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Augmented Virtuality Systems as a Tool for Improving Numeracy Decision-Making Among Children 增强虚拟系统作为改善儿童算术决策的工具
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-05-08 DOI: 10.1177/10468781221099358
N. Yuviler-Gavish, Z. Treiger, E. Horesh, E. Shamilov
Young children depend on the non-symbolic representation of numbers for their numeracy understanding and decision-making. The objective of the current research was to examine whether the use of an augmented virtuality (AV) system to represent numbers as physical objects, compared to representing them only visually on a computer screen, will improve children’s numeracy decision-making. The question was evaluated by comparing children’s decisions to buy more profitable versus non-profitable products, as well as their total profit, when the coins and the coin machine are real (AV system group) compared to their decisions when using a system in which the coins and the coin machine are virtual (virtual system group). Two between-participants groups of children aged 6–8 participated in this study, with 30 children in each group. The results demonstrated that in the AV system group, the children invested more proportionately in the profitable versus non-profitable products, while in the virtual system group, the opposite occurred. As a result of their better decision-making, the total profits of the AV system group were higher than those of the virtual system group. The current findings are an interesting addition to the existing literature on the contribution of virtual reality and augmented reality systems in improving mathematical learning.
幼儿依靠数字的非符号表示来理解和决策。当前研究的目的是检验使用增强虚拟(AV)系统将数字表示为物理对象,与仅在计算机屏幕上直观地表示数字相比,是否会提高儿童的计算决策能力。这个问题是通过比较孩子们在硬币和硬币机是真实的(虚拟系统组)和使用硬币和硬币机是虚拟的(虚拟系统组)时购买更有利可图的产品和非营利性产品的决定,以及他们的总利润来评估的。两组6-8岁的儿童参加了这项研究,每组30名儿童。结果表明,在AV系统组中,孩子们在盈利产品和非盈利产品上的投资比例更高,而在虚拟系统组中,情况正好相反。由于他们更好的决策,AV系统组的总利润高于虚拟系统组。目前的研究结果是对现有文献中关于虚拟现实和增强现实系统在改善数学学习方面的贡献的有趣补充。
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引用次数: 1
A Serious Game Employed to Introduce Principles of Interprofessional Collaboration to Students of Multiple Health Professions 用严肃游戏向多个健康专业的学生介绍跨专业合作原则
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-27 DOI: 10.1177/10468781221093816
N. Fusco, Lisa Jane Jacobsen, Nicole Klem, Ryan Krzyzanowicz, P. Ohtake
Background Serious games may be beneficial to student learning and skill development when deployed within the context of interprofessional education (IPE). The purpose of this study was to describe the development, implementation, and evaluation of a serious game to introduce foundational knowledge and skills related to interprofessional collaboration in health professions education. Methods A commercially available board game simulation product was purchased by the university and was central to this learning experience. Participants included students from 13 professional programs. During each session, students were organized into teams of four, engaged in an open discussion with their team, played the game and participated in debriefing. At the conclusion, students completed an 11-item program evaluation. Frequencies for each forced-rating question were reported in aggerate and analyzed by profession. A thematic analysis was conducted for open-ended questions. Results A total of 229 students participated and completed the program evaluation. Greater than 88% of respondents either “Agree” or “Strongly Agree” that after participating they were able to communicate and collaborate with students from other health professions programs; discuss the roles of collaboration, innovation, and being data-driven for health-systems improvement; and discuss the importance of teamwork in healthcare provision. Respondents reported this experience contributed to their competence as an interprofessional team member in the areas of teamwork, communication, and creative problem solving. Conclusions An interprofessional serious game was well-rated by a diverse group of health professions students. Students reported a high level of agreement with being able to discuss concepts important to interprofessional collaboration.
背景当在跨专业教育(IPE)的背景下部署时,严肃的游戏可能有利于学生的学习和技能发展。本研究的目的是描述一个严肃游戏的开发、实施和评估,以介绍与卫生专业教育中跨专业合作相关的基础知识和技能。方法学校购买了一款商业版的棋盘游戏模拟产品,该产品是此次学习体验的核心。参与者包括来自13个专业项目的学生。在每节课中,学生们被组织成四人一组,与他们的团队进行公开讨论,玩游戏并参加汇报。最后,学生们完成了11个项目的项目评估。每个强制评级问题的频率都按专业进行了汇总报告和分析。对开放式问题进行了专题分析。结果共有229名学生参加并完成了项目评估。超过88%的受访者“同意”或“强烈同意”参加后能够与其他卫生专业项目的学生交流和合作;讨论合作、创新和数据驱动在改善卫生系统方面的作用;并讨论团队合作在医疗保健中的重要性。受访者表示,这段经历有助于他们作为跨专业团队成员在团队合作、沟通和创造性解决问题方面的能力。结论一个跨专业的严肃游戏得到了不同健康专业学生的好评。学生们报告说,他们对能够讨论对跨专业合作很重要的概念达成了高度一致。
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引用次数: 2
Proximal Processes and Problem Solving: Gamers vs. Students 近端过程和问题解决:玩家vs.学生
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-24 DOI: 10.1177/10468781221096870
Lorraine A. Jacques
Background Problem-solving and collaboration occur frequently in serious games. They are also considered necessary skills for students to learn, so many engineering and computer science programs design assignments with them in mind. Understanding the similarities and differences between each scenario would strengthen problem-solving interventions aimed at students. Aim This qualitative study examined how engineering and computer science undergraduates (students) and players of Magic: The Gathering (gamers) identified a problem as being complex, used the inquiry cycle for problem-solving, and engaged in proximal processes. Method Undergraduates in engineering or computer science and players of Magic: The Gathering’s Elder Dragon Highlander format completed an online questionnaire where they described how they solved a complex problem and how they engaged with others (or why they chose not to engage with others) during each part of the process. Responses were grouped by role (gamer or student) and by gender then coded to identify where each was alike and where they differed. Results Gamers and students engaged in the problem-solving process differently, with gamers using more of the inquiry cycle than students did. Proximal processes, however, were used differently based on both group and gender, with female gamers engaging in them most often and female engineers least often.
解决问题和协作在严肃游戏中经常出现。它们也被认为是学生学习的必要技能,因此许多工程和计算机科学课程在设计作业时都考虑到了它们。了解每个情景之间的异同将加强针对学生的问题解决干预。这项定性研究考察了工程和计算机科学专业的本科生(学生)和《万智牌》的玩家(玩家)如何识别复杂的问题,如何使用探究周期来解决问题,以及如何参与近端过程。方法:工程或计算机科学专业的本科生和《万智牌:老龙高地》的玩家完成一份在线调查问卷,描述他们如何解决一个复杂的问题,以及他们如何在过程的每个部分与他人互动(或者为什么他们选择不与他人互动)。回答按角色(游戏玩家或学生)和性别分组,然后进行编码,以确定每个人的相似之处和不同之处。游戏玩家和学生参与解决问题过程的方式不同,游戏玩家比学生使用更多的探究周期。然而,基于群体和性别,近端过程的使用是不同的,女性玩家最常参与其中,而女性工程师最少。
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引用次数: 0
Understanding the Effects of Mixed Reality on Video Game Satisfaction, Enjoyment, and Performance 理解混合现实对电子游戏满意度、乐趣和性能的影响
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-24 DOI: 10.1177/10468781221094473
Weerachet Sinlapanuntakul, Jessyca L. Derby, B. Chaparro
Background With the rising demand for the use and application of modern immersive technologies, recent studies have investigated the user experience of augmented reality (AR) and virtual reality (VR) for video game purposes. Despite AR's and VR's pervasiveness in the video game industry, research studies into the effects of mixed reality (MR) on video game experience are scarce. This study examined the impact of MR on video game satisfaction, enjoyment, and user performance of first-time users. Method Participants played the same strategy video game across two platforms, an MR headset and a mobile device. A short version of the Game User Experience Satisfaction Scale (GUESS-18) and the Enjoyment scale (ENJOY) were used to measure satisfaction and enjoyment. Results Results demonstrated that MR provided greater overall satisfaction, engrossment, creativity, and personal gratification. In addition, results revealed higher overall enjoyment, challenge/improvement, and engagement in the MR condition. Interestingly, participants performed better with the mobile version. No statistical differences were found between the conditions regarding the GUESS's usability, audio aesthetics, visual aesthetics, and the ENJOY's pleasure and competence. Conclusion The study provides insight into how MR influences satisfaction and enjoyment for video games. Playing a video game in mixed reality has the potential to enhance the user experience of game players despite the possibility of simulator sickness and worse performance than traditional mobile environments. Features of the gameplay that enhanced as well as diminished video game experience are discussed.
背景随着现代沉浸式技术的使用和应用需求不断增长,最近的研究调查了用于视频游戏目的的增强现实(AR)和虚拟现实(VR)的用户体验。尽管AR和VR在视频游戏行业普遍存在,但关于混合现实(MR)对视频游戏体验影响的研究却很少。本研究考察了MR对首次用户的视频游戏满意度、享受度和用户表现的影响。方法参与者在MR耳机和移动设备两个平台上玩相同策略的视频游戏。游戏用户体验满意度量表(GUESS-18)和享受量表(ENJOY)的简短版本用于衡量满意度和享受。结果研究结果表明,MR提供了更高的整体满意度、专注力、创造力和个人满足感。此外,研究结果显示,在MR条件下,整体享受、挑战/改善和参与度更高。有趣的是,参与者使用移动版表现更好。在GUESS的可用性、音频美学、视觉美学以及ENJOY的愉悦感和能力方面的条件之间没有发现统计差异。结论本研究提供了MR如何影响电子游戏的满意度和乐趣的见解。在混合现实中玩视频游戏有可能增强游戏玩家的用户体验,尽管可能会出现模拟器疾病和比传统移动环境更差的性能。讨论了增强和减少视频游戏体验的游戏特点。
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引用次数: 4
Games for Peace and Welfare 和平与福利游戏
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-04-23 DOI: 10.1177/10468781221089058
M. Schijven, T. Kikkawa
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引用次数: 0
Ghosts of the Titanomachy: Structure, Commitment, Economics, and Risk as Causal Mechanisms in an Online Battle 《泰坦之魂:在线战斗中的结构、承诺、经济和风险因果机制
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-03-09 DOI: 10.1177/10468781221075659
J. Fielder
Background In January 2014 over seven thousand EVE Online players engaged in a 21-h battle that came to be known as the Battle of B-R5RB, in which an estimated $330,000 of virtual property was destroyed, calculated in real U.S. dollars as measured by time. Aim To discern why players were willing to commit time and resources to fight in a large-scale virtual battle, which in turn informs how players perceive risk and develop large-scale emergent political structures. Method Drawing from multiple case history and journalism reports on the Battle of B-R5RB, the author combines the inductive ideographic case study approach and process tracing method to uncover key causal mechanisms. Results The author inductively theorizes that the Battle of B-R5RB resulted from the Null-Sec’s anarchic structure, player commitment to their respective Corporations, measurable economic value, and risk associated with permanent loss. These mechanisms closely align with the offensive realism and anarchy. Discussion and conclusion The Battle of B-R5B is a relevant example of real-world emergent political behavior developing in a virtual world setting. Analysis of this single battle suggests that players are willing to project actual value onto virtual assets. Perception of value is magnified in virtual worlds lacking overt governance or security structures. Players must form groups to mitigate risk, and the greater the risk, the greater the commitment to the group.
2014年1月,超过7000名《星战前夜》玩家参与了一场21小时的战斗,这场战斗被称为B-R5RB之战,在这场战斗中,估计有33万美元的虚拟财产被摧毁,这是按时间计算的真实美元。了解玩家为何愿意投入时间和资源在大规模虚拟战斗中战斗,从而了解玩家如何感知风险并发展大规模紧急政治结构。方法从B-R5RB战役的多个历史案例和新闻报道中,作者将归纳表意法案例研究方法和过程追踪方法相结合,揭示关键的因果机制。作者归纳出B-R5RB之战的原因是Null-Sec的无政府结构、玩家对各自公司的承诺、可衡量的经济价值以及与永久损失相关的风险。这些机制与进攻性现实主义和无政府主义密切相关。B-R5B战役是在虚拟世界背景下发展的现实世界紧急政治行为的一个相关例子。对这一单一战役的分析表明,玩家愿意将实际价值投射到虚拟资产上。在缺乏公开治理或安全结构的虚拟世界中,价值感知被放大了。玩家必须组建团队来降低风险,风险越大,对团队的投入就越大。
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引用次数: 0
Diversity Games 多样化的游戏
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-03-02 DOI: 10.1177/10468781221077325
M. Schijven, T. Kikkawa
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引用次数: 0
Therapeutic Use of Role-Playing Game (RPG) in Mental Health: A Scoping Review 角色扮演游戏(RPG)在心理健康中的治疗应用:范围综述
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-03-02 DOI: 10.1177/10468781211073720
Daniel Luccas Arenas, A. Viduani, Renata Brasil Araújo
Background Role-playing game (RPG) is a term that covers a series of forms and styles of games that involve, in some way, the creation, representation and progression of characters who interact in a fictional world under a system of structured rules. Its applications and effects on human behavior and mental health are, however, still an underexplored area. Methods A scoping review was performed on the literature about RPGs as a therapeutic tool or prevention strategy in psychotherapies and mental health, highlighting studies’ populations, forms of RPG and interventions used. To that, a systematic search in the PubMed/MEDLINE, Embase, PsycINFO, BVS/LILACS databases and grey literature was performed. Results Of the 4,069 studies reviewed, 50 sources of evidence were included. The majority was published as of 2011 (78%) in journals (62%) and targeted therapeutic uses of RPGs (84%). Most interventions used computer (50%) or tabletop RPGs (44%), mostly with cognitive and/or behavioral (52%) therapeutical approaches and targeting adolescents (70%). Conclusion The findings suggest a potential use of RPGs as a complementary tool in psychotherapies. However, only 16% of the studies included were experimental. We identified considerable heterogeneity in RPGs definitions, outcomes and interventions used, preventing a systematic review. Thus, more empirical and well-designed studies on the application of RPGs in mental health are needed.
背景角色扮演游戏(RPG)是一个涵盖一系列游戏形式和风格的术语,在某种程度上,这些游戏涉及在结构化规则体系下在虚构世界中互动的角色的创造、表现和发展。然而,它的应用及其对人类行为和心理健康的影响仍然是一个尚未开发的领域。方法对有关RPG作为心理治疗师和心理健康中的治疗工具或预防策略的文献进行范围综述,重点介绍研究的人群、RPG的形式和使用的干预措施。为此,在PubMed/MEDLINE、Embase、PsycINFO、BVS/LILACS数据库和灰色文献中进行了系统搜索。结果在审查的4069项研究中,包括50个证据来源。截至2011年,大多数(78%)发表在期刊上(62%),RPG的靶向治疗用途(84%)。大多数干预措施使用计算机(50%)或桌面RPG(44%),主要采用认知和/或行为治疗方法(52%),并针对青少年(70%)。结论研究结果表明RPG作为心理治疗的一种补充工具具有潜在的应用前景。然而,只有16%的研究是实验性的。我们在RPG的定义、结果和使用的干预措施方面发现了相当大的异质性,从而阻止了系统审查。因此,需要对RPG在心理健康中的应用进行更多实证和精心设计的研究。
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引用次数: 9
Fast Serious Analogue Games in Planning: The Role of Non-Player Participants 计划中的快速严肃模拟游戏:非玩家参与者的角色
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-02-28 DOI: 10.1177/10468781211073645
Micael Sousa, A. Antunes, Nuno Pinto, Nelson Zagalo
Objective Public participation has benefited from innovative engagement tools that facilitate the negotiation between diverse sets of stakeholders with different planning perspectives. Our objective is to test and evaluate the use of a fast Serious Game (SG) to support a participation process in the context of a conference on urban mobility. We also aim to explore how these analogue games engage Player Participants (PPs) and Non-Player Participants (NPPs). Methodology We developed an empirical approach where a fast analogue planning game was designed and deployed to support discussions during a conference on sustainable mobility. The game resulted from modding existing modern board games. We combined several game mechanisms and components with an urban map, following the Design, Play, Experience (DPE) framework for SG development. The low-tech game was available to Player Participants (PPs) and displayed in a way Non-Playing Participants (NPPs) could participate indirectly. Results The proposed SG engaged PPs and NPPs. PPs immediately started to plan the local transport system establishing a collaborative dynamic. NPPs participated by helping PPs, providing them with their expert and local knowledge. The simplicity of the game and the way it was displayed contributed to the engagement of PPs and NPPs. Conclusion Our findings show that layout configurations and facilitation techniques with analogue games can foster the participation of PPs and NPPs. Low-tech analogue SGs can be useful when resources are low, SG experience is reduced, and fast solutions for citizen and stakeholder engagement are necessary.
目标公众参与得益于创新的参与工具,这些工具有助于具有不同规划视角的不同利益攸关方之间的谈判。我们的目标是测试和评估在城市流动性会议背景下使用快速严肃游戏(SG)来支持参与过程。我们还旨在探索这些模拟游戏如何吸引玩家参与者(PP)和非玩家参与者(NP)。方法我们开发了一种实证方法,设计并部署了一个快速模拟规划游戏,以支持可持续流动性会议期间的讨论。该游戏是对现有的现代棋盘游戏进行改造的结果。我们将几个游戏机制和组件与城市地图相结合,遵循SG开发的设计、游戏、体验(DPE)框架。低技术游戏可供玩家参与者(PP)使用,并以非玩家参与者(NP)可以间接参与的方式进行展示。结果拟议的秘书长聘用了PP和NP。PP立即开始规划本地交通系统,建立协作动态。NPP通过帮助PP参与,为他们提供专家和当地知识。游戏的简单性和展示方式有助于PP和NP的参与。结论我们的研究结果表明,模拟游戏的布局配置和促进技术可以促进PP和NP的参与。当资源不足、SG体验减少,并且需要公民和利益相关者参与的快速解决方案时,低技术模拟SG可能会很有用。
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引用次数: 7
Fostering Students’ Understanding in Mangrove Ecosystem: A Case Study Using the Mangrove Survivor Board Game 培养学生对红树林生态系统的理解——以红树林幸存者棋盘游戏为例
IF 2 Q2 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2022-02-28 DOI: 10.1177/10468781221075143
Lalipat Gitgeatpong, W. Ketpichainarong
Background The mangrove ecosystem is a most productive and biologically diverse ecosystem. Even though many insertional media and tools are used for educating students about the mangrove ecosystem and conservation, most media do not provide in-depth knowledge of the relationships among organisms in the mangrove ecosystem. This research created a board game as an instructional tool to help students learn about the relationship of organisms and environmental impacts on the mangrove ecosystem. Aim The Mangrove Survivor board game was designed and developed for fostering students’ learning in the concepts relating to the relationship among organisms, biodiversity, and the impact of the key factors on living organisms to survive in the mangrove ecosystem. Method Thirty-two students in grade 11 played the developed board game in groups of four to six. Then each group was asked to discuss and write a food web to summarize the obtained knowledge. A debriefing session was organized to confirm that all students accomplished understanding. Finally, all students were asked to complete the openended questions, questionnaire, and focus group interviews. Results The overall results showed that students gained more knowledge and showed a positive perception toward the mangrove ecosystem. Most students also showed positive satisfaction with the developed board game which helped them to learn the concept. Conclusion The results suggested that the mangrove Survivor board game can be a highly effective teaching and learning tool for enhancing student understanding relating to the mangrove ecosystem. Limitations of the study and suggestions for future research are discussed.
背景红树林生态系统是一个生产力最高、生物多样性最强的生态系统。尽管许多插入式媒体和工具被用于教育学生有关红树林生态系统和保护的知识,但大多数媒体并没有深入了解红树林生态系统中生物之间的关系。这项研究创建了一个棋盘游戏作为教学工具,帮助学生了解生物和环境对红树林生态系统影响的关系。目的设计和开发红树林幸存者棋盘游戏,旨在促进学生学习与生物之间的关系、生物多样性以及关键因素对生物在红树林生态系统中生存的影响有关的概念。方法11年级32名学生以4~6人为一组,进行开发的棋盘游戏。然后,每组被要求讨论并写一个食物网来总结所获得的知识。组织了一次汇报会,以确认所有学生都完成了理解。最后,要求所有学生完成开放式问题、问卷调查和焦点小组访谈。结果总体结果表明,学生获得了更多的知识,对红树林生态系统表现出积极的感知。大多数学生对开发的棋盘游戏也表现出积极的满意度,这有助于他们学习这个概念。结论红树林幸存者棋盘游戏是一种非常有效的教学工具,可以提高学生对红树林生态系统的理解。讨论了研究的局限性以及对未来研究的建议。
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引用次数: 2
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SIMULATION & GAMING
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