Assessing Problem Solving in Simulation Games

Author(s):  
Harold F. O’Neil ◽  
Hsin-Hui Chen ◽  
Richard Wainess ◽  
Chun-Yi (Danny) Shen
1993 ◽  
Vol 59 (5) ◽  
pp. 444-455 ◽  
Author(s):  
Maurice Hollingsworth ◽  
John Woodward

This study investigated the effectiveness of an explicit strategy as a means of linking facts, concepts, and problem solving in an unfamiliar domain of learning. Participants were 37 secondary students with learning disabilities. All students were taught health facts and concepts, which they then applied to problem-solving exercises presented through computer-simulation games. Students in the experimental group were taught an explicit strategy for solving the problems; the comparison group was given supportive feedback and encouraged to induce their own strategies. The explicit strategy group performed significantly better on two transfer measures, including videotaped problem-solving exercises.


2011 ◽  
pp. 1495-1512
Author(s):  
Robert D. Tennyson ◽  
Robert L. Jorczak

Impressed by the motivation and effort displayed by players of complex and highly interactive electronic games, psychological researchers seek to apply gaming techniques to enhance globalization of diverse populations in problem solving and decision making. Researchers are interested in identifying characteristics of entertainment games that influence player motivation and learning. From the perspective of Interactive Cognitive Complexity theory, researchers need to examine how game variables relate to key learning components, including learner affect, cognitive strategy, and knowledge/skill acquisition. From a learning perspective, video simulation games are primarily a series of problem solving interactions set in a specific virtual context and using various learning aids that support the solving of problems to achieve the object of the game. Cognitive problem solving factors and strategies are; therefore, key independent variables for learning game studies. In creating such a framework, the authors propose five conceptual categories of instructionally relevant game variables: (1) virtual context, (2) problem specification, (3) interaction and control, (4) learning support, and (5) social interaction. Proposed is that electronic gaming methodology, founded in cognitive learning theory, will enhance efficient and effective development efforts to improve learning of global management strategies.


2011 ◽  
Vol 57 (3) ◽  
pp. 1907-1918 ◽  
Author(s):  
Chen-Chung Liu ◽  
Yuan-Bang Cheng ◽  
Chia-Wen Huang

Author(s):  
Robert D. Tennyson ◽  
Robert L. Jorczak

Impressed by the motivation and effort displayed by players of complex and highly interactive electronic games, psychological researchers seek to apply gaming techniques to enhance globalization of diverse populations in problem solving and decision making. Researchers are interested in identifying characteristics of entertainment games that influence player motivation and learning. From the perspective of Interactive Cognitive Complexity theory, researchers need to examine how game variables relate to key learning components, including learner affect, cognitive strategy, and knowledge/skill acquisition. From a learning perspective, video simulation games are primarily a series of problem solving interactions set in a specific virtual context and using various learning aids that support the solving of problems to achieve the object of the game. Cognitive problem solving factors and strategies are; therefore, key independent variables for learning game studies. In creating such a framework, the authors propose five conceptual categories of instructionally relevant game variables: (1) virtual context, (2) problem specification, (3) interaction and control, (4) learning support, and (5) social interaction. Proposed is that electronic gaming methodology, founded in cognitive learning theory, will enhance efficient and effective development efforts to improve learning of global management strategies.


Author(s):  
Shujin Li

Introduction Racism, discrimination and microaggressions experienced by underrepresented nursing students contribute to a loss of confidence, and feelings of sadness and anger.1,2,3 These experiences affect the students’ academic performance, and personal wellness. 1,2,3 There is a need for innovative and accessible resources that provide instruction and promote critical thinking regarding racism and microaggressions in the classroom and clinical setting. The aim of the CHARM project is to provide a toolkit for nursing students regarding how to respond safely and effectively to microaggressions. Method The use of eLearning and simulation games have successfully been used to provide education and problem-solving skills in healthcare when interacting with various groups of individuals. A group of seven nursing students are collaborating with faculty to develop an eLearning Toolkit and virtual simulation games (VSGs) focused on addressing racism and microaggressions. Results To date, the outline of a website that includes access to a pre-learning module and 5 VSGs have been designed.  The pre-learning module includes definitions and education regarding the 6-step method to responding to microaggressions.4,5 The VSGs immerse the players into various scenarios where they are provided with options on how to respond in clinical situations and the potential consequences of the response they choose.   Discussion This project is a work in progress, and it is hoped that this project will support nursing students, so that they feel less alone. In addition, we hope to improve their confidence and provide resources in managing encounters where racism and microaggressions occur.        


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