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Impact of metacognition and age group on contemporary video game interface and gameplay design

机译:元认知和年龄组对当代视频游戏界面和游戏设计的影响

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Metacognition is about “learning about learning” [1]. However, this theory is far more complicated. This allows people to take charge of their own learning. It involves awareness of how they learn, and evaluation of their learning needs, generating strategies to meet these needs and then implementing the strategies. The theory of metacognition can be identified as humans’ survival instinct. Metacognition also thinks about one’s thinking process such as study skills, memory capabilities, and the ability to monitor learning [2],[3]. Metacognition refers to higher-order thinking which involves active control over the cognitive processes engaged in learning. This concept needs to be explicitly taught along with content instruction. Metacognitive knowledge is about our cognitive processes and our understanding of how to regulate those processes to maximize learning. From ancient times humans have developed their metacognitive skills as a survival factor. For the survival in a video game, players need to follow instructions to get an idea about the gameplay [4]. But most of the time people are likely to skip the instructions without going through them even for the first time. This scenario is noticeable in mobile gameplay. This research has done to identify the factors which affect this dilemma. Metacognition level of a person and age are the variables that were considered for this experiment in order to address the following hypotheses; The more metacognitive skills people have, the more they will find it easy to play never-before-played games. Age range affects performance when it comes to playing the never-before-played games without direct instructions. At the end of this experiment, the first hypothesis became correct while the second one wasn’t. Therefore, people were more likely to ignore direct instructions and go through gameplay successfully when they had a higher metacognitive level, and the age group didn’t seem to affect this factor.
机译:元记号是关于“学习学习”[1]。然而,这个理论要复杂得多。这使人们能够负责自己的学习。它涉及意识到他们如何学习和评估他们的学习需求,产生策略,以满足这些需求,然后实施战略。元认知理论可以被识别为人类的生存本能。元认知还考虑了一个人的思维过程,如研究技能,记忆能力以及监控学习的能力[2],[3]。元认知是指高阶思想,涉及对参与学习的认知过程的主动控制。需要明确地与内容指令明确教授此概念。元认知知识是关于我们的认知过程和我们对如何规范这些流程来最大限度地学习的认知过程。从古代人类从人类开发了它们作为生存因子的元认知技能。对于视频游戏的生存,玩家需要遵循指示来了解游戏[4]。但大多数时候人们都可能跳过指示,而不是第一次通过它们。这种情况在移动游戏玩法中是明显的。这项研究已经采取了识别影响这种困境的因素。人和年龄的元认知级别是该实验所考虑的变量,以解决以下假设;人们所拥有的元认知技能越多,他们就越乐于播放前所未有的游戏越容易。在没有直接指示的情况下播放永无止播放的游戏时,年龄范围会影响性能。在这个实验结束时,第一个假设变得正确,而第二个假设不是。因此,人们更有可能忽略直接指示并在具有更高的元认知水平时成功通过游戏玩法,而年龄组似乎没有影响这个因素。

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