Using Computer Game Software in a First-Year Seminar and its Effects on Students’ Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities

Using Computer Game Software in a First-Year Seminar and its Effects on Students’ Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities
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在第一年研讨会中使用电脑游戏软件及其对学生创造性自我效能感、创造性个人身份和洞察问题解决能力的影响

DOI:
10.1007/s11528-022-00736-7
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发表时间:
2022
期刊:
影响因子:
2.5
通讯作者:
Case, Adam
Case, Adam
中科院分区:
--
文献类型:
--
作者:
Case, Adam

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本文介绍了一个实验性的一年级研讨会,使用游戏为基础的学习,以发展创造性的问题解决能力的一年级大学生在一所中等规模的大学。讨论如何电脑游戏,证人,被纳入第一年的研讨会是沿着的教学实践的概述。一项探索性研究进行了跟踪学生的个人信念,他们的创造能力和身份沿着他们的表现完成了一系列的洞察力问题,有意想不到的解决方案。所收集的定量数据表明,学生的信心,在他们的创造性解决问题的能力在本学期的过程中增加,而他们的信念,他们的创造性的个人身份略有下降。对初步调查的结果进行了分析和讨论,并提出了今后开展更有意义的研究的方向。
This article presents an experimental first-year seminar that uses game-based learning to develop the creative problem-solving abilities of first-year college students at a mid-sized university. A discussion on how the computer game,The Witness, was incorporated into the first-year seminar is given along with an overview of teaching practices. An exploratory study was conducted that tracked students’ personal beliefs about their creative abilities and identities along with their performance completing a series of insight problems that have unexpected solutions. The quantitative data that was collected indicates that students’ confidence in their creative problem-solving abilities increased during the course of the semester, while their beliefs regarding their creative personal identity decreased slightly. The results of this initial investigation are analyzed and discussed and future research directions for conducting a more significant study are proposed.
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