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Good Newbie or Poor Newbie? Determinants of Video Game Skill Acquisition at an Early Stage

机译:好纽比尔还是穷人?早期视频游戏技能获取的决定因素

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For several years now, game-based learning is deemed as one of the most innovative approaches in educational practice. Nevertheless, little research has been undertaken examining individual determinants of skill acquisition in video games. The presented paper offers empirical data from a nine-week training curriculum for novices in a racing simulation game. Regression analyses revealed that general video game experience and real-world driving experience significantly predicted both initial and later performance. Additionally, perceptual speed also became strongly influential after consistent training. Conversely, while achievement was affected at least occasionally by divided attention, focused attention and dispositions towards aggressive driving showed no effects. Although preliminary, these results provide evidence that those learners without certain beneficial skills may struggle with cutting-edge virtual learning scenarios. Thus, both individual assistance as well as early promotion of video game literacy might be needed to make full use of the potential of game-based learning.
机译:几年来,基于比赛的学习被视为教育实践中最具创新性的方法之一。尽管如此,已经考虑了在视频游戏中的智能技能收购的个人决定因素进行了较少的研究。本文在赛车仿真游戏中提供了来自9周的培训课程的经验数据。回归分析显示,一般视频游戏经验和现实世界的驾驶经验显着预测了初始和后期的性能。此外,感知速度也变得在一致培训后强烈影响力。相反,虽然至少偶尔地受到注意力的影响,但对攻击性驾驶的重点关注和倾向至少受到影响,但却没有任何影响。虽然初步,但这些结果提供了证据表明,没有某些有益技能的学习者可能与尖端虚拟学习情景斗争。因此,可能需要个人援助以及早期推广视频游戏扫盲,以充分利用基于游戏的学习的潜力。

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