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

机译:将元认知学习理论纳入情绪调节严肃游戏的设计中

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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:调节自己情绪的能力与积极的人生结局有着千丝万缕的联系。然而,情绪调节是一项技能,介于个人之间,并且通常在成年后一直没有达到适当的发展模式。目前在该领域的研究表明该能力是可训练的。这项研究旨在确定开发数字触摸屏游戏的设计要求,其长期目标是增强儿童对其情绪调节(ER)的意识。文献综述表明,为了实现上述目标,这种游戏需要采取故事创造活动的形式,并引起有关ER策略使用的(自我)反思。基于理论上的考虑,有人提出,在问题的帮助下,元认知方法将能够成功地实现上述目标。本文旨在介绍这种方法在故事创建游戏中的实现,尤其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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