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
中科院分区:
文献类型:
--
作者:
Case, Adam
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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