Using Cognitive and Affective Metrics in Educational Simulations and Games

Using Cognitive and Affective Metrics in Educational Simulations and Games

Applications in School and Workplace Contexts

O'Neil, Harold F., Jr.; Baker, Eva L.; Perez, Ray S.; Watson, Stephen E.

Taylor & Francis Ltd

05/2021

228

Dura

Inglês

9780367243821

15 a 20 dias

544

Descrição não disponível.
Editors' Preface; Part I: Cognitive Metrics; 1. Video Games and Higher Cognition; 2. Teaching and Assessing Young Gamers' Engineering Problem Solving Using Interactive Simulation Games; 3. Adaptation Evidence From a Digital Physics Game; Part II: Affective Metrics; 4. Metrics of Motivation in Simulations or Game Environments; 5. Metrics for Engagement in Games and Simulations for Learning; 6. Measuring and Increasing Self-Efficacy in a Game; 7. Measuring and Increasing Interest in a Game; 8. Metrics for Assessment in the Navy Life Game
Nonadaptive Version;Assessment issues in simulations and games;OLS Regression;metrics;Stratum II;testing and assessment;Engineering Problem Solving;games and simulations;Vocational Psychology;Eva L. Baker;Game Based Learning Research;Harold F. O'Neil;Cattell Horn Carroll Model;Ray Perez;Training Lengths;Steve Watson;Biological Band;psychometrics;Entertainment Video Games;qualitative assessment;Bayesian IRT;quantitative assessment;Problem Solving Tasks;educational psychology;Adaptive Game;educational technology;Self-reported Engagement;system architecture;Symbol Search Task;immersive systems;Adaptive Version;educational games;Bench Test;simulations;Posttest Scores;video games;Video Game Experience;serious games;Video Game Play;digital learning;Raven's Advanced Progressive Matrices;student needs;Van Iddekinge;cognitive ability;Pedagogical Agent;cognitive skills;Playback;adult learning;Technology Enhanced Learning Environments;intelligence;student motivation;creativity;Postsecondary education;Military psychology;Educational simulations