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Change Your Mind Game Based AIS Can Reform Cognitive Behavior

机译:改变基于思维博弈的AIS可以改变认知行为

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Among the most challenging Learning Objectives are those that require the learner to unlearn behavior - especially behavior deeply rooted in ancient evolutionary selection One such challenge is the mitigation of cognitive bias. After observing that traditional linear training does not reliably deliver lasting improvement to such deeply held cognitive behavior [2], a group of researchers began to experiment with game-based learning. Much of the success of the game experiments can be attributed to the efficacy of Adaptive Instruction Systems (AIS). The principles of A1S are usually applied consciously to the design of game-based learning. Even when they are not explicitly invoked, the nature of good game design is inherently one of adaptive instruction. This is most easily demonstrated with a case study of one of the games - Enemy of Reason. Enemy of Reason has been shown to be a particularly efficacious tool for mitigating Cognitive Bias. A large scale and complex game, it employs a variety of mechanics rooted in game design, adaptive instructional design and in the literature of intelligence analysis. Enemy of Reason is acutely relevant to the current moment. It treats cognitive bias not only as a natural phenomenon but as the result of an attack by an enemy determined to wage psychological warfare.
机译:最具挑战性的学习目标之一是那些要求学习者取消其行为的学习目标,尤其是植根于古代进化选择中的行为。此类挑战之一是缓解认知偏差。在观察到传统的线性训练不能可靠地持续改善这种根深蒂固的认知行为[2]之后,一组研究人员开始尝试基于游戏的学习。游戏实验的许多成功可以归因于自适应指令系统(AIS)的功效。 A1S的原理通常有意识地应用于基于游戏的学习设计。即使没有明确调用它们,良好的游戏设计的本质也固有地是自适应指令之一。对其中一款游戏的案例研究-理性之敌最容易证明这一点。事实证明,理性敌人是缓解认知偏差的一种特别有效的工具。它是一种大型且复杂的游戏,它采用了多种机制,这些机制扎根于游戏设计,自适应教学设计和情报分析文献中。理性的敌人与当下息息相关。它不仅将认知偏见视为一种自然现象,而且还将其视为决心进行心理战的敌人的进攻的结果。

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