6 research outputs found

    Learning African-american History In A Synthetic Learning Environment

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    Synthetic Learning Environments (SLEs) represent a hybrid of simulations and games, and in addition to their pedagogical content, rely on elements of story and interactivity to drive engagement with the learning material. The present work examined the differential impact of varying levels of story and interactivity on learning. The 2x2 between subjects design tested learning and retention among 4 different groups of participants, each receiving one of the 4 possible combinations of low and high levels of story and interactivity. Objective assessments of participant performance yielded the unexpected finding that learners using the SLE performed more poorly than any other learning group, including the gold-standard baseline. This result is made even more surprising by the finding that participants rated their enjoyment of and performance in that condition highest among the four conditions in the experiment. This apparent example of metacognitive bias has important implications for understanding how affect, narrative structure, and interactivity impact learning tasks, particularly in synthetic learning environments

    On the Validity of Metacritic in Assessing Game Value

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    The website Metacritic, which aggregates published reviews of various entertainment media into single ā€œmetascores,ā€ has in recent years become highly influential in the area of video games, both with respect to consumers and industry members. This has resulted in an increase both in the attention paid to Metacritic and the level of criticism leveled at the institution. The present work examines the scientific validity of Metacritic as a measure of game quality and value, from both a qualitative and a quantitative perspective. Evidence for a strong correlational link between game sales and Metacritic metascores is presented, along with a detailed analysis of a number of threats to validity identified in the metascore production process. The present work concludes that while Metacritic suffers from a number of serious threats to validity, it remains an important tool for the industry if used correctly

    Supporting Decision-Making in the Battlefield: Utility of Multimedia Information Transmission

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    In the theatre of war, environmental and workload factors (e.g., noise, time pressure) may dramatically overburden operator\u27s cognitive processes. Well designed multimedia technology can successfully minimize both intrinsic (working memory capacity) and extrinsic (inefficient use of information) sources of cognitive load, thereby facilitating the decision-making process. These positive mediating effects of multimedia technology can occur during three distinct phases of human information processing: 1) during sensorial information acquisition, by filtering out unnecessary environmental noise and transferring information via context-dependent modalities; 2) during decision-making, by making critical task-relevant cues more salient; and 3) following response execution, by providing necessary feedback to effectively evaluate the appropriateness of the decision taken. After analyzing the dramatic events that led to many US soldier casualties in a Somali rescue mission, this paper will propose a set of recommendations to help future task forces in urban environments, and to specify the greater goal of multimedia use on the battlefield

    Using Virtual Reality With And Without Gaming Attributes For Academic Achievement

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    A subcategory of computer-assisted instruction (CAI), games have additional attributes such as motivation, reward, interactivity, score, and challenge. This study used a quasi-experimental design to determine if previous findings generalize to non simulation-based game designs. Researchers observed significant improvement in the overall population for math skills in the non-game CAI control condition, but not in the game-based experimental condition. The study found no meaningful significant differences in language arts skills in any of the conditions. This finding has implications for the design of future learning games, suggesting that a simulation-based approach should be integrated into the gaming technology. Ā© 2006 Taylor & Francis Group, LLC. All rights reserved

    Synthetic Learning Environment Games: Prototyping A Humanities-Based Game For Teaching African American History

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    Generational differences and financial and motivational barriers have limited student access to humanities resources. We contend that Simulation-based Learning Games (SLGs) offer a potential means for delivering humanities content in a format that is more accessible to students and more appealing - both visually and interactively - than traditional educational materials. To explore this assertion, a prototype SLG was developed by students and faculty at the University of Central Florida. This prototype was created using off-the-shelf game technology, and was designed to incorporate sound principles drawn from both the science of learning and the area of game design. Additionally, the SLG is designed to reference and incorporate Florida\u27s Sunshine State Educational Standards to ensure relevance to and support of traditional educational methods
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