What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Trigger Happy: Videogames and the Entertainment Revolution
Trigger Happy: Videogames and the Entertainment Revolution
Empirical evidence for the existence and uses of metacognition in computer science problem solving
Proceedings of the 41st ACM technical symposium on Computer science education
Problem solving and collaboration using mobile serious games
Computers & Education
The effect of simulation games on the learning of computational problem solving
Computers & Education
Stochastic frontier estimation of efficient learning in video games
Computers & Education
Effects of cognitive style on digital jigsaw puzzle performance: A GridWare analysis
Computers in Human Behavior
Tweens' characterization of digital technologies
Computers & Education
The role of ICT coordinator. Priority and time dedicated to professional functions
Computers & Education
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The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose, the MMORPG Gersang was used. The participants, consisting of ninth graders, played the game until they all reached the third level to ensure that they have the same gaming ability prior to gaming for the study. Three meta-cognitive strategies were developed: self-recording, modeling and thinking aloud. Those strategies are specially related to gaming activities and applied in pre-gaming activities, gaming activities, and post-gaming activities. Three meta-cognitive strategies were set as independent variables. The social problem solving ability was set as a mediating variable, and academic achievement and scores in the game were chosen as dependent variables. The path between meta-cognitive strategies and both academic achievement and game performance by mediating social problem solving abilities were discovered. The social problem solving ability, which is the mediating variable, affects the academic achievement and the game performance very strongly. These results imply that a commercial game playing in conjunction with meta-cognitive strategies can be an effective way to increase students' performance both in learning and gaming by keeping them involved. Talking and observation activities such as thinking aloud and modeling are more effective than writing activities in enhancing the students' achievements both in learning and gaming.