Abstract
This paper describes how a short, repeated and structured opportunity to reflect was integrated in the storyline of a serious game in order to stimulate the development of a meta-cognitive skill: the ability to self-assess the degree of confidence in own answers. An empirical validation of the approach, conducted with 28 college pupils, delivers an uncommon pattern: while the cognitive benefits—the acquisition of academic knowledge in optics—are negligible and mixed up, the meta-cognitive gains
present a raising tendency. The experiment also demonstrates that reflection does not necessarily hamper the game flow, if certain
conditions, discussed in the paper, are met.
Original language | English |
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Pages (from-to) | 361-374 |
Number of pages | 14 |
Journal | Education and Information Technologies |
Volume | 19 |
Issue number | 2 |
Early online date | 25 Oct 2012 |
DOIs | |
Publication status | Published - Jun 2014 |
Keywords
- Serious games
- Meta-cognition
- Reflection
- Secondary school
- Science learning
- Game-based learning
- Confidence degrees
- Confidence marking
- Reflection amplifiers
- Elektra
- Seconday school pupils