Skip to main content
Top
Published in: Technology, Knowledge and Learning 2/2020

26-08-2019 | Original research

Predicting Learning in a Multi-component Serious Game

Authors: Carol M. Forsyth, Arthur Graesser, Keith Millis

Published in: Technology, Knowledge and Learning | Issue 2/2020

Log in

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

The current study investigated predictors of shallow versus deep learning within a serious game known as Operation ARA. This game uses a myriad of pedagogical features including multiple-choice tests, adaptive natural language tutorial conversations, case-based reasoning, and an E-text to engage students. The game teaches 11 topics in research methodology across three distinct modules that target factual information, application of reasoning to specific cases, and question generation. The goal of this investigation is to discover predictors of deep and shallow learning by blending Evidence-Centered Design (ECD) with educational data mining. In line with ECD, time-honored cognitive processes or behaviors of time-on-task, discrimination, generation, and scaffolding were selected because there is a large research history supporting their importance to learning. The study included 192 college students who participated in a pretest-interaction-posttest design. These data were used to discover the best predictors of learning across the training experiences. Results revealed distinctly different patterns of predictors of deep versus shallow learning for students across the training environments of the game. Specifically, more interactivity is important for environments contributing to shallow learning whereas generation and discrimination is more important in training environments supporting deeper learning. However, in some training environments the positive impact of generation may be at the price of decreased discrimination.

Dont have a licence yet? Then find out more about our products and how to get one now:

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 "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!

Literature
go back to reference Anderson, J. R., Corbett, A. T., Koedinger, K. R., & Pelletier, R. (1995). Cognitive tutors: Lessons learned. Journal of Learning Science,4, 167–207. Anderson, J. R., Corbett, A. T., Koedinger, K. R., & Pelletier, R. (1995). Cognitive tutors: Lessons learned. Journal of Learning Science,4, 167–207.
go back to reference Anderson, L. W., & Krathwohl, D. R. (2001). A taxonomy for learning, teaching and assessing: A revision of Bloom’s taxonomy of educational objectives: complete edition. New York: Longman. Anderson, L. W., & Krathwohl, D. R. (2001). A taxonomy for learning, teaching and assessing: A revision of Bloom’s taxonomy of educational objectives: complete edition. New York: Longman.
go back to reference Bloom, B. S. (1956). Taxonomy of educational objectives: The classification of educational goals. Handbook I: Cognitive domain. New York: McKay. Bloom, B. S. (1956). Taxonomy of educational objectives: The classification of educational goals. Handbook I: Cognitive domain. New York: McKay.
go back to reference Cai, Z., Graesser, A. C., Forsyth, C., Burkett, C., Millis, K., Wallace, P., Halpern, D. & Butler, H. (2011). Trialog in ARIES: User input assessment in an intelligent tutoring system. In W. Chen & S. Li (Eds.), Proceedings of the 3rd IEEE international conference on intelligent computing and intelligent systems (pp. 429–433). Guangzhou: IEEE Press. Cai, Z., Graesser, A. C., Forsyth, C., Burkett, C., Millis, K., Wallace, P., Halpern, D. & Butler, H. (2011). Trialog in ARIES: User input assessment in an intelligent tutoring system. In W. Chen & S. Li (Eds.), Proceedings of the 3rd IEEE international conference on intelligent computing and intelligent systems (pp. 429–433). Guangzhou: IEEE Press.
go back to reference Cepeda, N. J., Pashler, H., Vul, E., Wixted, J. T., & Rohrer, D. (2006). Distributed practice in verbal recall tasks: A review and quantitative synthesis. Psychological Bulletin,132, 354–380. Cepeda, N. J., Pashler, H., Vul, E., Wixted, J. T., & Rohrer, D. (2006). Distributed practice in verbal recall tasks: A review and quantitative synthesis. Psychological Bulletin,132, 354–380.
go back to reference Chi, M. (2009). Active–constructive–interactive: A conceptual framework for differentiating learning activities. Topics in Cognitive Science,1, 73–115. Chi, M. (2009). Active–constructive–interactive: A conceptual framework for differentiating learning activities. Topics in Cognitive Science,1, 73–115.
go back to reference Chi, M. T. H., Siler, S. A., Jeong, H., Yamauchi, T., & Hausmann, R. G. M. (2001). Learning from human tutoring. Cognitive Science,25, 471–533. Chi, M. T. H., Siler, S. A., Jeong, H., Yamauchi, T., & Hausmann, R. G. M. (2001). Learning from human tutoring. Cognitive Science,25, 471–533.
go back to reference Craik, F. I. M., & Lockhart, R. S. (1972). Levels of processing: A framework for memory research. Journal of Verbal Learning and Verbal Behavior,11, 671–684. Craik, F. I. M., & Lockhart, R. S. (1972). Levels of processing: A framework for memory research. Journal of Verbal Learning and Verbal Behavior,11, 671–684.
go back to reference Driscoll, D. M., Craig, S. D., Gholson, B., Ventura, M., & Hu, X. (2003). Vicarious learning: Effects of overhearing dialog and monologue-like virtual tutoring sessions. Journal of Educational Computing Research,12, 431–450. Driscoll, D. M., Craig, S. D., Gholson, B., Ventura, M., & Hu, X. (2003). Vicarious learning: Effects of overhearing dialog and monologue-like virtual tutoring sessions. Journal of Educational Computing Research,12, 431–450.
go back to reference Forsyth, C. M., Graesser, A. C., Cai, Z., Pavlik, P., Millis, K., & Halpern, D. (2013b). Learner profiles emerge from a serious game teaching scientific inquiry. Presented at the annual meeting of the American Educational Research Association, San Francisco, CA. Forsyth, C. M., Graesser, A. C., Cai, Z., Pavlik, P., Millis, K., & Halpern, D. (2013b). Learner profiles emerge from a serious game teaching scientific inquiry. Presented at the annual meeting of the American Educational Research Association, San Francisco, CA.
go back to reference Forsyth, C. M., Graesser, A. C., Pavlik, P., Millis, K., & Samei, B. (2014). Discovering theoretically grounded predictors of shallow vs. deep- level learning. In J. Stamper, Z. Pardos, M. Mavrikis, & B. M. McLaren (Eds.), Proceedings of the 7th international conference on educational data mining (EDM 2014) (pp. 229–232). International Educational Data Mining Society. Forsyth, C. M., Graesser, A. C., Pavlik, P., Millis, K., & Samei, B. (2014). Discovering theoretically grounded predictors of shallow vs. deep- level learning. In J. Stamper, Z. Pardos, M. Mavrikis, & B. M. McLaren (Eds.), Proceedings of the 7th international conference on educational data mining (EDM 2014) (pp. 229–232). International Educational Data Mining Society.
go back to reference Forsyth, C. M., Graesser, A. C., Walker, B., Millis, K., Pavlik, P., & Halpern, D. (2013a). Didactic galactic: Types of knowledge learned in a serious game. In H. C. Lane, K. Yacef, J. Mostow, & P. Pavlik (Eds.), Proceedings of artificial intelligence in education: 16th international conference (AIED 2013) (pp. 832–835). Berlin: Springer. Forsyth, C. M., Graesser, A. C., Walker, B., Millis, K., Pavlik, P., & Halpern, D. (2013a). Didactic galactic: Types of knowledge learned in a serious game. In H. C. Lane, K. Yacef, J. Mostow, & P. Pavlik (Eds.), Proceedings of artificial intelligence in education: 16th international conference (AIED 2013) (pp. 832–835). Berlin: Springer.
go back to reference Forsyth, C. M., Pavlik, P., Graesser, A. C., Cai, Z., Germany, M., Millis, K., et al. (2012). Learning gains for core concepts in a serious game on scientific reasoning. In K. Yacef, O. Zaïane, H. Hershkovitz, M. Yudelson, & J. Stamper (Eds.), Proceedings of the 5th international conference on educational data mining (pp. 172–175). Chania: International Educational Data Mining Society. Forsyth, C. M., Pavlik, P., Graesser, A. C., Cai, Z., Germany, M., Millis, K., et al. (2012). Learning gains for core concepts in a serious game on scientific reasoning. In K. Yacef, O. Zaïane, H. Hershkovitz, M. Yudelson, & J. Stamper (Eds.), Proceedings of the 5th international conference on educational data mining (pp. 172–175). Chania: International Educational Data Mining Society.
go back to reference Goldman, S. R., Duschl, R. A., Ellenbogen, K., Williams, S., & Tzou, C. T. (2003). Science inquiry in a digital age: Possibilities for making thinking visible. In H. van Oostendorp (Ed.), Cognition in a digital world (pp. 253–284). Mahwah, NJ: Erlbaum. Goldman, S. R., Duschl, R. A., Ellenbogen, K., Williams, S., & Tzou, C. T. (2003). Science inquiry in a digital age: Possibilities for making thinking visible. In H. van Oostendorp (Ed.), Cognition in a digital world (pp. 253–284). Mahwah, NJ: Erlbaum.
go back to reference Graesser, A. C., Chipman, P., Haynes, B., & Olney, A. (1995). AutoTutor: An intelligent tutoring system with mixed-initiative dialogue. IEEE Transactions on Education,48, 612–618. Graesser, A. C., Chipman, P., Haynes, B., & Olney, A. (1995). AutoTutor: An intelligent tutoring system with mixed-initiative dialogue. IEEE Transactions on Education,48, 612–618.
go back to reference Graesser, A. C., Conley, M. W., & Olney, A. M. (2012). Intelligent tutoring systems. In S. Graham & K. Harris (Eds.), APA educational psychology handbook: Vol. 3 (pp. 451–473)., Applications to learning and teaching Washington, DC: American Psychological Association. Graesser, A. C., Conley, M. W., & Olney, A. M. (2012). Intelligent tutoring systems. In S. Graham & K. Harris (Eds.), APA educational psychology handbook: Vol. 3 (pp. 451–473)., Applications to learning and teaching Washington, DC: American Psychological Association.
go back to reference Graesser, A. C., Jeon, M., & Dufty, D. (2008). Agent technologies designed to facilitate interactive knowledge construction. Discourse Processes,45, 298–322. Graesser, A. C., Jeon, M., & Dufty, D. (2008). Agent technologies designed to facilitate interactive knowledge construction. Discourse Processes,45, 298–322.
go back to reference Graesser, A. C., Lippert, A. M., & Hampton, A. J. (in press). Successes and failures in building learning environments to promote deep learning: the value of conversational agents. In J. Buder & F. W. Hesse (Eds.), Informational environments: Effects of use, effective design. New York: Springer. Graesser, A. C., Lippert, A. M., & Hampton, A. J. (in press). Successes and failures in building learning environments to promote deep learning: the value of conversational agents. In J. Buder & F. W. Hesse (Eds.), Informational environments: Effects of use, effective design. New York: Springer.
go back to reference Graesser, A. C., & McNamara, D. S. (2011). Computational analyses of multilevel discourse comprehension. Topics in Cognitive Science,3, 371–398. Graesser, A. C., & McNamara, D. S. (2011). Computational analyses of multilevel discourse comprehension. Topics in Cognitive Science,3, 371–398.
go back to reference Graesser, A. C., Millis, K. K., & Zwaan, R. A. (1997). Discourse comprehension. Annual Review of Psychology,48, 163–189. Graesser, A. C., Millis, K. K., & Zwaan, R. A. (1997). Discourse comprehension. Annual Review of Psychology,48, 163–189.
go back to reference Graesser, A. C., Moreno, K., Marineau, J., Adcock, A., Olney, A., & Person, N. (2003). AutoTutor improves deep learning of computer literacy: Is it the dialog or the talking head? In U. Hoppe, F. Verdejo, & J. Kay (Eds.), Proceedings of artificial intelligence in education (pp. 47–54). Amsterdam: IOS. Graesser, A. C., Moreno, K., Marineau, J., Adcock, A., Olney, A., & Person, N. (2003). AutoTutor improves deep learning of computer literacy: Is it the dialog or the talking head? In U. Hoppe, F. Verdejo, & J. Kay (Eds.), Proceedings of artificial intelligence in education (pp. 47–54). Amsterdam: IOS.
go back to reference Graesser, A. C., Ozuru, Y., & Sullins, J. (2009). What is a good question? In M. G. McKeown & L. Kucan (Eds.), Threads of coherence in research on the development of reading ability (pp. 112–141). New York: Guilford. Graesser, A. C., Ozuru, Y., & Sullins, J. (2009). What is a good question? In M. G. McKeown & L. Kucan (Eds.), Threads of coherence in research on the development of reading ability (pp. 112–141). New York: Guilford.
go back to reference Graesser, A. C., & Person, N. K. (1994). Question asking during tutoring. American Educational Research Journal,31, 104–137. Graesser, A. C., & Person, N. K. (1994). Question asking during tutoring. American Educational Research Journal,31, 104–137.
go back to reference Halpern, D. F., Millis, K., Graesser, A. C., Butler, H., Forsyth, C., & Cai, Z. (2012). Operation ARA: A computerized learning game that teaches critical thinking and scientific reasoning. Thinking Skills and Creativity,7, 93–100. Halpern, D. F., Millis, K., Graesser, A. C., Butler, H., Forsyth, C., & Cai, Z. (2012). Operation ARA: A computerized learning game that teaches critical thinking and scientific reasoning. Thinking Skills and Creativity,7, 93–100.
go back to reference Hunt, R. R., & McDaniel, M. A. (1993). The enigma of organization and distinctiveness. Journal of Memory and Language,32, 421–445. Hunt, R. R., & McDaniel, M. A. (1993). The enigma of organization and distinctiveness. Journal of Memory and Language,32, 421–445.
go back to reference Jackson, G. T., & Graesser, A. C. (2006). Applications of human tutorial dialog in AutoTutor: An intelligent tutoring system. Revista Signos,39, 31–48. Jackson, G. T., & Graesser, A. C. (2006). Applications of human tutorial dialog in AutoTutor: An intelligent tutoring system. Revista Signos,39, 31–48.
go back to reference Jackson, G. T., & McNamara, D. S. (2013). Motivation and performance in a game-based intelligent tutoring system. Journal of Educational Psychology,105, 1036–1049. Jackson, G. T., & McNamara, D. S. (2013). Motivation and performance in a game-based intelligent tutoring system. Journal of Educational Psychology,105, 1036–1049.
go back to reference Kintsch, W. (1998). Comprehension: A paradigm for cognition. Cambridge: Cambridge University Press. Kintsch, W. (1998). Comprehension: A paradigm for cognition. Cambridge: Cambridge University Press.
go back to reference Koedinger, K. R., Corbett, A. C., & Perfetti, C. (2012). The Knowledge-Learning-Instruction (KLI) framework: Bridging the science-practice chasm to enhance robust student learning. Cognitive Science,36, 757–798. Koedinger, K. R., Corbett, A. C., & Perfetti, C. (2012). The Knowledge-Learning-Instruction (KLI) framework: Bridging the science-practice chasm to enhance robust student learning. Cognitive Science,36, 757–798.
go back to reference Marton, F., & Säljö, R. (1976). On qualitative differences in learning: I—Outcome and process. British Journal of Educational Psychology,46(1), 4–11. Marton, F., & Säljö, R. (1976). On qualitative differences in learning: I—Outcome and process. British Journal of Educational Psychology,46(1), 4–11.
go back to reference Mayer, R. E. (2015). Computer games for learning. Cambridge: MIT press. Mayer, R. E. (2015). Computer games for learning. Cambridge: MIT press.
go back to reference McClure, M., Friedman, S. E., & Forbus, K. D. (2010). Learning concepts from sketches via analogical generalization and near misses. In the Proceedings of the 32nd annual conference of the cognitive science society (Cogsci2010). McClure, M., Friedman, S. E., & Forbus, K. D. (2010). Learning concepts from sketches via analogical generalization and near misses. In the Proceedings of the 32nd annual conference of the cognitive science society (Cogsci2010).
go back to reference McNamara, D.S. (1992). The generation effect: A detailed analysis of the role of semantic processing (ICS Rep. No. 92-2). Boulder, CO. McNamara, D.S. (1992). The generation effect: A detailed analysis of the role of semantic processing (ICS Rep. No. 92-2). Boulder, CO.
go back to reference McNamara, D. S., & Healy, A. F. (2000). A procedural explanation of the generation effect for simple and difficult multiplication problems and answers. Journal of Memory and Language,43, 652–679. McNamara, D. S., & Healy, A. F. (2000). A procedural explanation of the generation effect for simple and difficult multiplication problems and answers. Journal of Memory and Language,43, 652–679.
go back to reference Medin, D. L., Goldstone, R. L., & Gentner, D. (1993). Respect for similarity. Psychological Review,100, 254–278. Medin, D. L., Goldstone, R. L., & Gentner, D. (1993). Respect for similarity. Psychological Review,100, 254–278.
go back to reference Messick, S. (1994). The interplay of evidence and consequences in the validation of performance assessments. Educational Researcher,23, 13–23. Messick, S. (1994). The interplay of evidence and consequences in the validation of performance assessments. Educational Researcher,23, 13–23.
go back to reference Millis, K., Forsyth, C., Butler, H., Wallace, P., Graesser, A. C., & Halpern, D. (2011). Operation ARIES! A serious game for teaching scientific inquiry. In M. Ma, A. Oikonomou, & J. Lakhmi (Eds.), Serious games and edutainment applications (pp. 169–196). London: Springer. Millis, K., Forsyth, C., Butler, H., Wallace, P., Graesser, A. C., & Halpern, D. (2011). Operation ARIES! A serious game for teaching scientific inquiry. In M. Ma, A. Oikonomou, & J. Lakhmi (Eds.), Serious games and edutainment applications (pp. 169–196). London: Springer.
go back to reference Millis, K., Forsyth, C. M., Wallace, P., Graesser, A. C., & Timmins, G. (2017). The impact of game-like features on learning from an intelligent tutoring system. Technology, Knowledge and Learning,22, 1–22. Millis, K., Forsyth, C. M., Wallace, P., Graesser, A. C., & Timmins, G. (2017). The impact of game-like features on learning from an intelligent tutoring system. Technology, Knowledge and Learning,22, 1–22.
go back to reference Millis, K., Forsyth, C., Wiemer, K., Wallace, P., & Steciuch, C. (2019b). Learning scientific inquiry from a serious game that uses autotutor. In K. Millis, D. Long, J. Magliano, & K. Wiemer (Eds.), Deep comprehension: Multi-disciplinary approaches to understanding, enhancing and measuring comprehension (pp. 180–193). New York: Routledge. Millis, K., Forsyth, C., Wiemer, K., Wallace, P., & Steciuch, C. (2019b). Learning scientific inquiry from a serious game that uses autotutor. In K. Millis, D. Long, J. Magliano, & K. Wiemer (Eds.), Deep comprehension: Multi-disciplinary approaches to understanding, enhancing and measuring comprehension (pp. 180–193). New York: Routledge.
go back to reference Millis, K., Graesser, A., & Halpern, D. (2014). Operation ARA: A serious game that combines intelligent tutoring and learning principles to teach science. In V. Benassi, C. E. Overson, & C. M. Hakala, (Eds.), Applying the science of learning in education: Infusing psychological science into the curriculum. Retrieved from the Society for the Teaching of Psychology web site: http://teachpsych.org/ebooks/asle2014/index.php. Accessed 1 Jan 2019. Millis, K., Graesser, A., & Halpern, D. (2014). Operation ARA: A serious game that combines intelligent tutoring and learning principles to teach science. In V. Benassi, C. E. Overson, & C. M. Hakala, (Eds.), Applying the science of learning in education: Infusing psychological science into the curriculum. Retrieved from the Society for the Teaching of Psychology web site: http://​teachpsych.​org/​ebooks/​asle2014/​index.​php. Accessed 1 Jan 2019.
go back to reference Millis, K. K., King, A., & Kim, J. (2001). Updating situation models from descriptive texts: A test of the sitational operator model. Discourse Processes,30, 201–236. Millis, K. K., King, A., & Kim, J. (2001). Updating situation models from descriptive texts: A test of the sitational operator model. Discourse Processes,30, 201–236.
go back to reference Millis, K., Long, D., Magliano, J., & Wiemer, K. (2019a). Deep comprehension: Multi-disciplinary approaches to understanding, enhancing and measuring comprehension. New York: Routledge. Millis, K., Long, D., Magliano, J., & Wiemer, K. (2019a). Deep comprehension: Multi-disciplinary approaches to understanding, enhancing and measuring comprehension. New York: Routledge.
go back to reference Mislevy, R. J, Almond, R. G., & Lucas, J. F. (2003). Brief overview of evidence-centered assessment design, from Frase, L. T., Almond, R. G., Burstein, J., Kukich, K., Mislevy, R. J., Sheehan, K. M., Steinberg, L. S., Singley, K., & Chodorow, M. (2003) Technology and assessment. In H. F. O’Neil & R. Perez (Eds.), Technology applications in assessment: a learning view (pp. 245–265). Mahwah, NJ: Erlbaum Mislevy, R. J, Almond, R. G., & Lucas, J. F. (2003). Brief overview of evidence-centered assessment design, from Frase, L. T., Almond, R. G., Burstein, J., Kukich, K., Mislevy, R. J., Sheehan, K. M., Steinberg, L. S., Singley, K., & Chodorow, M. (2003) Technology and assessment. In H. F. O’Neil & R. Perez (Eds.), Technology applications in assessment: a learning view (pp. 245–265). Mahwah, NJ: Erlbaum
go back to reference Pashler, H., Bain, P. M., Bottge, B. A., Graesser, A., Koedinger, K., & McDaniel, M. (2007). Organizing instruction and study to improve student learning: IES practice guide (NCER 2007–2004). Washington, DC: National Center for Education Research. Pashler, H., Bain, P. M., Bottge, B. A., Graesser, A., Koedinger, K., & McDaniel, M. (2007). Organizing instruction and study to improve student learning: IES practice guide (NCER 2007–2004). Washington, DC: National Center for Education Research.
go back to reference Perfetti, C. A., Britt, M. A., & George, M. (1995). Text-based learning and reasoning: Studies in history. Hillsdale, NJ: Erlbaum. Perfetti, C. A., Britt, M. A., & George, M. (1995). Text-based learning and reasoning: Studies in history. Hillsdale, NJ: Erlbaum.
go back to reference Person, N. K., & Graesser, A. C. (1999). Evolution of discourse in cross-age tutoring. In A. M. O’Donnell & A. King (Eds.), Cognitive perspectives on peer learning (pp. 69–86). Mahwah, NJ: Erlbaum. Person, N. K., & Graesser, A. C. (1999). Evolution of discourse in cross-age tutoring. In A. M. O’Donnell & A. King (Eds.), Cognitive perspectives on peer learning (pp. 69–86). Mahwah, NJ: Erlbaum.
go back to reference Raaijmakers, J. G. W., & Shiffrin, R. M. (1981). Search of associative memory. Psychological Review,88, 93–134. Raaijmakers, J. G. W., & Shiffrin, R. M. (1981). Search of associative memory. Psychological Review,88, 93–134.
go back to reference Ratan, R., & Ritterfeld, U. (2009). Classifying serious games. In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.), Serious games: Mechanisms and effects (pp. 10–24). New York: Routledge. Ratan, R., & Ritterfeld, U. (2009). Classifying serious games. In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.), Serious games: Mechanisms and effects (pp. 10–24). New York: Routledge.
go back to reference Reder, L. (1987). Strategy selection in question answering. Cognitive Psychology,19, 90–138. Reder, L. (1987). Strategy selection in question answering. Cognitive Psychology,19, 90–138.
go back to reference Rouet, J. (2006). The skills of document use: From text comprehension to web-based learning. Mahwah, NJ: Erlbaum. Rouet, J. (2006). The skills of document use: From text comprehension to web-based learning. Mahwah, NJ: Erlbaum.
go back to reference Schmidt, R. A., & Bjork, R. A. (1992). New conceptualizations of practice: Common principles in three paradigms suggest new concepts for training. Psychological Science,3, 207–217. Schmidt, R. A., & Bjork, R. A. (1992). New conceptualizations of practice: Common principles in three paradigms suggest new concepts for training. Psychological Science,3, 207–217.
go back to reference Snow, C. (2002). Reading for understanding: Toward an R&D program in reading com- prehension. Santa Monica, CA: RAND Corporation. Snow, C. (2002). Reading for understanding: Toward an R&D program in reading com- prehension. Santa Monica, CA: RAND Corporation.
go back to reference Taraban, R., Rynearson, K., & Stalcup, K. (2001). Time as a variable in learning on the World Wide Web. Behavior Research Methods, Instruments, & Computers,33, 217–225. Taraban, R., Rynearson, K., & Stalcup, K. (2001). Time as a variable in learning on the World Wide Web. Behavior Research Methods, Instruments, & Computers,33, 217–225.
go back to reference VanLehn, K., Graesser, A. C., Jackson, G. T., Jordan, P., Olney, A., & Rose, C. P. (2007). When are tutorial dialogues more effective than reading? Cognitive Science,31, 3–62. VanLehn, K., Graesser, A. C., Jackson, G. T., Jordan, P., Olney, A., & Rose, C. P. (2007). When are tutorial dialogues more effective than reading? Cognitive Science,31, 3–62.
go back to reference Vygotsky, L. S. (1978). Mind in society: Development of higher psychological processes. Cambridge: Harvard College. Vygotsky, L. S. (1978). Mind in society: Development of higher psychological processes. Cambridge: Harvard College.
go back to reference Wang, H., Shen, C., & Ritterfeld, U. (2009). Enjoyment of digital games: What makes them “seriously” fun? In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.), Serious games: Mechanisms and effects (pp. 25–47). New York: Routledge. Wang, H., Shen, C., & Ritterfeld, U. (2009). Enjoyment of digital games: What makes them “seriously” fun? In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.), Serious games: Mechanisms and effects (pp. 25–47). New York: Routledge.
go back to reference Winston, P. H. (1981). Learning structural descriptions from examples. In P. H. Winston (Ed.), The psychology of computer vision. New York: McGraw-Hill. Winston, P. H. (1981). Learning structural descriptions from examples. In P. H. Winston (Ed.), The psychology of computer vision. New York: McGraw-Hill.
go back to reference Wood, D., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem solving. Journal of Psychology and Psychiatry,17, 89–100. Wood, D., Bruner, J. S., & Ross, G. (1976). The role of tutoring in problem solving. Journal of Psychology and Psychiatry,17, 89–100.
go back to reference Zapata-Rivera, D., Liu, L., Chen, L., Hao, J., & von Davier, A. A. (2017). Assessing science inquiry skills in an immersive, conversation-based scenario. In B. Kei Daniel (Ed.), Big data and learning analytics in higher education. Cham: Springer. Zapata-Rivera, D., Liu, L., Chen, L., Hao, J., & von Davier, A. A. (2017). Assessing science inquiry skills in an immersive, conversation-based scenario. In B. Kei Daniel (Ed.), Big data and learning analytics in higher education. Cham: Springer.
Metadata
Title
Predicting Learning in a Multi-component Serious Game
Authors
Carol M. Forsyth
Arthur Graesser
Keith Millis
Publication date
26-08-2019
Publisher
Springer Netherlands
Published in
Technology, Knowledge and Learning / Issue 2/2020
Print ISSN: 2211-1662
Electronic ISSN: 2211-1670
DOI
https://doi.org/10.1007/s10758-019-09421-w

Other articles of this Issue 2/2020

Technology, Knowledge and Learning 2/2020 Go to the issue

Premium Partners