Fifth International Symposium on Multimedia Software Engineering, 2003. Proceedings. 2003
DOI: 10.1109/mmse.2003.1254447
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Theories of learning: a computer game perspective

Abstract: Computer games provide a good environment for learning. Players learn to play the game without being taught didactically as the learning process takes place naturally in the virtual world. Learning is no longer a process of knowledge transfer from the expert to the novice. Learners need to construct the knowledge themselves by interacting with the environment. It is beneficial to study the theory underpinning computer games: how players learn and respond in the game environment. In this paper, the theories of … Show more

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Cited by 78 publications
(56 citation statements)
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“…While traditional direct contingency explanations of behavior alone may improve our understanding of game playing behavior to some extent, (see Loftus & Loftus, 1983;Siang & Rao, 2003) the current study demonstrates that complex derived relational processes must also be examined in any rigorous behavioral analysis of modern computer game playing. Indeed, a viable and potentially fruitful definition of game challenge in terms of relational complexity can now be offered to those researching game complexity in both academic and industrial settings.…”
Section: Discussionmentioning
confidence: 84%
“…While traditional direct contingency explanations of behavior alone may improve our understanding of game playing behavior to some extent, (see Loftus & Loftus, 1983;Siang & Rao, 2003) the current study demonstrates that complex derived relational processes must also be examined in any rigorous behavioral analysis of modern computer game playing. Indeed, a viable and potentially fruitful definition of game challenge in terms of relational complexity can now be offered to those researching game complexity in both academic and industrial settings.…”
Section: Discussionmentioning
confidence: 84%
“…To collect information on students' motivation, we designed a questionnaire using the hierarchy of players' needs proposed by Siang and Rao [15] and Greitzer et al [5]. These authors adapted Maslow's original hierarchy of needs to define seven criteria to be fulfilled to motivate players in a game: rules need (need 1); safety need (need 2); belongingness need (need 3); esteem need (need 4); need to know and understand (need 5); aesthetic need (need 6); and self actualization need (need 7).…”
Section: Methodsmentioning
confidence: 99%
“…We chose to design Robot ON! as a puzzle-type game, as puzzles have been shown to be effective tools for both helping to learn material as well as demonstrating higher level concepts such as critical thinking and problem-solving skills [11]. The player must activate a sequence of beacons in the correct order.…”
Section: The Robot On! Gamementioning
confidence: 99%