Ekta Shokeen, David Weintrop, Anthony Pellicone, Peter F. Moon, D. Ketelhut, Michel Cukier, J. Plane
{"title":"在基于游戏的学习环境中定义困惑和反思思维","authors":"Ekta Shokeen, David Weintrop, Anthony Pellicone, Peter F. Moon, D. Ketelhut, Michel Cukier, J. Plane","doi":"10.1108/ils-10-2022-0112","DOIUrl":null,"url":null,"abstract":"\nPurpose\nThe purpose of this paper is to understand the role of perplexity in young players’ experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios.\n\n\nDesign/methodology/approach\nWe used a constructivist grounded theory approach and the lenses of Dewey’s conceptualization of perplexity and reflective thinking to examine young players’ in-game experiences.\n\n\nFindings\nWe find that perplexity in gameplay is an experience that occurs when players encounter uncertainty about where to go or what to do next in the game. Findings reveal that while playing an educational game players engaged in two forms of perplexity – exploration-based and puzzle-based. Additionally, we unpack how players overcome these perplexing scenarios by reflecting on the information provided in the game.\n\n\nResearch limitations/implications\nWhile in a state of perplexity, reflecting on the in-game information aids players to think and make meaning, thus supporting learning. We provide suggestions for how to better utilize perplexity as an in-game design mechanism to encourage young players to reflect on in-game information.\n\n\nOriginality/value\nThis empirical study is original in its context of studying the phenomenon of perplexity in videogames and young players’ in-game reflection experiences.\n","PeriodicalId":44588,"journal":{"name":"Information and Learning Sciences","volume":"101 1","pages":""},"PeriodicalIF":1.6000,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Defining perplexity and reflective thinking in a game-based learning environment\",\"authors\":\"Ekta Shokeen, David Weintrop, Anthony Pellicone, Peter F. Moon, D. Ketelhut, Michel Cukier, J. Plane\",\"doi\":\"10.1108/ils-10-2022-0112\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\nPurpose\\nThe purpose of this paper is to understand the role of perplexity in young players’ experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios.\\n\\n\\nDesign/methodology/approach\\nWe used a constructivist grounded theory approach and the lenses of Dewey’s conceptualization of perplexity and reflective thinking to examine young players’ in-game experiences.\\n\\n\\nFindings\\nWe find that perplexity in gameplay is an experience that occurs when players encounter uncertainty about where to go or what to do next in the game. Findings reveal that while playing an educational game players engaged in two forms of perplexity – exploration-based and puzzle-based. Additionally, we unpack how players overcome these perplexing scenarios by reflecting on the information provided in the game.\\n\\n\\nResearch limitations/implications\\nWhile in a state of perplexity, reflecting on the in-game information aids players to think and make meaning, thus supporting learning. We provide suggestions for how to better utilize perplexity as an in-game design mechanism to encourage young players to reflect on in-game information.\\n\\n\\nOriginality/value\\nThis empirical study is original in its context of studying the phenomenon of perplexity in videogames and young players’ in-game reflection experiences.\\n\",\"PeriodicalId\":44588,\"journal\":{\"name\":\"Information and Learning Sciences\",\"volume\":\"101 1\",\"pages\":\"\"},\"PeriodicalIF\":1.6000,\"publicationDate\":\"2023-03-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Information and Learning Sciences\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1108/ils-10-2022-0112\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"INFORMATION SCIENCE & LIBRARY SCIENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information and Learning Sciences","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/ils-10-2022-0112","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"INFORMATION SCIENCE & LIBRARY SCIENCE","Score":null,"Total":0}
Defining perplexity and reflective thinking in a game-based learning environment
Purpose
The purpose of this paper is to understand the role of perplexity in young players’ experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios.
Design/methodology/approach
We used a constructivist grounded theory approach and the lenses of Dewey’s conceptualization of perplexity and reflective thinking to examine young players’ in-game experiences.
Findings
We find that perplexity in gameplay is an experience that occurs when players encounter uncertainty about where to go or what to do next in the game. Findings reveal that while playing an educational game players engaged in two forms of perplexity – exploration-based and puzzle-based. Additionally, we unpack how players overcome these perplexing scenarios by reflecting on the information provided in the game.
Research limitations/implications
While in a state of perplexity, reflecting on the in-game information aids players to think and make meaning, thus supporting learning. We provide suggestions for how to better utilize perplexity as an in-game design mechanism to encourage young players to reflect on in-game information.
Originality/value
This empirical study is original in its context of studying the phenomenon of perplexity in videogames and young players’ in-game reflection experiences.
期刊介绍:
Information and Learning Sciences advances inter-disciplinary research that explores scholarly intersections shared within 2 key fields: information science and the learning sciences / education sciences. The journal provides a publication venue for work that strengthens our scholarly understanding of human inquiry and learning phenomena, especially as they relate to design and uses of information and e-learning systems innovations.