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Press START to Teach – Can Simulation Games Close the Theory-Practice Gap? 按下 "START "键进行教学--模拟游戏能否缩小理论与实践之间的差距?
IF 2 Q1 Social Sciences Pub Date : 2024-05-07 DOI: 10.1177/10468781241252521
Anna Kienitz, Alexander Eitel, Marie-Christin Krebs
BackgroundStudent teachers commonly struggle to apply theoretical knowledge to their teaching. This theory-practice gap is a serious problem in teacher education. Over the past decade, simulations and serious games have been shown as an effective way to practice the transfer of theoretical knowledge in authentic settings of skill-use. Approximating theory-based teaching practice via repeated use of simulation games, thus, may be able to close the theory-practice gap in teacher education.AimWe aimed to assess whether repeatedly engaging with simulated teaching and theory-based feedback would improve student teachers’ teaching self-efficacy, transfer of theories into teaching situations and their perceived usefulness of theories.MethodN = 86 student teachers learned twice with either a digital simulation game depicting decision-making in the classroom (simulation condition) or with screenshots of the game (control condition). After each phase, student teachers received theory-based feedback about (their) teaching.ResultsAgainst our hypothesis, there were no changes in both conditions regarding student teachers’ teaching self-efficacy, perceived usefulness of theories for practice, or integration of theory-based arguments into practical reasoning. Nonetheless, we found positive effects for learning time and motivation favoring the simulation condition.ConclusionOur results point towards the motivating potential of simulation games that was, however, not sufficient to close the theory-practice gap. It seems that the theory-practice integration within the simulation game needs to be even stronger to reveal the desired effects, which needs to be subject to further research.
背景学生教师通常很难将理论知识应用于教学。这种理论与实践之间的差距是师范教育中的一个严重问题。在过去十年中,模拟和严肃游戏已被证明是在真实的技能使用环境中实践理论知识传授的有效方法。AimWe aimed to assess whether repeated engaging with simulated teaching and theory-based feedback would improve student teachers' teaching self-efficacy, transfer of theories into teaching situations and their perceived usefulness of theories.MethodN=86 student teachers learned twice with either a digital simulation game depicting decision-making in the classroom (simulation condition) or with screenshots of the game (control condition)。结果与我们的假设相反,在两种条件下,学生教师的教学自我效能感、理论对实践的有用性以及将理论论据融入实践推理方面都没有发生变化。尽管如此,我们发现模拟条件对学习时间和学习动机产生了积极影响。看来,模拟游戏中理论与实践的结合需要更加紧密,才能达到预期效果,这还需要进一步研究。
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引用次数: 0
Emotional Experiences in Online, Text-Based Tabletop Role-Playing Games 在线文本桌面角色扮演游戏中的情感体验
IF 2 Q1 Social Sciences Pub Date : 2024-05-02 DOI: 10.1177/10468781241250064
Gary Collins Brata Winardy, Eva Septiana, Santy Yanuar Pranawati
BackgroundThis study explores the emotional experiences of players in online, text-based tabletop role-playing games (TTRPGs) and their potential impact on players. The goal is to understand the therapeutic and educational possibilities arising from these emotional experiences.MethodsThrough qualitative analysis, themes were identified based on participants' narratives. Eight participants who engaged in online, text-based TTRPGs were interviewed to gather data on their emotional experiences and effects outside the game.ResultThe study identified three main categories of emotions experienced by players: emotions related to the community, emotions associated with the game world and characters, and emotions linked to game mechanics. These emotions were found to impact players beyond the gaming environment, influenced by the players' emotional immersion. Additionally, the study revealed two distinct approaches to immersion among players and highlighted emotions as motivating factors for gameplay.DiscussionThe findings emphasize the role of TTRPGs in providing creative outlets, social interaction, and recreation, facilitating skill development, and broadening perspectives based on players' emotional experiences. Additionally, this study highlights the potential for immersion in online, text-based TTRPGs linked to therapeutic and educational uses.LimitationsThis study employs an in-depth phenomenological qualitative interview method. While this approach yields detailed and nuanced data, it may not provide extensive generalizability. Future research endeavors could benefit from more significant and diverse participant pools to enhance the understanding of emotional experiences in TTRPG players. Furthermore, exploring additional factors such as genres, narrative structures, and player-character relationships could offer more profound insights.ConclusionThis study demonstrates that online, text-based TTRPGs allow players to experience various emotions with implications beyond the game's boundaries. The findings suggest that interventions based on role-playing activities may benefit from the online text-based method due to its accessibility and lower barriers to entry.
背景本研究探讨了玩家在基于文本的在线桌面角色扮演游戏(TTRPG)中的情感体验及其对玩家的潜在影响。方法通过定性分析,根据参与者的叙述确定主题。结果研究发现了玩家所经历的三大类情感:与社区相关的情感、与游戏世界和角色相关的情感以及与游戏机制相关的情感。研究发现,这些情绪对玩家的影响超出了游戏环境,受到玩家情感沉浸的影响。讨论研究结果强调了 TTRPG 在提供创造性渠道、社交互动和娱乐、促进技能发展以及根据玩家的情感体验开阔视野方面的作用。此外,本研究还强调了基于文本的在线 TTRPG 在治疗和教育用途方面的沉浸潜力。虽然这种方法可以获得详细而细致的数据,但可能无法提供广泛的普遍性。未来的研究工作可以从更重要、更多样化的参与者库中获益,从而加深对 TTRPG 玩家情感体验的理解。此外,探索其他因素,如流派、叙事结构和玩家与角色的关系,也能提供更深刻的见解。结论本研究表明,基于文本的在线 TTRPG 游戏允许玩家体验各种情绪,其影响超出了游戏的界限。研究结果表明,基于角色扮演活动的干预措施可能会受益于基于在线文本的方法,因为这种方法易于使用,进入门槛较低。
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引用次数: 0
Towards a Reconciliation Between Simulational, Ludic, and Historiographical Practices in Research 实现研究中模拟、鲁迪克和历史学实践之间的调和
IF 2 Q1 Social Sciences Pub Date : 2024-04-29 DOI: 10.1177/10468781241248705
Vinicius Marino Carvalho
BackgroundSimulations, ludic or otherwise, have so far struggled to gain a foothold in mainstream historiography. Some authors suggest there may be fundamental incompatibilities between history and the language of simulations and scholarly games. Others believe that designing, employing, and validating historical simulations may be simply too costly and/or labor-intensive to justify their widespread adoption.InterventionThis paper intends to identify points of friction between historiography and simulation-based research and suggest practical solutions to these issues.MethodsMy discussion is based on the description and analysis of a case study, the ThomondSim/ The Triumphs of Turlough research project. The initiative consisted of the development and application of an agent-based computational model (ABM) and a scholarly board game to investigate the possible associations between economic, environmental, and military hazards in 13th and 14th centuries Ireland.Results and DiscussionEnsuring the simulations matched historical evidence to a standard deemed acceptable by the historiographical community limited their phase space, compromising their capacity to explore emergent phenomena. The intricacy of the underlying conceptual model suited the ABM better than the board game, which struggled to reconcile complexity with good game design practices. The board game, however, proved to be an effective validating tool for the ABM.Limitations and Suggestions for Further ResearchThe project espoused an overt simulation- and game-centric approach, paying little attention to unguided play. Recent literature suggests that fostering, rather than hindering, playful exploration could address some of the pitfalls identified by this project.ConclusionPlay could be a means of reconciliation between simulational, ludic, and historiographical practices. However, to ensure that projects adhere to epistemic standards, it is recommended that a methodology is developed to integrate it into research in ways that can be tested and evaluated.
背景模拟,无论是否荒诞不经,迄今都难以在主流史学中占据一席之地。一些作者认为,历史与模拟语言和学术游戏之间可能存在根本的不相容性。本文旨在找出历史学与基于模拟的研究之间的摩擦点,并针对这些问题提出切实可行的解决方案。该项目包括开发和应用基于代理的计算模型(ABM)和学术棋盘游戏,以研究 13 和 14 世纪爱尔兰的经济、环境和军事危害之间可能存在的关联。结果与讨论确保模拟与历史证据相匹配,以达到史学界认为可以接受的标准,这限制了模拟的阶段空间,影响了模拟探索突发现象的能力。基础概念模型的复杂性更适合人工智能模拟,而棋盘游戏则难以兼顾复杂性和良好的游戏设计实践。然而,棋盘游戏被证明是一个有效的验证人工智能模型的工具。该项目支持一种公开的以模拟和游戏为中心的方法,很少关注无指导的游戏。最近的文献表明,促进而不是阻碍游戏性探索可以解决本项目发现的一些问题。然而,为确保项目符合认识论标准,建议制定一种方法,以可检验和评估的方式将其纳入研究。
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引用次数: 0
Dynamic Cognitive Load Assessment in Virtual Reality 虚拟现实中的动态认知负荷评估
IF 2 Q1 Social Sciences Pub Date : 2024-04-20 DOI: 10.1177/10468781241248821
Rachel L. Elkin, Jeff M. Beaubien, Nathaniel Damaghi, Todd P. Chang, David O. Kessler
BackgroundRecent advances in non-invasive physiologic monitoring leverage machine learning to provide unobtrusive, real-time assessments of a learner’s cognitive load (CL) as they engage in specific tasks. However, the performance characteristics of these novel composite physiologic CL measures are incompletely understood.ObjectivesWe aimed to 1) explore the feasibility of measuring CL in real time using physiologically-derived inputs; 2) evaluate the performance characteristics of a novel composite CL measure during simulated virtual reality resuscitations; and 3) understand how this measure compares to traditional, self-reported measures of CL.MethodsNovice (PGY1-2 pediatric residents) and expert (pediatric emergency medicine fellows and attendings) participants completed four virtual reality simulations as team leader. The scenario content (status epilepticus versus anaphylaxis) and level of distraction (high versus low) were manipulated. Cognitive load was measured in all participants using electroencephalography and electrocardiography data (“real-time CL”) as well as through self-report (NASA-TLX). Scenario performance also was measured.ResultsComplete data were available for 6 experts and 6 novices. Experts generally had lower CL than novices on both measures. Both measures localized the most significant differences between groups to the anaphylaxis scenarios (real-time CL [low-distraction] Cohen’s d -1.33 [95% CI -.2.56, -0.03] and self-reported CL [high-distraction] Cohen’s d -1.41 [95% CI -2.67, -0.10]). No consistent differences were seen with respect to level of distraction. Performance was similar between the two groups, though both exhibited fewer errors over time (F(3,48) = 5.75, p = .002).ConclusionIt is feasible to unobtrusively measure cognitive load in real time during virtual reality simulations. There was convergence between the two CL measures: in both, experts had lower CL than novices, with the most significant effect size differences in the more challenging anaphylaxis scenarios.
背景无创生理监测领域的最新进展是利用机器学习对学习者在完成特定任务时的认知负荷(CL)进行无干扰的实时评估。我们的目的是:1)探索使用生理输入实时测量认知负荷的可行性;2)评估在模拟虚拟现实复苏过程中新型复合认知负荷测量方法的性能特征;3)了解该测量方法与传统的自我报告认知负荷测量方法的比较。模拟场景的内容(癫痫状态与过敏性休克)和分散注意力的程度(高与低)均有不同。使用脑电图和心电图数据("实时 CL")以及自我报告(NASA-TLX)对所有参与者的认知负荷进行了测量。此外,还对情景表现进行了测量。在这两项测量中,专家的 CL 值普遍低于新手。在过敏性休克情景中,两组之间的差异最为显著(实时 CL [低分心] Cohen's d -1.33 [95% CI -.2.56, -0.03]和自我报告 CL [高分心] Cohen's d -1.41 [95% CI -2.67, -0.10])。分散注意力水平方面没有发现一致的差异。两组的表现相似,但随着时间的推移,两组都表现出较少的错误(F(3,48) = 5.75, p = .002)。两种认知负荷测量之间存在趋同性:在这两种测量中,专家的认知负荷均低于新手,在更具挑战性的过敏性休克情景中,效应大小差异最为显著。
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引用次数: 0
Exploring the Potential of Using a Text-Based Game to Inform Simulation Models of Risky Migration Decisions 探索利用文本游戏为高风险移民决策模拟模型提供信息的潜力
IF 2 Q1 Social Sciences Pub Date : 2024-04-02 DOI: 10.1177/10468781241242925
Ariana Modirrousta-Galian, Toby Prike, Philip A. Higham, Martin Hinsch, Sarah Nurse, Souhila Belabbas, Jakub Bijak
BackgroundIn this paper, we explore the potential of games to collect empirical data for informing agent-based simulation models of migration. To examine the usefulness of game-based approaches, we conducted a simple, yet carefully designed psychological experiment.MethodsIn a preregistered study, we used a novel, immersive experimental setting to investigate the risky migration decisions made by migrants and non-migrants. Participants (284 migrants and 284 non-migrants) played a choice-based interactive fiction game—a fully text-based game where players progress by selecting from a list of possible actions—that involved making three risky migration decisions. In one condition, participants were shown a non-linear progress bar and explicit acknowledgements of the choices they made to promote perceived agency: the feeling that one’s actions have a non-trivial impact on the game. In the other condition, the progress bar was linear, and the explicit acknowledgements were omitted.ResultsOur experimental manipulation was successful; participants in the former condition self-reported higher perceived agency than participants in the latter condition, as did migrants compared to non-migrants. Nevertheless, condition and migrant status did not meaningfully affect the risky migration decisions participants made in the game.ConclusionThese findings indicate that the results of generic studies on risky migration decisions conducted on non-migrants can potentially inform simulation models of migration. However, these findings were obtained from a single experiment, and thus warrant replication and further research before definitive conclusions can be drawn. Furthermore, a simple text-based game may be too superficial to allow deep insights into the idiosyncrasies of migration decision-making. This suggests a possible trade-off between clear interpretability of the results and the usefulness for informing simulation models of complex social processes, such as migration.
背景本文探讨了游戏收集经验数据的潜力,以便为基于代理的移民模拟模型提供信息。为了检验基于游戏的方法是否有用,我们进行了一项简单但精心设计的心理实验。方法在一项预先登记的研究中,我们使用了一种新颖的、沉浸式的实验环境来调查移民和非移民所做的风险移民决策。参与者(284 名移民和 284 名非移民)玩了一个基于选择的互动小说游戏--一个完全基于文本的游戏,玩家通过从一个可能的行动列表中进行选择来取得进展--其中涉及做出三个有风险的移民决定。在一种情况下,参与者会看到一个非线性的进度条,并明确承认他们所做的选择,以促进感知代理:即感觉到自己的行为会对游戏产生非同小可的影响。在另一种情况下,进度条是线性的,而明确的认可则被省略了。结果我们的实验操作是成功的;前一种情况下的参与者比后一种情况下的参与者自我报告的感知能动性更高,移民与非移民相比也是如此。尽管如此,条件和移民身份并没有对参与者在游戏中做出的风险移民决策产生有意义的影响。结论这些研究结果表明,对非移民进行的风险移民决策的一般研究结果有可能为移民模拟模型提供参考。然而,这些研究结果是通过单项实验得出的,因此,在得出明确结论之前,有必要进行复制和进一步研究。此外,简单的文字游戏可能过于肤浅,无法深入了解移民决策的特殊性。这表明,在结果的清晰可解释性与为复杂社会进程(如移民)模拟模型提供信息的实用性之间,可能需要权衡利弊。
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引用次数: 0
Integrating Biofeedback and Artificial Intelligence into eXtended Reality Training Scenarios: A Systematic Literature Review 将生物反馈和人工智能融入虚拟现实训练场景:系统文献综述
IF 2 Q1 Social Sciences Pub Date : 2024-03-14 DOI: 10.1177/10468781241236688
Karen L. Blackmore, Shamus P. Smith, Jacqueline D. Bailey, Benjamin Krynski
BackgroundThe addition of biofeedback and artificial intelligence (AI) in simulation training and serious games has shown promising results in improving the effectiveness of training and can lead to increased engagement, motivation, and retention of information. This systematic literature review explores the integration of biofeedback and artificial intelligence into eXtended reality (XR) training scenarios and is the first review to provide a consolidated overview of applied biofeedback and AI technologies in this area.MethodThis review was conducted using keywords related to biofeedback, AI, XR, and training and included papers that: contained the use of biofeedback and AI in XR training scenarios; reported on at least one outcome related to training effectiveness; were published in English; were peer-reviewed; date from 1 January 2016 – 7 February 2022.ResultsThe results indicate that many studies collect two or more biosignals using a single biosensing device. This is particularly relevant in applied settings, where ease of use and minimal interference in training/education activities is desired. Also, that light, portable devices such as wrist bands, wireless straps, or headbands are preferred. Additionally, eye tracking, electrodermal activity (EDA), and photoplethysmograms (PPG) present as particularly useful biomarkers of stress and/or cognitive load in XR training contexts. A wide variety of machine learning (ML) approaches were used to support biofeedback systems in XR environments. However, a limited number of studies employed real-time analysis of biosignals (just 1% of studies) which indicates current challenges in implementing such systems.ConclusionThe majority of papers meeting the selection criteria were from the fields of education and healthcare. Further research in other domains, such as defense and general industry, is needed to gain a comprehensive understanding of the potential for biofeedback and AI integration in XR training scenarios used in these domains.
背景在模拟培训和严肃游戏中加入生物反馈和人工智能(AI),在提高培训效果方面取得了可喜的成果,可以提高参与度、积极性和信息保留率。本系统性文献综述探讨了将生物反馈和人工智能整合到电子扩展现实(XR)培训场景中的问题,这也是首次对生物反馈和人工智能技术在该领域的应用进行综合概述的综述。方法本综述使用了与生物反馈、人工智能、XR和培训相关的关键词,并纳入了以下论文:包含在XR培训场景中使用生物反馈和人工智能的内容;至少报告了一项与培训效果相关的结果;以英文发表;经过同行评审;日期为2016年1月1日至2022年2月7日。结果结果表明,许多研究使用单个生物传感设备收集两个或多个生物信号。这与应用环境尤为相关,因为在应用环境中,人们希望使用方便且对培训/教育活动的干扰最小。此外,腕带、无线带或头带等轻巧便携的设备也是首选。此外,在 XR 培训中,眼动跟踪、皮肤电活动(EDA)和光敏血压计(PPG)是特别有用的压力和/或认知负荷生物标记。各种机器学习(ML)方法被用于支持 XR 环境中的生物反馈系统。然而,采用生物信号实时分析的研究数量有限(仅占研究的 1%),这表明目前在实施此类系统方面存在挑战。要全面了解生物反馈和人工智能在这些领域使用的 XR 训练场景中的整合潜力,还需要在国防和一般工业等其他领域开展进一步研究。
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引用次数: 0
Virtual Reality simulation and Video Lecture are Equally Effective in Abscess Incision Training: A Multicentre Randomised Controlled Trial 虚拟现实模拟和视频讲座对脓肿切开术培训同样有效:多中心随机对照试验
IF 2 Q1 Social Sciences Pub Date : 2024-03-04 DOI: 10.1177/10468781241237545
Henrik Nuutinen, Ville Bister, Virve Koljonen
IntroductionThe aim of the study was to evaluate undergraduate medical students’ knowledge and self-confidence to perform abscess incision after virtual reality-simulation or video lecture. Pre and post-knowledge assessment was conducted.Materials and MethodsThis was a multicentre randomised controlled trial from October 2021 to January 2022. The study was carried out at two universities providing medical education. Undergraduate medical students were randomized into either fully immersive head mounted display virtual reality-simulation (VR) or video lecture. Pre- and post-learning surveys probed self-confidence and student’s own assessment of competence. Participants were third-, fourth- and fifth-year medical students from the University of Eastern Finland and the University of Helsinki. All students were sent an email informing them of the opportunity to participate in this voluntary study. All willing students were included in the study.Results42 medical students participated in the study. Most were fourth year medical students, 52% of the participants had previously used VR in some context and the mean age of participants was around 25 years. Both methods increased knowledge and self-confidence equally. In VR subgroup, those with technical support available experienced greater learning than those without.ConclusionsInterestingly, in the present study, both VR and video lecture increased knowledge and professional self-confidence equally.
引言 该研究旨在评估本科医学生在虚拟现实模拟或视频讲座后进行脓肿切开术的知识和自信心。材料和方法这是一项多中心随机对照试验,时间为 2021 年 10 月至 2022 年 1 月。研究在两所提供医学教育的大学进行。医科本科生被随机分配到完全沉浸式头戴显示器虚拟现实模拟(VR)或视频讲座中。学习前和学习后的问卷调查主要针对自信心和学生对自身能力的评估。参与者是来自东芬兰大学和赫尔辛基大学的三年级、四年级和五年级医学生。所有学生都收到了一封电子邮件,告知他们有机会参加这项自愿性研究。结果42名医学生参与了研究。其中大部分是四年级医学生,52%的参与者以前曾在某种情况下使用过虚拟现实技术,参与者的平均年龄约为 25 岁。两种方法都同样增加了知识和自信心。结论有趣的是,在本研究中,VR 和视频讲座同样增加了知识和专业自信心。
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引用次数: 0
Gamified Intervention for Health Promotion of Families in Child Health Clinics — A Cluster Randomised Trial 儿童健康诊所中促进家庭健康的游戏化干预--分组随机试验
IF 2 Q1 Social Sciences Pub Date : 2024-03-04 DOI: 10.1177/10468781241236706
Laura Selänne, Miko Pasanen, Funda Aslan, Anni Pakarinen
ObjectivesThis study aimed to evaluate the effectiveness of the digital and gamified WellWe intervention on parental self-efficacy for healthy behaviours and mindfulness in parenting at the comprehensive health checks of 4-year-old children.MethodsTwo-arm cluster, randomised, controlled trial with a 4-month follow-up.The data were collected from parents of 4-year-old children. Cluster randomisation was done at the municipality level. Fifteen child health clinics within 4 municipalities located in Southwest Finland were randomly allocated to either an intervention (WellWe intervention) or a control group (usual care). The outcome measures included the Parental Self-Efficacy for Healthy Behaviours (PDAP) and Mindfulness in Parenting (MIPQ) questionnaires. Data were collected at baseline, after the intervention and at the 4-month follow-up.ResultsInitially a total of 110 parents (50 in the intervention and 60 in the control group) participated in the study. At the end of the study, there were 33 parents involved, with 12 in the intervention group and 21 in the control group. Parental self-efficacy and mindfulness in parenting showed no statistically significant difference between the groups or within the groups at the different time points.ConclusionsThe results of the study showed no difference between the intervention and the usual care. The commitment of the subjects was lower than expected. The intervention could be improved by placing a greater focus on engaging and motivating both families and public health nurses (PHNs). Therefore, when refining the intervention further, it's important to involve the target group more actively in the design of both content and delivery.
本研究旨在评估数字化和游戏化 WellWe 干预措施对父母在 4 岁儿童全面健康检查中的健康行为自我效能和养育意识的影响。在市一级进行分组随机化。芬兰西南部 4 个市的 15 家儿童健康诊所被随机分配到干预组(WellWe 干预)或对照组(常规护理)。结果测量包括 "父母健康行为自我效能"(PDAP)和 "正念养育"(MIPQ)问卷。结果最初共有 110 名家长(干预组 50 人,对照组 60 人)参加了研究。研究结束时,共有 33 名家长参与,其中干预组 12 名,对照组 21 名。在不同的时间点,各组之间或组内的家长自我效能感和养育子女的正念在统计学上没有显著差异。受试者的承诺低于预期。可以通过更加注重吸引和激励家庭和公共卫生护士(PHNs)来改进干预措施。因此,在进一步完善干预措施时,必须让目标群体更积极地参与内容和实施方式的设计。
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引用次数: 0
Openness to Experience and Player Satisfaction in a Simulation Game 模拟游戏中的开放体验与玩家满意度
IF 2 Q1 Social Sciences Pub Date : 2024-02-29 DOI: 10.1177/10468781241234131
Vinod Dumblekar, Suresh Paul Antony, Upinder Dhar
BackgroundOpenness to experience (OTE) is one of the Big Five traits that describe the personality of the individual. Player satisfaction (Satisfaction) is composed of the factors of excitement, challenge, learning experience, team victory and self-discovery in a simulation game. OTE and Satisfaction appear to have a symbiotic relationship that feeds on their characteristics and outcomes. This study is undertaken to understand the relationship between OTE and Satisfaction in a simulation game.Objectives of the StudyThe objectives are to develop a scale of OTE in the context of a simulation game, to identify the factors of OTE and to study the interactive effects of OTE and Satisfaction and their factors.MethodsAn instrument of 40 statements was administered to 190 post-graduate management students at the end of a brand-related simulation game. It had 12 statements that represented OTE and 28 statements of the Satisfaction scale. The data was purified and processed for factor analysis; the variables and their factors were subjected to correlation and regression.ResultsTwo OTE factors, each of eigenvalue greater than one, were extracted and named search for novelty and passion to know.DiscussionThe conclusions of this study may be generalisable only to sample profiles that are most similar to the study sample, but not to other contexts due to the ambiguous effect of personality, contexts and cultures on the study variables. The strong positive correlations between OTE, Satisfaction and their factors show their bases in a common platform, i.e. the experience of the simulation game. The search for novelty predicts Satisfaction more powerfully than OTE predicts Satisfaction. Self-discovery, learning experience and excitement affect OTE positively and more powerfully than challenge, team victory or Satisfaction. Further studies of passion, intrinsic motivation and self-efficacy may enhance our understanding of their impact on Satisfaction.
背景体验开放度(OTE)是描述个体个性的五大特质之一。玩家满意度(Satisfaction)由模拟游戏中的兴奋、挑战、学习体验、团队胜利和自我发现等因素组成。OTE 和满意度似乎是一种共生关系,它们的特征和结果都与 OTE 和满意度息息相关。本研究旨在了解模拟游戏中 OTE 与满意度之间的关系。研究目的研究目的是在模拟游戏中制定 OTE 量表,确定 OTE 的因素,并研究 OTE 和满意度及其因素的交互影响。其中 12 个陈述代表 OTE,28 个陈述代表满意度量表。结果提取出了两个 OTE 因子,每个因子的特征值都大于 1,并将其命名为 "寻求新奇 "和 "求知热情"。讨论由于个性、环境和文化对研究变量的影响不明确,本研究的结论可能只适用于与研究样本最相似的样本,而不适用于其他环境。OTE、满意度及其因子之间的强正相关性表明,它们的基础是一个共同的平台,即模拟游戏体验。寻求新奇感对满意度的预测作用比 OTE 对满意度的预测作用更强。自我发现、学习经验和兴奋对 OTE 的积极影响比对挑战、团队胜利或满意度的影响更大。对激情、内在动机和自我效能的进一步研究可能会加深我们对它们对满意度影响的理解。
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引用次数: 0
Predictive Factors for Difficulty in Simulation Methodology in Teacher Education 教师教育中模拟教学法难度的预测因素
IF 2 Q1 Social Sciences Pub Date : 2024-02-27 DOI: 10.1177/10468781241234812
M. Laura Angelini, Roberta Diamanti, Remedios Aguilar-Moya
BackgroundSimulation methodology in teacher education offers a wide range of practice opportunities in a controlled environment. However, even though not much has been written about the benefits of simulation in teacher training, even less has been said about the difficulties perceived by the participants in doing simulation.MethodIn this study we conducted an exploratory longitudinal study which includes 205 postgraduate participants scattered around the globe who took part in a computer mediated simulation in the years 2019 to 2022 as an assessment tool in a master’s degree for teacher education. Aside from the positive impact on learning, which has already been disseminated (autor1), some recurring difficulties have been identified and presented in this study. A mixed analysis is performed based on the triangulation between qualitative and quantitative approaches. The qualitative data were analysed using a qualitative content analysis method through an open question about participants’ perceptions post-treatment, video recordings and individual final reports. The quantitative data was gathered through a Likert-type questionnaire and analysed using statistical methods.FindingsFindings indicate that (1) simulation entails several concerns about task overload and time consumption along with lack of understanding of what the simulation phases involve (learning focus vs performance focus); and (2) simulation can cause uneasiness and anxiety related to the use of technological devices and teamwork.ContributionsThus, these results have several implications for research, theory and practice when it comes to applying simulation as a pedagogical strategy.
背景教师教育中的模拟方法在可控环境中提供了广泛的实践机会。在本研究中,我们进行了一项探索性纵向研究,其中包括分布在全球各地的 205 名研究生学员,他们在 2019 年至 2022 年期间参加了计算机辅助模拟,作为教师教育硕士学位的评估工具。除了已经传播的对学习的积极影响之外(作者1),本研究还发现并提出了一些反复出现的困难。在定性和定量方法三角测量的基础上进行了混合分析。定性数据采用定性内容分析法,通过关于参与者治疗后感知的开放式问题、视频记录和个人最终报告进行分析。研究结果研究结果表明:(1) 模拟训练会带来任务超负荷和时间消耗方面的一些问题,以及对模拟训练阶段所涉及的内容缺乏了解(注重学习与注重表现);(2) 模拟训练会引起与使用技术设备和团队合作有关的不安和焦虑。
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引用次数: 0
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SIMULATION & GAMING
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