In line with the learning to learn theory, we hypothesize that gamers will approach problem situations in which inductive discovery is a possible strategy similarly to the way in which they would approach a game, even when such problem situations arise outside of a videogame. In particular, we...
While this method is highly generalizable, we applied it to the problem of video game strategy, specifically for Pong and Tetris. Given raw pixel values from the screen, we used a convolutional neural network trained with Q learning to approximate future expected reward for any possible action, ...
Importantly, studies should move beyond basic media comparisons (e.g., game versus non-game) to instead focus on the role of design and specifics about players’ learning processes. Thus, invoking the terminology proposed by Richard Mayer (2011), the focus should be on value-added and ...
2014. Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms. Computers in the Schools 31, 1: 2-22.Turkay, S., Hoffman, D., Kinzer, C. K., Chantes, P., & Vicari, C. (2014). Toward understanding ...
CyGaMEs is grounded by analogical reasoning theory, cognitive task analysis and knowledge representation. A construct representation argument for validity using evidence-centered design warrants CyGaMEs, its web-based learning environment, Selene: A Lunar Construction GaME , its embedded assessment, and a ...
Fig. 1: Intervention protocol, learning tasks, and learning models. We first confirmed that the two training groups had comparable perceptual learning performance before video game training. In the baseline motion learning task at pre-test, none of the three estimated parameters differed between the...
requiring players to be both adaptable (“thrive on change”) and resourceful (“marshal all their available resources and experiment with them to find multiple ways of accomplishing a task”).Gee (2007)identifies a range of learning principles present in video game design that encourage, for exa...
If video games are indeed providing today's youth with opportunities to create meaningful learning experiences, then it becomes important to inquire about the potential contributions video games can make to a student's informal history education. This thesis is a case study that examines the ways ...
1e), which provides positive reinforcement hypothesized to aid in video game-based learning.29 The positive reinforcement is two-fold, as players receive the positive social experience of the avatar smiling, as well as the rewarding experience of winning by solving the problem correctly. Positive ...
In the study, three participants were observed playing the Japanese action role-playing game Tales of Rebirth first released in 2004 for the PlayStation 2 and then interviewed about their experiences. Data was summarized and then analyzed using a three-level approach based on grounded theory. The...