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Using the Revised Bloom Taxonomy to Analyze Psychotherapeutic Games

机译:使用修订的Bloom分类法分析心理治疗游戏

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Most of the scientific literature on computer games aimed at offering or aiding in psychotherapy provides little information on the relationship between the games design and the players cognitive processes. This article investigates the use of Blooms taxonomy in describing a psychotherapeutic game in terms of knowledge level and cognitive processing. It introduces the Revised Bloom Taxonomy and applies this to five psychotherapeutic games (Personal Investigator, Treasure Hunt, Ricky and the Spider, Moodbot, and SuperBetter) in a two-round procedure. In the first round consensus was reached on the Player Actions with Learning Objectives (PALOs) in each game. The second round sought to determine what level of knowledge and cognitive processing can be attributed to the PALOs by placing them in the taxonomy. Our low intercoder reliability in the second round indicates that Blooms Revised Taxonomy is not suitable to compare and contrast content between games.
机译:旨在提供或帮助进行心理治疗的有关计算机游戏的大多数科学文献都很少提供有关游戏设计与玩家认知过程之间关系的信息。本文研究了Blooms分类法在描述知识治疗和认知加工方面的心理治疗游戏中的用途。它介绍了修订版Bloom分类法,并通过两个回合程序将此方法应用于五种心理治疗游戏(个人调查员,寻宝游戏,Ricky和Spider,Moodbot和SuperBetter)。在第一轮中,在每个游戏中就具有学习目标的玩家动作(PALO)达成了共识。第二轮试图确定将PALO置于分类法中可赋予其什么知识和认知处理水平。我们在第二轮中的编码器可靠性低,这表明Blooms Revised Taxonomy不适合在游戏之间进行比较和对比。

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