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Spent: Changing Students' Affective Learning Toward Homelessness Through Persuasive Video Game Play

机译:花了:通过有说服力的视频游戏玩,改变学生的情感学习无家可归

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To investigate whether a persuasive game may serve as a way to increase affective learning about homelessness, this study examined the effects of procedural rhetoric and ethos in a video game designed to put the player in the shoes of an almost-homeless person. Data were collected from 5139 students across four states. Examination revealed that playing the game or doing the reading significantly increased the affective learning score after treatment with the game group scoring 1.57 points higher and the reading group scoring 0.66 points higher out of a score of 6. Findings indicate that students who played Spent sustained significantly higher scores after three weeks. Overall, findings suggest that when students play a video game that is designed using persuasive mechanics an affective change can be measured empirically.
机译:为了调查有说服力的游戏是否可以作为一种提高无家可归的情感学习的一种方式,研究了程序修辞和精神在视频游戏中的影响,旨在将玩家放在几乎无家可归的人的鞋子上。 从四个州的5139名学生收集数据。 考试显示,玩游戏或做读数显着提高了对游戏集团的比分高出1.57点的情感学习评分比得分为0.66点,比分为6.调查结果表明,演出所花费的学生持续明显 三周后得分更高。 总体而言,调查结果表明,当学生使用有说服力学设计的视频游戏时,可以经验测量情感变化。

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