Learning by Playing 2014
DOI: 10.1093/acprof:osobl/9780199896646.003.0002
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Virtual to Real Life—Assessing Transfer of Learning from Video Games

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Cited by 8 publications
(6 citation statements)
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“…For example, the video game avatar may explore a virtual world gaining points or powers by completing a working memory task (see Prins et al, 2013 The efficacy of gaming to promote EF skills among learners of all ages warrants consistent replication, particularly with regard to "far transfer" (Diamond & Liang, 2015; Melby-Lervag & Hulme, 2013) before widespread adoption of game play as an intervention for cognitive skills should be urged. Far transfer refers to learning in a given context that facilitates one's learning or ability to carry out a task in a new context as compared to near transfer in which learning in a given context facilitates one's learning in a similar context (see Barnett, 2014, for a treatment of transfer within video games). Further, myriad important questions remain unanswered including whether certain individual differences mediate the effectiveness of such training (Jaeggi, Buschkuehl, Jonides, & Shah, 2011) and how to best "gamify" training to produce positive outcomes (Katz, Jaeggi, Buschkuehl, Stegman, & Shah, 2014).…”
Section: Media Use During Middle Childhoodmentioning
confidence: 99%
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“…For example, the video game avatar may explore a virtual world gaining points or powers by completing a working memory task (see Prins et al, 2013 The efficacy of gaming to promote EF skills among learners of all ages warrants consistent replication, particularly with regard to "far transfer" (Diamond & Liang, 2015; Melby-Lervag & Hulme, 2013) before widespread adoption of game play as an intervention for cognitive skills should be urged. Far transfer refers to learning in a given context that facilitates one's learning or ability to carry out a task in a new context as compared to near transfer in which learning in a given context facilitates one's learning in a similar context (see Barnett, 2014, for a treatment of transfer within video games). Further, myriad important questions remain unanswered including whether certain individual differences mediate the effectiveness of such training (Jaeggi, Buschkuehl, Jonides, & Shah, 2011) and how to best "gamify" training to produce positive outcomes (Katz, Jaeggi, Buschkuehl, Stegman, & Shah, 2014).…”
Section: Media Use During Middle Childhoodmentioning
confidence: 99%
“…One highly salient concern for researchers and game developers is whether a given game or app requires players to use the knowledge and skills for which it was designed to promote (Fisch, ). This concern pertains to the larger issue of transfer of learning as noted above, whereby far transfer remains more elusive than near transfer (see Barnett, ; Blumberg, Almonte, Barkhardori, & Leno, ; Masson, Bub, & Lalonde, ; Powers & Brooks, ). Thus, a game or app designated as educational may warrant further consideration from a policy and research standpoint.…”
Section: Transfer Of Learningmentioning
confidence: 99%
“…One of the most pervasive recommendations is to determine what exactly needs to be transferred. 28 , 29 Another common recommendation is to identify the application environment and make explicit connections to it. 28 , 29 , 30 However, in a review, Kuipers et al, 30 found that transfer of learning is rarely addressed as a design rationale in DBCIs for health – it is more often described as an outcome.…”
Section: Discussionmentioning
confidence: 99%
“…Therefore, learning that is associated with video games are considered to be transferrable as long as they have a promise of teaching quantitatively measurable matters such as mathematics, physics etc. In many cases, such as reports from Best (2014) and Barnett (2014), the findings are classed as vague and unsatisfying. Such approaches that consider both transfer and evaluation, clash with the educational outcomes that are targeted and valued in art and design studio spaces.…”
Section: Introductionmentioning
confidence: 99%