(DRL)的驾驶风格
Pub Date : 2023-11-25 DOI: 10.17083/ijsg.v10i4.638
Luca Forneris, Alessandro Pighetti, Luca Lazzaroni, Francesco Bellotti, Alessio Capello, M. Cossu, Riccardo Berta
We propose a new, hierarchical architecture for behavioral planning of vehicle models usable as realistic non-player vehicles in serious games related to traffic and driving. These agents, trained with deep reinforcement learning (DRL), decide their motion by taking high-level decisions, such as “keep lane”, “overtake” and “go to rightmost lane”. This is similar to a driver’s high-level reasoning and takes into account the availability of advanced driving assistance systems (ADAS) in current vehicles. Compared to a low-level decision making system, our model performs better both in terms of safety and speed. As a significant advantage, the proposed approach allows to reduce the number of training steps by more than one order of magnitude. This makes the development of new models much more efficient, which is key for implementing vehicles featuring different driving styles. We also demonstrate that, by simply tweaking the reinforcement learning (RL) reward function, it is possible to train agents characterized by different driving behaviors. We also employed the continual learning technique, starting the training procedure of a more specialized agent from a base model. This allowed significantly to reduce the number of training steps while keeping similar vehicular performance figures. However, the characteristics of the specialized agents are deeply influenced by the characteristics of the baseline agent.
我们提出了一种新的分层架构,用于在与交通和驾驶相关的严肃游戏中,将车辆模型作为逼真的非玩家车辆进行行为规划。这些通过深度强化学习(DRL)训练的代理通过做出高级决策(如 "保持车道"、"超车 "和 "驶入最右侧车道")来决定其运动。这与驾驶员的高级推理类似,并考虑到了当前车辆中先进驾驶辅助系统(ADAS)的可用性。与低级决策系统相比,我们的模型在安全性和速度方面都表现得更好。一个显著的优势是,所提出的方法可以将训练步骤的数量减少一个数量级以上。这使得开发新模型的效率大大提高,而这正是实现不同驾驶风格车辆的关键所在。我们还证明,只需调整强化学习(RL)奖励函数,就能训练出具有不同驾驶行为特征的代理。我们还采用了持续学习技术,从基础模型开始训练更专业的代理。这样可以大大减少训练步骤的数量,同时保持类似的车辆性能数据。然而,专用代理的特性深受基准代理特性的影响。
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引用次数: 0
期刊
Int. J. Serious Games
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