3,368 research outputs found

    ATITIUDES TOW ARDS COMPUTER GAMES FOR LEARNING AND Pl.A YER ARCHETYPES: AN EXPLORATION OF MEASURES ON PREINTERVENTION PLAYER CHARACTERISTICS FOR SERIOUS GAME-BASED INTERVENTIONS

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    Serious game-based interventions offer promising health outcome results with the aid of pre-intervention player tailoring and the development of measurements that evaluate pre-intervention player characteristics and subgroups. Video gaming measures can potentially provide helpful tailoring information that discerns individual video gaming preferences which could influence their overall user experience. It is critical that measures that target adolescent video gaming be psychometrically validated. There is a gap in the literature with psychometrically validated measures evaluating adolescent attitudes towards computer games for learning and gaming archetypes. Therefore the aims of this dissertation were to 1) evaluate the psychometric properties (i.e., reliability and validity) of the Attitudes Towards Computer Games for Learning (ATCGFL) adapted from Askar et al.’s Attitudes towards computer-assisted learning (CAL) scale that assessed attitudes towards computer games for learning among a sample of adolescents, and 2) explore and identify the latent class structure (LCA) of the BrainHex measure among the same sample of adolescents. Secondary data analysis of a data set extricated from the “It’s Your Game-Family” study was conducted. Participants were youth aged 11-14 years in Houston, TX, who answered self-guided questionnaires in their home. Exploratory data analysis of the ATCGFL scale was performed. Reliability testing through analyzing internal consistency and test-retest reliability were also performed with the ATCGFL scale. Then, exploratory data analysis of the BrainHex measure was performed through latent class analysis. Results from the exploratory analysis of the ATCGFL scale suggest the adapted attitudes scale supports a 3-factor solution (Satisfaction, Motivation, and Cognition). The 3-factor solution indicates the scale has a mixed quality level of internal consistency because Factor 1 and Factor 2 we have an acceptable level of internal consistency, but Factor 3 has a questionable level of internal consistency. The test-retest reliability of the ATCGFL scale was low, but significant. Last, the latent class analysis of the BrainHex measure results revealed a 3-class model (low probability of gaming element likability gamers, moderate probability of gaming element likability gamers, and high probability of gaming element likability gamers). Overall, these findings suggest the Attitudes Towards Computer Games for Learning scale and BrainHex measure both possess promising utility as measures in tandem with serious game-based interventions, and that further research to conduct confirmatory analysis with both measures is merited

    Commercial-off-the-Shelf (COTS) Games: Exploring the Applications of Games for Instruction and Assessment

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    Despite the growing interest in utilizing commercial off-the-shelf (COTS) games for instructional and assessment purposes there is a lack of research evidence regarding COTS games for these applications. This chapter considers the application of COTS games for instruction and assessment and provides preliminary evidence comparing COTS game scores to traditional multiple-choice assessments. In a series of four studies, we collected data and compared results from the performance in a COTS game to scores on a traditional multiple-choice assessment written for the purposes of each study. Each assessment was written to evaluate the same content presented in the game for each respective study. Three of the four studies demonstrated a significant correlation between the COTS game and the traditional multiple choice assessment scores. The non-significant value in Study 4 was likely due to a small sample size (n < 100). The results of these studies support our hypothesis and demonstrate that COTS games may be a useful educational tool for training or assessment purposes. We recommend that future research focuses on specific applications of COTS games to explore further opportunities for utilizing COTS in education and assessment

    The interplay between coach transformational leadership and coach–athlete relationship in supporting athletes' positive psychological outcomes

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    The purpose of this research was to explore the interplay between coach transformational leadership and coach-athlete relationship, and the effect on athletes’ positive psychological outcomes though three separate studies. The research positioned both transformational leadership and coach-athlete relationship as distinct yet highly related factors of a social environment created by coaches. [Continues.

    A Systematic Literature Review of Digital Game-based Assessment Empirical Studies: Current Trends and Open Challenges

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    Technology has become an essential part of our everyday life, and its use in educational environments keeps growing. In addition, games are one of the most popular activities across cultures and ages, and there is ample evidence that supports the benefits of using games for assessment. This field is commonly known as game-based assessment (GBA), which refers to the use of games to assess learners' competencies, skills, or knowledge. This paper analyzes the current status of the GBA field by performing the first systematic literature review on empirical GBA studies, based on 66 research papers that used digital GBAs to determine: (1) the context where the study has been applied, (2) the primary purpose, (3) the knowledge domain of the game used, (4) game/tool availability, (5) the size of the data sample, (6) the data science techniques and algorithms applied, (7) the targeted stakeholders of the study, and (8) what limitations and challenges are reported by authors. Based on the categories established and our analysis, the findings suggest that GBAs are mainly used in formal education and for assessment purposes, and most GBAs focus on assessing STEM content and cognitive skills. Furthermore, the current limitations indicate that future GBA research would benefit from the use of bigger data samples and more specialized algorithms. Based on our results, we discuss the status of the field with the current trends and the open challenges (including replication and validation problems) providing recommendations for the future research agenda of the GBA field.Comment: 23 pages, 12 figures, 1 tabl
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