2012
DOI: 10.1177/1046878112459261
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Conceptual Change During a Serious Game

Abstract: In our research, we used two different versions of a serious game to realize conceptual change regarding classical Newtonian mechanics. We propose the Serious Gaming Lemniscate Model (SGLM). It states that in an educational game, a player is either in a gaming state, intuitively acting on the feedback in the game, or in a learning state, rationally reflecting on the gaming experience. To test our model, we moved the student from the gaming state to the learning state. Next, we investigated whether this shift w… Show more

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Cited by 24 publications
(15 citation statements)
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References 21 publications
(34 reference statements)
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“…Multimedia learning environments are assumed to facilitate mental model development by allowing learners to interact with complex systems (Wouters et al, 2009; Sitzmann, 2011; Koops and Hoevenaar, 2013). More specifically, such environments can foster learners’ active engagement with the learning material.…”
Section: Introductionmentioning
confidence: 99%
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“…Multimedia learning environments are assumed to facilitate mental model development by allowing learners to interact with complex systems (Wouters et al, 2009; Sitzmann, 2011; Koops and Hoevenaar, 2013). More specifically, such environments can foster learners’ active engagement with the learning material.…”
Section: Introductionmentioning
confidence: 99%
“…Furthermore, multimedia learning environments can provide contextualized feedback on learners’ actions. Thereby, they can trigger cognitive conflicts, which foster the correction of misconceptions in existing mental models (Koops and Hoevenaar, 2013). For example, in a recent study by Kao et al (2017), learners played a serious game to acquire principles of basic machinery physics.…”
Section: Introductionmentioning
confidence: 99%
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“…He argued that this goal can be achieved by engaging students fully in all four modes of the experiential learning cycleexperiencing, reflecting, thinking, and acting. Consequently, the games designed based on Kolb's theory should include features that allow students to experience all those learning modes (e.g., Egenfeldt-Nielsen 2005 in Kebritchi & Hirumi, 2008;Koops & Hoevenaar, 2012).…”
Section: Selecting the Appropriate Theorymentioning
confidence: 99%
“…A key theory on experiential learning is developed by Kolb (1984), and adapted for the case of serious games by various authors (Ruben, 1999;Koops & Hoevenaar, 2012). Using insights from general cognitive constructivist learning theories and the five stage model of skill acquisition by Dreyfus & Dreyfus (1980) (shown in Figure 1), Taconis (2011), developed a hypothetical model of experiential learning in serious games.…”
Section: Serious Games and Learningmentioning
confidence: 99%