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Legitimate Peripheral Participation by Novices in a Dungeons and Dragons Community 龙与地下城社区中新手的合法外围参与
IF 2 Q1 Social Sciences Pub Date : 2022-08-15 DOI: 10.1177/10468781221119829
M. Giordano
Introduction Dungeons & Dragons (D&D) is a cooperative tabletop roleplaying game in which players gather together to tell stories. Expert players have a wealth of experiences and game knowledge from which to draw upon while playing the game. Novices, on the other hand, have little experience to depend on when navigating the first few gaming sessions. Objectives The primary objective of this investigation was to describe how different novices become socialized to the D&D culture in this small community at the beginning of a new gaming campaign. Methods The present study is a cross-sectional qualitative participant observation of D&D novice socialization through the lens of communities of practice (CoP). Observation and interviews of two experts and five novice fifth edition D&D players revealed interactions and choices made by players related to the dissemination of cultural and practical knowledge and the fluidity of player and character identity within the scope of observed gameplay. Results The results showed that for some novices explicit in-game training was required to learn their role at the table, but socialization could come more quickly for novices who took extra steps to gain experience by engaging in the wider distributed and virtual community through online forums or viewing streamed actual-play D&D games. Three interaction types—player-to-player, player-to-dungeon master (DM), and character-to-character—for three distinct purposes—understanding game mechanics, describing scenes, and interacting in narrative—were observed. Additionally, the character choices regarding gender and in-game actions were explored. Conclusion The cooperative nature of D&D can afford novices explicit training from expert players at the table. However, as was observed during the game and confirmed in the interviews, socialization into this D&D gaming community also came from legitimate peripheral participation of the novices who engaged in the wider, virtual D&D community through online forums, actual-play streams and podcasts, and general knowledge of the fantasy genre.
《龙与地下城》是一款合作的桌面角色扮演游戏,玩家们聚在一起讲故事。专家玩家拥有丰富的经验和游戏知识,在玩游戏时可以借鉴这些经验和知识。另一方面,新手在最初的几场游戏中几乎没有经验可依赖。目的本调查的主要目的是描述在新的游戏活动开始时,不同的新手如何在这个小社区中融入D&D文化。方法本研究通过实践社区(CoP)的视角,对D&D新手社会化进行横断面的定性参与者观察。对两名专家和五名初出茅庐的第五版D&D玩家的观察和采访揭示了玩家在观察到的游戏范围内与文化和实践知识的传播以及玩家和角色身份的流动性相关的互动和选择。结果研究结果表明,对于一些新手来说,需要明确的游戏内训练来学习他们在餐桌上的角色,但对于那些通过在线论坛或观看流媒体直播的实际游戏来参与更广泛的分布式虚拟社区以获得经验的新手来说,社交化可能会更快。观察到三种互动类型——玩家对玩家、玩家对地牢主人(DM)和角色对角色——用于三个不同的目的——理解游戏机制、描述场景和在叙事中互动。此外,还探讨了角色在性别和游戏中动作方面的选择。结论D&D的合作性质可以为新手提供桌上专家球员的明确训练。然而,正如在游戏中观察到的并在采访中证实的那样,这个D&D游戏社区的社会化也来自于通过在线论坛、实际游戏流和播客以及幻想类型的一般知识参与更广泛的虚拟D&D社区的新手的合法外围参与。
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引用次数: 2
The Association Between Multitasking and Multi-Patient Care Skills in a Simulated Patient Care Video Game Among Second Year Medical Students Based on Specialty Choice 基于专业选择的医学二年级学生模拟患者护理视频游戏中多任务处理与多患者护理技能的关联
IF 2 Q1 Social Sciences Pub Date : 2022-08-01 DOI: 10.1177/10468781221103460
Sridevi Korand, C. Fung, S. Cohen, T. Talbot, S. Fischer, Cindy Luu, Mariam Sargsyan, Eyal Ben-Isaac, Juan C Espinoza, T. Chang
Background and Objective Healthcare providers require multitasking and multi-patient care skills, and training programs do not formally incorporate curricula specifically for multitasking skills to trainees. The medical education community is in equipoise on whether multitasking ability is a fixed trait. Furthermore, it is unclear whether multitasking ability affects those who gravitate toward careers that demand it, particularly among medical students deciding on a specialty. We sought to define the association between specialty choice, multitasking abilities and multi-patient care delivery among pre-clinical medical students. For this study, we examined both efficiency and accuracy metrics within multitasking and whether they were different between students choosing specialties. Methods This was a planned cross-sectional sub-study focused on 2nd year medical students (MS-IIs) within a parent study evaluating multi-patient care skills using a serious game (VitalSigns:EDTM) depicting a pediatric emergency department. Subjects completed a Multitasking Ability Test (MTAT) and five VitalSigns:ED gameplays. The predictor variable was specialty choice, categorized into multitasking and non-multitasking groups. Outcome variables measuring efficiency and diagnostic accuracy were obtained from the MTAT and the game. The primary analysis was a Mann–Whitney U test, and secondary analyses employed Spearman Rank correlations. Results Twelve students applied to multitasking specialties and 18 applied to others. Those in the multitasking specialties had faster MTAT completions than the other cohort (29.8 vs. 59.7 sec, 95%CI difference -0.9 to -39.8 sec). Differential diagnoses were higher in multitasking specialties in VitalSigns:ED (2.03 vs. 1.06, 95%CI difference +0.05 to +1.54) but efficiency metrics in the game did not differ. Conclusion Multitasking and multi-patient care performance show some association with preferred specialty choices for MS-IIs prior to clinical exposure.
背景和目的医疗保健提供者需要多任务处理和多病人护理技能,培训计划没有正式纳入专门针对学员多任务处理技能的课程。医学教育界对多任务处理能力是否是一种固定的特质持中立态度。此外,目前还不清楚多任务处理能力是否会影响那些倾向于从事需要多任务处理能力的职业的人,尤其是那些决定选择专业的医科学生。我们试图确定临床前医科学生的专业选择、多任务处理能力和多病人护理之间的关系。在这项研究中,我们检查了多任务处理的效率和准确性指标,以及它们是否在学生选择专业之间有所不同。方法:这是一项计划中的横断面亚研究,主要针对二年级医学生(ms - ii),在一项家长研究中使用描述儿科急诊科的严肃游戏(VitalSigns:EDTM)评估多病人护理技能。受试者完成了多任务能力测试(MTAT)和五个生命体征:ED游戏。预测变量为专业选择,分为多任务组和非多任务组。从MTAT和游戏中获得测量效率和诊断准确性的结果变量。主要分析采用Mann-Whitney U检验,次要分析采用Spearman Rank相关。结果12名学生申请多任务专业,18名学生申请其他专业。多任务组的MTAT完成速度比其他组快(29.8秒对59.7秒,95%CI差-0.9秒到-39.8秒)。在vititalsigns:ED中,多任务专业的鉴别诊断更高(2.03 vs. 1.06, 95%CI差异+0.05 to +1.54),但游戏中的效率指标没有差异。结论多任务和多病人护理表现与ms - ii患者在临床暴露前的首选专业选择有一定关联。
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引用次数: 1
Fight. Heal. Repeat: A Look at Rhetorical Devices in Grinding Game Mechanics 战斗。愈合。回顾刷任务游戏机制中的修辞手法
IF 2 Q1 Social Sciences Pub Date : 2022-08-01 DOI: 10.1177/10468781221106487
Sabrina A. Sgandurra
Background Common definitions of rhetoric in games such as Bogost’s ‘procedural rhetoric’ have their basis in the Aristotelian definition of rhetoric, which concerns itself with discovering all means of persuasion in language. Purpose Gaming rhetoric has more to do with inducing action in players, and therefore falls more in line with Kenneth Burke’s definition of rhetoric. Grinding is a gaming mechanic that can be analysed using rhetorical devices if Burke’s definition of rhetoric is held at the core of this understanding. This article posits that games that employ a particular game mechanic, that of ‘grinding’, are relying on a specific rhetorical device in their design known as ploke, which then persuades the player to continue to do an action multiple times over, and therefore persuade players to form attitudes that align with the designer’s rhetorical goals. Analysis An analysis of ploke was applied to three specific games: Runescape (2001), Hades (2018) and Animal Crossing: New Horizons (2020). These games were chosen based on the ability to look at multiple genres as well as multiple different points in modern game development history. Ploke provided the ability to understand the method in which grinding communicates with players, enticing and incentivizing them to continue to complete actions repeatedly, whether for story progression or skill enhancement. The rhetorical power of ploke is found in its repetition, and since ploke describes the use of repetition in rhetorical contexts, thus grinding’s rhetorical power can be explained through this rhetorical phenomenon. Conclusion Ploke is just one rhetorical device, and grinding is just one game mechanic. There are several other game mechanics that can be analysed through rhetorical devices. This analysis allows researchers in interdisciplinary fields of games and linguistics, communication or humanities to explore how games communicate and influence player decisions.
背景游戏中常见的修辞定义,如波哥大的“程序修辞”,其基础是亚里士多德对修辞的定义,即发现语言中的所有说服手段。目的游戏修辞更多地与诱导玩家采取行动有关,因此更符合肯尼斯·伯克对修辞的定义。如果伯克对修辞的定义是这种理解的核心,那么研磨是一种可以使用修辞手段进行分析的游戏机制。这篇文章假设,使用特定游戏机制的游戏,即“研磨”,在设计中依赖于一种特定的修辞手段,称为ploke,然后说服玩家多次继续做一个动作,从而说服玩家形成与设计师的修辞目标一致的态度。分析对ploke的分析应用于三款特定游戏:Runescape(2001)、Hades(2018)和Animal Crossing:New Horizons(2020)。这些游戏的选择是基于对现代游戏发展史上多种类型以及多个不同点的审视。普洛克提供了理解研磨与玩家交流的方法的能力,吸引和激励他们继续重复完成动作,无论是为了故事进展还是技能提升。普洛克的修辞力量在于它的重复,而普洛克描述的是在修辞语境中重复的使用,因此磨的修辞力量可以通过这种修辞现象来解释。结论Ploke只是一种修辞手段,grinding只是一种游戏机制。还有其他几种游戏机制可以通过修辞手段进行分析。这一分析使游戏与语言学、传播学或人文学科等跨学科领域的研究人员能够探索游戏是如何交流和影响玩家决策的。
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引用次数: 3
One Winner for Games? 游戏只有一个赢家?
IF 2 Q1 Social Sciences Pub Date : 2022-07-21 DOI: 10.1177/10468781221115904
M. Schijven, T. Kikkawa
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引用次数: 0
Improving Environmental Outcomes With Games: An Exploration of Behavioural and Technological Design and Evaluation Approaches 用游戏改善环境结果:行为和技术设计与评估方法的探索
IF 2 Q1 Social Sciences Pub Date : 2022-07-12 DOI: 10.1177/10468781221114160
Kristy de Salas, Louise Ashbarry, Mikaela Seabourne, Ian J. Lewis, Lindsay Wells, Julian R. Dermoudy, E. Roehrer, Matthew Springer, J. Sauer, Jenn Scott
Background To overcome the high failure rate of gameful interventions, we need to better understand their design and evaluation strategies to build an evidence-base for best-practice approaches that bring about meaningful change. This systematic review asks: ‘What behavioural and technological design and evaluation theories and approaches are applied in games developed to bring about positive environmental outcomes?’. Method We reviewed 52 papers published between 2015 and 2020 that used gameful interventions to improve behaviour related to environmental outcomes. These papers were analysed to review the behavioural and technical design, and the assessment and evaluation approaches, employed by the intervention designers. Results We found that these publications report on simple aspects of the behavioural and technical design behind the intervention but fail to justify their design choices in terms of theory and evidence. Furthermore, variability across their evaluation approaches and outcomes exists. Discussion This review highlights several systemic flaws in the literature that limit our understanding of gameful interventions in the pro-environmental context. First, based on this review, we cannot be convinced that these interventions were designed according to best practice for intervention design or for technology development. Second, the justification for proposing a gameful intervention is not always clear. Finally, it is unclear whether these interventions are being evaluated based on best practice. Thus, it is not clear that we can draw confident conclusions about evidence-based outcomes of short-term engagement (in structural gamification interventions) or long-term behaviour change (in content gamification and serious game interventions).
为了克服游戏干预的高失败率,我们需要更好地了解它们的设计和评估策略,为带来有意义变革的最佳实践方法建立一个证据基础。这篇系统性评论提出了这样的问题:“在游戏开发中,什么样的行为和技术设计、评估理论和方法能够带来积极的环境结果?”我们回顾了2015年至2020年间发表的52篇论文,这些论文使用游戏干预来改善与环境结果相关的行为。对这些论文进行分析,以回顾干预设计者所采用的行为和技术设计,以及评估和评价方法。结果我们发现,这些出版物报告了干预背后的行为和技术设计的简单方面,但未能在理论和证据方面证明他们的设计选择。此外,他们的评估方法和结果存在可变性。本综述强调了文献中的几个系统性缺陷,这些缺陷限制了我们对亲环境背景下的博弈干预的理解。首先,基于这一综述,我们不能确信这些干预措施是根据干预设计或技术开发的最佳实践设计的。其次,提出有意干预的理由并不总是很明确。最后,目前尚不清楚这些干预措施是否基于最佳实践进行评估。因此,我们不清楚是否能够得出基于证据的短期参与(结构性游戏化干预)或长期行为改变(内容游戏化和严肃游戏干预)结果的自信结论。
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引用次数: 4
Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games 同样的游戏:性别特征、性取向、动机和玩电子游戏的乐趣之间关系的探索
IF 2 Q1 Social Sciences Pub Date : 2022-07-09 DOI: 10.1177/10468781221113030
J. Kneer, Yubo Zhang, B. G. Żerebecki, Tim Wulf
Introduction Existing research has focused on sex and gender to explain video games playing motivations and enjoyment. This study investigated gender traits and sexual orientation to further explain why people play games and what leads to gaming enjoyment. Methods Participants (N = 198) answered questions on gender traits (positive/negative feminity/masculinity), gaming motivations, enjoyment, sexual orientation (32.0% of the sample belonged to the lesbian, gay, and bisexual community, later LGB community), and demographics. Results Only certain gender traits are linked to specific gaming motivations. Negative masculinity increased competence and relatedness while negative femininity decreased autonomy. Similar results were found for sexual orientation. LGB people showed less competence and intuitive control motivations. Additionally, LGB people spent more time playing video games than non-LGB people. They reported playing puzzles more as well. No other differences were found for game genre selection. Discussion The lack of differences based on sexual orientation and gender traits shows that video games offer an environment for everybody and thus have the potential to bring people together.
现有的研究主要集中在性和性别上,以解释电子游戏的玩动机和乐趣。这项研究调查了性别特征和性取向,以进一步解释为什么人们玩游戏以及是什么导致了游戏的乐趣。参与者(N = 198)回答了关于性别特征(积极/消极的女性/男性特征)、游戏动机、乐趣、性取向(32.0%的样本属于女同性恋、男同性恋和双性恋社区,后来是LGB社区)和人口统计学的问题。只有特定的性别特征与特定的游戏动机有关。消极的男性气质会增加能力和人际关系,而消极的女性气质会降低自主性。在性取向方面也发现了类似的结果。LGB人群表现出较低的能力和直觉控制动机。此外,LGB人群比非LGB人群花更多的时间玩电子游戏。据报道,他们也更喜欢玩拼图游戏。在游戏类型选择上没有发现其他差异。缺乏基于性取向和性别特征的差异表明电子游戏为每个人提供了一个环境,因此有可能将人们聚集在一起。
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引用次数: 3
The Effect of 2D and 3D Action Video Game Interventions on Executive Functions in Male Students 2D和3D动作电子游戏干预对男生执行功能的影响
IF 2 Q1 Social Sciences Pub Date : 2022-06-23 DOI: 10.1177/10468781221110577
F. Hoseini, Masood Khodadadi, Alireza Khorambakht
Background In recent years, interest in digital games has grown significantly and at the same time a range of games in 2D and 3D has been created. While 2D games cannot give depth to objects, 3D games creates spatial depth. The growth of the gaming industry has raised concerns among some psychologists. There is still much controversy about positive or negative effects of these games on cognitive performance. Executive functions are a set of cognitive abilities that play a decisive role in one’s purposeful behavior. The present study aims to investigate the effect of 2D and 3D video games on some of these functions—flexibility, inhibition, and continuous attention—in male students aged 18–26 years. Method Forty-five male students at Persian Gulf University participated in the study. They were matched based on intelligence score and experience of playing video games. The participants were divided into three groups of 15 (two experimental groups and one control group). Participants in the two experimental groups played 2D and 3D video games over 20 sessions. They completed the Wisconsin Card Sorting Test, continuous performance test, Stroop test, and Raven intelligence test. Results Data were analyzed via covariance and the results showed that playing 2D and 3D video games positively and significantly affects inhibition and playing 3D games has a significant positive effect on flexibility. Conclusion Based on our findings, we discuss the different effects of 2D and 3D video games, in line with the study’s theoretical framework, and give suggestions for future studies.
背景近年来,人们对数字游戏的兴趣显著增长,同时也创造了一系列2D和3D游戏。虽然2D游戏无法赋予物体深度,但3D游戏可以创造空间深度。游戏行业的发展引起了一些心理学家的担忧。关于这些游戏对认知表现的积极或消极影响,仍然存在很多争议。执行功能是一组认知能力,在一个人有目的的行为中起着决定性作用。本研究旨在调查2D和3D视频游戏对18-26岁男生的一些功能——灵活性、抑制力和持续注意力——的影响。方法波斯湾大学45名男生参加了研究。他们根据智力得分和玩电子游戏的经验进行匹配。参与者被分为三组,每组15人(两个实验组和一个对照组)。两个实验组的参与者玩了20多次2D和3D视频游戏。他们完成了威斯康星卡片分类测试、连续性能测试、Stroop测试和Raven智力测试。结果通过协方差分析数据,结果显示,玩2D和3D视频游戏对抑制有积极和显著的影响,玩3D游戏对灵活性有显著的积极影响。结论基于我们的研究结果,我们根据研究的理论框架,讨论了2D和3D视频游戏的不同效果,并对未来的研究提出了建议。
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引用次数: 0
Machine learning and Serious Game for the Early Diagnosis of Alzheimer’s Disease 阿尔茨海默病早期诊断的机器学习和严肃游戏
IF 2 Q1 Social Sciences Pub Date : 2022-06-06 DOI: 10.1177/10468781221106850
Samiha Mezrar, F. Bendella
Background and Aim Aging people can suffer from cognitive impairments with a range of symptoms, including memory, perception, and difficulty in solving problems called Alzheimer’s disease (AD). The early detection of Mild Cognitive Impairment (MCI), which can develop AD, plays a major role in the management of patients to slow the decline in cognitive function, as treatments are effective at an early stage of the disease course. For this purpose, advanced computer technologies can provide a tool for the early detection of AD and prediction of disease progression. This article presents a serious game, including 16 mini-games that aimed at detecting AD or MCI in the mild stage. Based on gamification techniques and machine learning (ML), by overcoming the limitations of traditional tests. This gamified cognitive tool, entitled AlzCoGame, evaluates the main cognitive domains considered to be the most pertinent indicators in diagnosing cognitive impairments: working memory, episodic memory, executive functions, Visio-spatial orientation, concentration, and attention. Results and Conclusion Six predictive ML models have been implemented using the AlzCoGame dataset. We used the K-fold cross-validation and classification metrics to validate the model's performance. Based on the results of the pilot study, the best overall performance was obtained by the RF classifier with average Sensitivity = 0.89, Specificity = 0.93, Accuracy = 0.92, F1-Score = 0.91, and ROC = 0.91. We can deduce that including machine learning techniques and serious games could help improve certain aspects of the clinical diagnosis of cognitive impairment. Moreover, clinical trials are required to prove the impact of this gamified program on cognitive skills and evaluate usability measures.
背景和目的老年人可能患有一系列症状的认知障碍,包括记忆、感知和解决阿尔茨海默病(AD)问题的困难。早期发现可发展为AD的轻度认知障碍(MCI)在管理患者以减缓认知功能下降方面发挥着重要作用,因为治疗在病程的早期阶段是有效的。为此,先进的计算机技术可以为AD的早期检测和疾病进展的预测提供工具。本文介绍了一个严肃的游戏,包括16个旨在检测轻度AD或MCI的迷你游戏。基于游戏化技术和机器学习(ML),通过克服传统测试的局限性。这个名为AlzCoGame的游戏化认知工具评估了被认为是诊断认知障碍最相关指标的主要认知领域:工作记忆、情景记忆、执行功能、Visio空间定向、注意力和注意力。结果和结论使用AlzCoGame数据集实现了六个预测ML模型。我们使用K-fold交叉验证和分类度量来验证模型的性能。根据初步研究的结果,RF分类器获得了最佳的总体性能,平均灵敏度=0.89,特异性=0.93,准确度=0.92,F1得分=0.91,ROC=0.91。我们可以推断,包括机器学习技术和严肃的游戏可以帮助改善认知障碍临床诊断的某些方面。此外,还需要进行临床试验来证明这种游戏化程序对认知技能的影响,并评估可用性指标。
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引用次数: 1
Is there any (artificial) intelligence in gaming? 游戏中有(人工)智能吗?
IF 2 Q1 Social Sciences Pub Date : 2022-05-19 DOI: 10.1177/10468781221101685
M. Schijven, T. Kikkawa
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引用次数: 2
Using Simulation to Test Validity and Reliability of I-BIDS: A New Handoff Tool 用仿真测试I-BIDS的有效性和可靠性:一种新的切换工具
IF 2 Q1 Social Sciences Pub Date : 2022-05-16 DOI: 10.1177/10468781221098567
Frank Guido-Sanz, Mindi Anderson, S. Talbert, Desiree A. Díaz, Gregory Welch, A. Tanaka
Background Patient safety and improved outcomes are core priorities in healthcare, and effective handoffs are essential to these priorities. Validating handoff tools using simulation is a novel approach. Methods The construct validity and instrument reliability of the I-BIDS© tool were tested. In Phase I, construct validity was substantiated with a convenience sample of 21 healthcare providers through an electronic survey. Content Validity Ratio (CVR) was tabulated using Lawshe’s CVR. Interrater reliability was tested in a simulated handoff scenario, in Phase II, with graduate nursing students and two raters, and simulation effectiveness was assessed by students. Results Construct validity was evaluated, and 17 of the 25 items were found significant at the critical level (0.42). Items scoring below were removed, and the tool was reduced by one category. Weighted kappa (Kw) with quadratic weights was run from the scenario data to determine if there was an agreement between raters of handoff performance. There was a statistically significant agreement between the two raters, Kw = .627 (95% CI: .549–.705), p < .001) with good strength of the agreement. SET-M Total mean was 55.64 (SD = 2.46). Discussion The tool showed beginning validity and interrater reliability. The SET-M Learning subscale showed the widest range of scores which suggests the most opportunity for improvement. Use of the tool in simulated scenarios may be one way to test the items further. Conclusions Simulation was effective in facilitating the evaluation of the tool.
背景患者安全和改善结果是医疗保健的核心优先事项,有效的交接对这些优先事项至关重要。使用仿真验证切换工具是一种新颖的方法。方法测试I-BIDS©工具的结构有效性和仪器可靠性。在第一阶段,通过电子调查,21名医疗保健提供者的便利样本证实了结构的有效性。内容有效性比率(CVR)使用Lawshe的CVR制成表格。在第二阶段的模拟切换场景中,由护理研究生和两名评分员测试了询问器的可靠性,并由学生评估了模拟的有效性。结果对构念有效性进行了评估,25个项目中有17个在临界水平上显著(0.42)。得分低于的项目被删除,工具减少了一类。从场景数据中运行具有二次权重的加权kappa(Kw),以确定切换性能的评分者之间是否存在一致性。两位评分者之间存在统计学上显著的一致性,Kw=.627(95%置信区间:.549–.705),p<.001),具有良好的一致性。SET-M总平均值为55.64(SD=2.46)。SET-M学习分量表显示出最广泛的分数范围,这意味着最有机会改进。在模拟场景中使用该工具可能是进一步测试项目的一种方式。结论仿真在促进工具评估方面是有效的。
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引用次数: 2
期刊
SIMULATION & GAMING
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