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Learner-Controlled Practice Difficulty and Task Exploration in an Active-Learning Gaming Environment

机译:主动学习游戏环境中由学习者控制的练习难度和任务探索

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Background. With the use of computer-based simulations and games becoming increasingly common in education and organizational contexts for delivering training and instruction, learners are being granted unprecedented control over their learning. This increase in learner control leaves large differences in how learners challenge themselves and explore their learning environments. Learners can benefit from task difficulty , an aspect of challenge, when they are neither overwhelmed nor underwhelmed. The purpose of the present lab study was to test a model of how encouraging learners to challenge themselves with greater task difficulty when practicing a video game could be a “double-edged sword” in terms of their skill-based learning. Method. Using a first-person shooter computer game as the criterion task, 120 undergraduate males were randomly assigned to one of two groups. Half of the participants were encouraged to practice at a difficulty level that matched their skill level, while the other half were encouraged to practice at a difficulty that greatly exceeded their skill. Exploratory behavior was reflected in the variety of weapons used. Results. Findings supported a model of inconsistent mediation predicting that difficulty encouragement instructions would lead to higher selected practice difficulty, which in turn would have positive direct effects on skill transfer yet negative indirect effects through exploratory behavior. Discussion. The present study demonstrated that encouraging learners to practice at high levels of task difficulty is a “double-edged sword.” Although high levels of task difficulty can help in the preparation for future difficulties, it can also undermine exploratory behavior which is an important aspect of the learning process. This research speaks to the potential of encouraging learners to practice under difficult conditions without undermining their learning.
机译:背景。随着基于计算机的模拟和游戏在教育和组织环境中日益普遍地用于提供培训和指导,使学习者获得了前所未有的学习控制权。学习者控制能力的增强在学习者挑战自我和探索学习环境的方式上留下了很大差异。当学习者既不感到不知所措也不感到不知所措时,他们可以从任务难度(挑战的一个方面)中受益。本实验研究的目的是测试一个模型,该模型可以鼓励学习者在练习视频游戏时以技能为基础的学习成为一把“双刃剑”,从而在练习视频游戏时挑战更大的任务难度。方法。使用第一人称射击游戏作为标准任务,将120名大学生的男性随机分配到两组中的一组。鼓励一半的参与者以与他们的技能水平相匹配的难度水平进行练习,而另一半则被鼓励以大大超过其技能的难度进行练习。探索行为反映在所使用的各种武器上。结果。研究结果支持一种不一致的调解模型,该模型预测困难鼓励说明将导致较高的选定实践难度,这反过来将对技能转移产生积极的直接影响,而通过探索性行为产生负面的间接影响。讨论。本研究表明,鼓励学习者在高难度的任务上进行练习是一把“双刃剑”。尽管高水平的任务难度可以帮助您为将来的困难做准备,但它也可能破坏探索行为,这是学习过程的重要方面。这项研究表明了鼓励学习者在困难的条件下练习而不损害学习的潜力。

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