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Lifelong Learning with a Digital Math Game: Performance and Basic Experience Differences Across Age

机译:使用数字数学游戏进行终身学习:跨年龄的性能和基本体验差异

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Gaming is acknowledged as a natural way of learning and established as a mainstream activity. Nevertheless, gaming performance and subjective game experience were hardly examined across adult age groups for which the game was not intended to. In contrast to serious games as specific tools against a natural, age-related decline in cognitive performance, we evaluated performance and subjective experiences of the established math learning game Semideus across three age groups from 19 to 79. Observed decline in performance in terms of processing speed were not exclusively predicted by age, but also by gaming frequency. Strongest age-related drops of processing speed were found for the middle-aged group aged 35 to 59 years. On the other hand, more knowledge-dependent performance measures like the amount of correctly solved problems remained comparably stable. According to subjective ratings, the middle-aged group experienced the game as less fluent and automatic compared to the younger and older groups. Additionally, the elderly group of participants reported fewer negative attitudes towards technology than both younger groups. We conclude that, albeit performance differences with respect to processing speed, subjective gaming experience stayed on an overall high positive level. This further encourages the use of games for learning across age.
机译:游戏被认为是一种自然的学习方式,并已成为一项主流活动。但是,几乎没有针对不适合该游戏的成年年龄组进行游戏性能和主观游戏体验的检查。与严肃的游戏作为对抗自然的,与年龄相关的认知能力下降的特定工具相反,我们评估了成熟的数学学习游戏Semideus在19至79岁这三个年龄组中的表现和主观体验。速度并非仅根据年龄来预测,还可以根据游戏频率来预测。在年龄在35至59岁的中年组中,与年龄相关的处理速度下降最明显。另一方面,更多依赖知识的绩效指标(如正确解决的问题的数量)保持相对稳定。根据主观评分,与年轻和老年组相比,中年组的游戏流畅性和自动性较差。此外,老年组参与者报告的对技术的消极态度要少于两个年轻组。我们得出的结论是,尽管在处理速度方面存在性能差异,但主观游戏体验始终保持较高的积极水平。这进一步鼓励了使用游戏进行跨年龄学习。

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