当前位置: X-MOL 学术Metacogn. Learn. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Investigating changes in self-evaluation of technical competences in the serious game Serena Supergreen: Findings, challenges and lessons learned
Metacognition and Learning ( IF 3.9 ) Pub Date : 2019-10-22 , DOI: 10.1007/s11409-019-09209-4
Felix Kapp , Pia Spangenberger , Linda Kruse , Susanne Narciss

Self-evaluation of one’s competences is considered a core factor in various domains of human functioning, including learning and instruction, as well as academic and vocational choices. Researchers from the fields of metacognition and learning, as well as motivation and learning have thus intensively investigated issues related to the self-evaluation of competences. Insights from both lines of research have been used in the serious game project SERENA to inform the selection and design of technical tasks and tutorial feedback strategies. The main goal of the SERENA project was to develop a serious game for adolescent females that fosters their self-evaluation of competence regarding technical tasks. This paper describes how insights from metacognition, motivation and feedback research were integrated to inform the game design. Furthermore, it reports two evaluation studies conducted with 93 students in real school settings. The findings reveal that girls’ self-evaluation of competences assessed in terms of perceived technical competences and self-concept of technical abilities, as well as intrinsic motivation regarding technical tasks can be strengthened with the serious game Serena Supergreen. The log-file analyses indicate that seeking feedback and help within the game is associated with an increase in perceived competences. The challenges encountered within this applied research field are discussed.

中文翻译:

在严肃的游戏Serena Supergreen中研究技术能力自我评估的变化:发现,挑战和经验教训

对个人能力的自我评估被认为是人类功能各个领域的核心因素,包括学习和指导以及学术和职业选择。因此,来自元认知和学习以及动机和学习领域的研究人员对与能力自我评估有关的问题进行了深入研究。在严肃的游戏项目SERENA中,来自这两个研究领域的见解已用于为技术任务和教程反馈策略的选择和设计提供信息。SERENA项目的主要目标是为青少年女性开发一款严肃的游戏,以促进他们对技术任务能力的自我评估。本文介绍了如何将来自元认知,动机和反馈研究的见解整合在一起,从而为游戏设计提供依据。此外,它报告了对93名学生在实际学校环境中进行的两项评估研究。研究结果表明,通过认真的游戏《 Serena Supergreen》,可以增强对女孩的能力自我评估,这些能力是根据感知的技术能力和技术能力的自我概念来评估的,以及有关技术任务的内在动力。日志文件分析表明,在游戏中寻求反馈和帮助与感知能力的提高有关。讨论了在该应用研究领域中遇到的挑战。严肃的游戏Serena Supergreen可以增强有关技术任务的内在动力。日志文件分析表明,在游戏中寻求反馈和帮助与感知能力的提高有关。讨论了在该应用研究领域中遇到的挑战。严肃的游戏Serena Supergreen可以增强有关技术任务的内在动力。日志文件分析表明,在游戏中寻求反馈和帮助与感知能力的提高有关。讨论了在该应用研究领域中遇到的挑战。
更新日期:2019-10-22
down
wechat
bug