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Incorporating Theories of Metacognitive Learning in the Design of a Serious Game on Emotion Regulation

机译:在情感法规设计中的设计中的元认知学习理论

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The ability to regulate one's emotions is inextricably linked to positive life outcomes. Emotion regulation, however, is a skill that ranges between individuals and often does not reach appropriate patterns of development all the way into adulthood. Current research in the field suggests that the ability is trainable. This research aimed at identifying the design requirements for the development of a digital touchscreen game with the long-term goal of enhancing children's awareness regarding their emotion regulation (ER). A review of the literature suggested that in order to achieve the aforementioned goal, such a game needed to take the form of a story-creation activity and elicit (self-) reflection regarding ER strategy use. Based on theoretical considerations, it was proposed that a metacognitive approach, facilitated by questions, would succeed in promoting the above aims. The present paper, aims to present the implementation of this approach into a story-creation game and, in particular, describe the process of incorporating metacognitive theories of learning into the design choices.
机译:调节一个人的情绪的能力与积极的生活成果有不可分割的。然而,情感规则是个人之间的一项技能,并且通常不会达到成年期的一直没有适当的发展模式。该领域的目前的研究表明该能力是可培训的。这项研究旨在识别与增强儿童情绪调节(ER)的长期目标的数字触摸屏游戏开发的设计要求。对文献的审查表明,为了实现上述目标,需要采取故事创作活动的形式,并引出关于ER战略使用的思考的形式。基于理论考虑,提出了一种通过问题促进的元认知方法将成功地促进上述目标。本文旨在向一个故事创作游戏展示这种方法的实施,特别是描述将学习的元认知理论纳入设计选择的过程。

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