Skip to main content
Erschienen in: Education and Information Technologies 2/2014

01.06.2014

A quest for meta-learning gains in a physics serious game

verfasst von: Dominique Verpoorten, Jean-Loup Castaigne, Wim Westera, Marcus Specht

Erschienen in: Education and Information Technologies | Ausgabe 2/2014

Einloggen

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This paper describes how a short, repeated and structured opportunity to reflect was integrated in the storyline of a serious game in order to stimulate the development of a meta-cognitive skill: the ability to self-assess the degree of confidence in own answers. An empirical validation of the approach, conducted with 28 secondary school pupils, delivers an uncommon pattern: while the cognitive benefits—the acquisition of academic knowledge in optics—are negligible and mixed up, the meta-cognitive gains present a raising tendency. The experiment also demonstrates that reflection does not necessarily hamper the game flow, if certain conditions, discussed in the paper, are met.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Fußnoten
1
Westera et al. (2008, p. 421) rightly summarize this perceived tension: “Especially in higher education, the mental mode of learning which reflects profundity, reflection, concentration and perseverance seems to conflict with the mental mode of gaming which is commonly associated with amusement, fun and relaxation”. With structured reflection embedded in the flow of learning, Elektra breaks through the action-oriented paradigm and the pragmatism often associated with gaming.
 
2
 
3
A literature review and an empirical pre-study (23 participants) was carried out in order to identify the most relevant metric to express confidence on the slider (for an extensive discussion of this topic, see Castaigne 2007). Based on the different arguments, it was decided that the Confidence slider would be graduated with the values 0, 20, 40, 60, 80, and 100 % confidence.
 
4
The selection of the pedagogical endeavours of the game came on top of several work packages in the project: European curricula comparisons, breakdown of identified skills in various granularity levels, distribution of the retained skills in the entire game play. This work, with its difficulties and limitations, is described in Petit et al. (2007).
 
5
Any learning method has its shortcomings, but well-thought aggregates can combine their strengths. The diversification of learning methods and approaches is not only a matter of students’ motivation enhancement but also of epistemology (Moss 2002; Verpoorten et al. 2007). For this reason, learning games should more often be contextualised within a larger learning sequence and not conceived as stand-alone vectors of learning, as recommended by Quinn (2005, p. 14), “I do not believe that these engaging learning experiences of games will (or should be expected to), by themselves, lead to learning. I advocate discussion around the experience, and connecting learner actions to the underlying concept. As yet, computers are not quite capable of supporting such dialogue. Self-directed learners may be capable of facilitating their own reflection, but it’s not the way to bet (though I believe strongly that meta-learning, or learning to learn, is a key leverage point for the future). So although such gaming environments are not sufficient, they are necessary; we need engaging experiences to motivate learners to attend to the content, give them rich practice opportunities, and provide fodder for discussion and refinement of their understanding”. De Freitas (2006, p. 11) puts a similar emphasis on embedding learning games in larger instructional learning sequences. By curiosity, the young players of Elektra were asked whether they would prefer gaming before or after a lecture on light properties. Results gave a striking even proportion of “before” and “after” answers (Verpoorten et al. 2011, p. 281).
 
Literatur
Zurück zum Zitat Anderson, N. J. (2002). The role of metacognition in second language teaching and learning. ERIC Digest: ERIC Clearinghouse on Languages and Linguistics. Anderson, N. J. (2002). The role of metacognition in second language teaching and learning. ERIC Digest: ERIC Clearinghouse on Languages and Linguistics.
Zurück zum Zitat Bannert, M. (2006). Effects of reflection prompts when learning with hypermedia. Journal of Educational Computing Research, 4, 359–375.CrossRef Bannert, M. (2006). Effects of reflection prompts when learning with hypermedia. Journal of Educational Computing Research, 4, 359–375.CrossRef
Zurück zum Zitat Bopp, M. (2006). Didactic analysis of digital games and game-based learning. In M. Pivec (Ed.), Affective and emotional aspects of human-computer interaction. Game-based and innovative learning approaches (pp. 8–37). Amsterdam: Ios Press. Bopp, M. (2006). Didactic analysis of digital games and game-based learning. In M. Pivec (Ed.), Affective and emotional aspects of human-computer interaction. Game-based and innovative learning approaches (pp. 8–37). Amsterdam: Ios Press.
Zurück zum Zitat Brown, T. A., & Shuford, E. H. (1973). Quantifying uncertainty into numerical probabilities for the reporting of intelligence. Number No. R-1185-ARPA. Brown, T. A., & Shuford, E. H. (1973). Quantifying uncertainty into numerical probabilities for the reporting of intelligence. Number No. R-1185-ARPA.
Zurück zum Zitat Chi, M., De Leeuw, N., Chiu, M.-H., & Lavancher, C. (1994). Eliciting self-explanations improves understanding. Cognitive Science, 18(3), 439–477. Chi, M., De Leeuw, N., Chiu, M.-H., & Lavancher, C. (1994). Eliciting self-explanations improves understanding. Cognitive Science, 18(3), 439–477.
Zurück zum Zitat Claxton, G. (2006). Expanding the capacity to learn: A new end for education? Keynote speech given at British Educational Research Association Annual Conference, University of Warwick, 6–9 September 2005. Claxton, G. (2006). Expanding the capacity to learn: A new end for education? Keynote speech given at British Educational Research Association Annual Conference, University of Warwick, 6–9 September 2005.
Zurück zum Zitat Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper and Row. Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper and Row.
Zurück zum Zitat De Finetti, B. (1965). Methods for discriminating levels of partial knowledge concerning a test item. British Journal of Mathematical and Statistical Psychology, 18, 87–123.CrossRef De Finetti, B. (1965). Methods for discriminating levels of partial knowledge concerning a test item. British Journal of Mathematical and Statistical Psychology, 18, 87–123.CrossRef
Zurück zum Zitat De Finetti, B. (1970). Logical foundations and measurement of subjective probability. Acta Psychologica, 34(2–3), 129–145.CrossRef De Finetti, B. (1970). Logical foundations and measurement of subjective probability. Acta Psychologica, 34(2–3), 129–145.CrossRef
Zurück zum Zitat De Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. Bristol: JISC. De Freitas, S. (2006). Learning in immersive worlds: A review of game-based learning. Bristol: JISC.
Zurück zum Zitat Duell, O. K. (1986). Metacognitive skills. In G. Phye & T. Andre (Eds.), Cognitive classroom learning: Understanding, thinking and problem solving (pp. 205–239). Orlando: Academic. Duell, O. K. (1986). Metacognitive skills. In G. Phye & T. Andre (Eds.), Cognitive classroom learning: Understanding, thinking and problem solving (pp. 205–239). Orlando: Academic.
Zurück zum Zitat European Commission. (2006). Proposal for a recommendation of the European Parliament and of the Council on key competences for lifelong learning. COM(2005)548 final. Brussels. European Commission. (2006). Proposal for a recommendation of the European Parliament and of the Council on key competences for lifelong learning. COM(2005)548 final. Brussels.
Zurück zum Zitat Flavell, J. H., Friedrichs, A. G., & Hoyt, J. D. (1970). Developmental changes in memorization processes. Cognitive Psychology, 1(4), 324–340.CrossRef Flavell, J. H., Friedrichs, A. G., & Hoyt, J. D. (1970). Developmental changes in memorization processes. Cognitive Psychology, 1(4), 324–340.CrossRef
Zurück zum Zitat Gardner-Medwin, T. (1995). Confidence assessment in the teaching of basic science. ALT-J (Association for Learning Technology Journal), 3, 80–85.CrossRef Gardner-Medwin, T. (1995). Confidence assessment in the teaching of basic science. ALT-J (Association for Learning Technology Journal), 3, 80–85.CrossRef
Zurück zum Zitat Gardner-Medwin, T. (1998). Updating with confidence: Do your students know what they don’t know? Health Informatics, 4, 45–46. Gardner-Medwin, T. (1998). Updating with confidence: Do your students know what they don’t know? Health Informatics, 4, 45–46.
Zurück zum Zitat Gardner-Medwin, T., & Curtin, N. (2007, May). Certainty-Based Marking (CBM) For Reflective Learning And Proper Knowledge Assessment. Paper presented at the REAP International Online Conference on Assessment Design for Learner Responsibility. Gardner-Medwin, T., & Curtin, N. (2007, May). Certainty-Based Marking (CBM) For Reflective Learning And Proper Knowledge Assessment. Paper presented at the REAP International Online Conference on Assessment Design for Learner Responsibility.
Zurück zum Zitat Glahn, C., Specht, M., & Koper, R. (2007). Smart indicators on learning interactions. In E. Duval, R. Klamma, & M. Wolpers (Eds.), EC-TEL 2007 LNCS 4753 (pp. 56–70). Berlin: Springer. Glahn, C., Specht, M., & Koper, R. (2007). Smart indicators on learning interactions. In E. Duval, R. Klamma, & M. Wolpers (Eds.), EC-TEL 2007 LNCS 4753 (pp. 56–70). Berlin: Springer.
Zurück zum Zitat Harteveld, C., Guimarães, R., Mayer, I., & Bidarra, R. (2007). Balancing pedagogy, game and reality components within a unique serious game fortraining levee inspection. Paper presented at the Second International Conference, Edutainment 2007. Harteveld, C., Guimarães, R., Mayer, I., & Bidarra, R. (2007). Balancing pedagogy, game and reality components within a unique serious game fortraining levee inspection. Paper presented at the Second International Conference, Edutainment 2007.
Zurück zum Zitat Hunt, D. (1993). Human selfassessment: Theory and application to learning and testing. In D. Leclercq & J. Bruno (Eds.), Item banking: Interactive testing and selfassessment, Vol. F 112 (pp. 177–189). Berlin: Springer Verlag.CrossRef Hunt, D. (1993). Human self­assessment: Theory and application to learning and testing. In D. Leclercq & J. Bruno (Eds.), Item banking: Interactive testing and self­assessment, Vol. F 112 (pp. 177–189). Berlin: Springer Verlag.CrossRef
Zurück zum Zitat Jackson, N. (2004). Developing the concept of metalearning. Innovations in Education and Teaching International, 41(4), 391–403.CrossRef Jackson, N. (2004). Developing the concept of metalearning. Innovations in Education and Teaching International, 41(4), 391–403.CrossRef
Zurück zum Zitat Jans, V., & Leclercq, D. (1999). Mesurer l’effet de l’apprentissage a l’aide de l’analyse spectrale des performances. In C. Depover & B. Noel (Eds.), Evaluation des compétences et des processus cognitifs (pp. 303–317). Bruxelles: De Boeck. Jans, V., & Leclercq, D. (1999). Mesurer l’effet de l’apprentissage a l’aide de l’analyse spectrale des performances. In C. Depover & B. Noel (Eds.), Evaluation des compétences et des processus cognitifs (pp. 303–317). Bruxelles: De Boeck.
Zurück zum Zitat Kiili, K. (2004). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13–24.CrossRef Kiili, K. (2004). Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education, 8(1), 13–24.CrossRef
Zurück zum Zitat Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers in Education, 52(4), 800–810.CrossRef Kim, B., Park, H., & Baek, Y. (2009). Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning. Computers in Education, 52(4), 800–810.CrossRef
Zurück zum Zitat Kruger, J., & Dunning, D. (1999). Unskilled and unaware of it: how difficulties in recognizing one’s own incompetence lead to inflated self-assessments. Journal of Personality and Social Psychology, 77(6), 1121–1134.CrossRef Kruger, J., & Dunning, D. (1999). Unskilled and unaware of it: how difficulties in recognizing one’s own incompetence lead to inflated self-assessments. Journal of Personality and Social Psychology, 77(6), 1121–1134.CrossRef
Zurück zum Zitat Kulhavy, R. W. (1977). Feedback in written instruction. Review of Educational Research, 47, 211–232.CrossRef Kulhavy, R. W. (1977). Feedback in written instruction. Review of Educational Research, 47, 211–232.CrossRef
Zurück zum Zitat Kulhavy, R. W., & Stock, W. A. (1989). Feedback in written instruction: The place of response certitude. Educational Psychology Review, 1(4), 279–308.CrossRef Kulhavy, R. W., & Stock, W. A. (1989). Feedback in written instruction: The place of response certitude. Educational Psychology Review, 1(4), 279–308.CrossRef
Zurück zum Zitat Laurillard, D. (1993). Rethinking university teaching: a framework for the effective use of educational technology. London: Routledge. Laurillard, D. (1993). Rethinking university teaching: a framework for the effective use of educational technology. London: Routledge.
Zurück zum Zitat Leclercq, D. (1982). Confidence Marking: its use in testing. In Postlethwaite & Choppin (Eds.), Evaluation in education, Vol. 6–2 (pp. 161–287). Pergamon: Oxford. Leclercq, D. (1982). Confidence Marking: its use in testing. In Postlethwaite & Choppin (Eds.), Evaluation in education, Vol. 6–2 (pp. 161–287). Pergamon: Oxford.
Zurück zum Zitat Mac Farlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. An exploration by TEEM of the contribution which games can make to the education process. Cambridge: Department for Education and Skills - TEEM project. Mac Farlane, A., Sparrowhawk, A., & Heald, Y. (2002). Report on the educational use of games. An exploration by TEEM of the contribution which games can make to the education process. Cambridge: Department for Education and Skills - TEEM project.
Zurück zum Zitat Mayer, R. E., & Johnson, C. I. (2010). Adding instructional features that promote learning in a game-like environment. Journal of Educational Computing Research, 42(3), 241–265.CrossRef Mayer, R. E., & Johnson, C. I. (2010). Adding instructional features that promote learning in a game-like environment. Journal of Educational Computing Research, 42(3), 241–265.CrossRef
Zurück zum Zitat Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning. A review of literature. UK: Learning and skills development agency. Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning. A review of literature. UK: Learning and skills development agency.
Zurück zum Zitat Moss, C. (2002). Finding Balance: The vices of our “versus”. First Monday, 7(1). Moss, C. (2002). Finding Balance: The vices of our “versus”. First Monday, 7(1).
Zurück zum Zitat Nelson, T. O., & Narens, L. (1994). Why Investigate Metacognition? In J. Metcalfe & A. P. Shimamura (Eds.), Metacognition (pp. 1–26). Cambridge, Mass: The MIT Press. Nelson, T. O., & Narens, L. (1994). Why Investigate Metacognition? In J. Metcalfe & A. P. Shimamura (Eds.), Metacognition (pp. 1–26). Cambridge, Mass: The MIT Press.
Zurück zum Zitat Petit, L., Castaigne, J.-L., & Verpoorten, D. (2007). Checking the internal pedagogical consistency of a game learning situation: the Leclercq’s triple consistency triangle. Paper presented at the Evete Conference 2007, Kaunas, Lithuania. Petit, L., Castaigne, J.-L., & Verpoorten, D. (2007). Checking the internal pedagogical consistency of a game learning situation: the Leclercq’s triple consistency triangle. Paper presented at the Evete Conference 2007, Kaunas, Lithuania.
Zurück zum Zitat Piaget, J. (1978). Success and understanding. Cambridge: Harvard University Press. Piaget, J. (1978). Success and understanding. Cambridge: Harvard University Press.
Zurück zum Zitat Quinn, C. (2005). Engaging learning—Designing e-Learning simulation games. San Francisco: Pfeiffer. Quinn, C. (2005). Engaging learning—Designing e-Learning simulation games. San Francisco: Pfeiffer.
Zurück zum Zitat Rychen, D. S., & Salganik, L. H. (2003). Key competencies for a successful life and a well-functioning society. Hogrefe Publishing. Göttingen, Germany: Hogrefe & Huber. Rychen, D. S., & Salganik, L. H. (2003). Key competencies for a successful life and a well-functioning society. Hogrefe Publishing. Göttingen, Germany: Hogrefe & Huber.
Zurück zum Zitat Saldaña, D. (2004). Dynamic master mind. School Psychology International, 25(4), 422–438.CrossRef Saldaña, D. (2004). Dynamic master mind. School Psychology International, 25(4), 422–438.CrossRef
Zurück zum Zitat Schneider, W. (2008). The development of metacognitive knowledge in children and adolescents: Major trends and implications for education. Mind, Brain, and Education, 2(3), 114–121.CrossRef Schneider, W. (2008). The development of metacognitive knowledge in children and adolescents: Major trends and implications for education. Mind, Brain, and Education, 2(3), 114–121.CrossRef
Zurück zum Zitat Schraw, G. (1998). Promoting general metacognitive awareness. Instructional Science, 26(1), 113–125.CrossRef Schraw, G. (1998). Promoting general metacognitive awareness. Instructional Science, 26(1), 113–125.CrossRef
Zurück zum Zitat Veenman, M., Van Hout-Wolters, B., & Afflerbach, P. (2006). Metacognition and learning: conceptual and methodological considerations. Metacognition and Learning, 1(1), 3–14.CrossRef Veenman, M., Van Hout-Wolters, B., & Afflerbach, P. (2006). Metacognition and learning: conceptual and methodological considerations. Metacognition and Learning, 1(1), 3–14.CrossRef
Zurück zum Zitat Verpoorten, D., Poumay, M., & Leclercq, D. (2007). The 8 Learning Events Model: a pedagogic conceptual tool supporting diversification of learning methods. Interactive Learning Environments, 15(2), 151–160. Verpoorten, D., Poumay, M., & Leclercq, D. (2007). The 8 Learning Events Model: a pedagogic conceptual tool supporting diversification of learning methods. Interactive Learning Environments, 15(2), 151–160.
Zurück zum Zitat Verpoorten, D., Westera, W., & Specht, M. (2011). Reflection Amplifiers in Online Courses: A Classification Framework. Journal of Interactive Learning Research, 22(2), 167–190. Verpoorten, D., Westera, W., & Specht, M. (2011). Reflection Amplifiers in Online Courses: A Classification Framework. Journal of Interactive Learning Research, 22(2), 167–190.
Zurück zum Zitat Verpoorten, D., Glahn, C., Chatti, A., Westera, W., & Specht, M. (2011). Self-Reported Learning Effects of a Tagging Activity Carried out in a Personal Learning Environment (PLE) by Secondary-School Pupils. International Journal for Cross-Disciplinary Subjects in Education, 2(1), 276–284. Verpoorten, D., Glahn, C., Chatti, A., Westera, W., & Specht, M. (2011). Self-Reported Learning Effects of a Tagging Activity Carried out in a Personal Learning Environment (PLE) by Secondary-School Pupils. International Journal for Cross-Disciplinary Subjects in Education, 2(1), 276–284.
Zurück zum Zitat Westera, W., Nadolski, R. J., Hummel, H. G. K., & Wopereis, I. G. J. H. (2008). Serious games for higher education: a framework for reducing design complexity. Journal of Computer Assisted Learning, 24(5), 420–432. Westera, W., Nadolski, R. J., Hummel, H. G. K., & Wopereis, I. G. J. H. (2008). Serious games for higher education: a framework for reducing design complexity. Journal of Computer Assisted Learning, 24(5), 420–432.
Metadaten
Titel
A quest for meta-learning gains in a physics serious game
verfasst von
Dominique Verpoorten
Jean-Loup Castaigne
Wim Westera
Marcus Specht
Publikationsdatum
01.06.2014
Verlag
Springer US
Erschienen in
Education and Information Technologies / Ausgabe 2/2014
Print ISSN: 1360-2357
Elektronische ISSN: 1573-7608
DOI
https://doi.org/10.1007/s10639-012-9219-7

Weitere Artikel der Ausgabe 2/2014

Education and Information Technologies 2/2014 Zur Ausgabe

Premium Partner