Video Game Design for Learning to Learn

被引:26
|
作者
Pasqualotto, Angela [1 ,2 ]
Parong, Jocelyn [3 ]
Green, C. Shawn [3 ]
Bavelier, Daphne [1 ,2 ]
机构
[1] Univ Geneva, Fac Psychol & Educ Sci, CH-1205 Geneva, Switzerland
[2] Brain & Learning Lab, Campus Biotech, Geneva, Switzerland
[3] Univ Wisconsin, Dept Psychol, 1202 W Johnson St, Madison, WI 53706 USA
关键词
SELF-DETERMINATION THEORY; EXPECTANCY-VALUE THEORY; COGNITIVE LOAD; INTRINSIC MOTIVATION; SELECTIVE ATTENTION; EMPIRICAL-EVIDENCE; AUGMENTED REALITY; NEED SATISFACTION; EMOTIONAL DESIGN; BRAIN PLASTICITY;
D O I
10.1080/10447318.2022.2110684
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Over the past 20 years, the proposal that immersive media, such as video games, can be leveraged to enhance brain plasticity and learning has been put to the test. This expanding literature highlights the extraordinary power of video games as a potential medium to train brain functions, but also the remaining challenges that must be addressed in developing games that truly deliver in terms of learning objectives. Such challenges include the need to: (1) Maintain high motivation given that learning typically requires long-term training regimens, (2) Ensure that the content or skills to be learned are indeed mastered in the face of many possible distractions, and (3) Produce knowledge transfer beyond the proximal learning objectives. Game design elements that have been proposed to support these learning objectives are reviewed, along with the underlying psychological constructs that these elements rest upon. A discussion of potential pitfalls is also included, as well as possible paths forward to consistently ensure impact.
引用
收藏
页码:2211 / 2228
页数:18
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