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A pilot study of self-regulated learning and self-determination in a collaborative, commercial off-the-shelf game

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Authors
Ruuhijärvi, Petteri |
Mansikka, Tuomas
Date
2018
Discipline
PsykologiaPsychology
Copyright
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.

 
Tämän tutkimuksen tavoitteena oli arvioida englanninkielisen ja yhteistyöhön perustuvan pelillisen kontekstin vaikutusta yliopisto-opiskelijoiden (n = 4) itsesäätelevän oppijuuden taitoihin, painotuksen ollessa metakognitiivissa strategioissa. Huomioimme pelihetket, jotka pitivät sisällään itsemääräytyvyysteorian mukaisten tarpeiden; kompetenssi, autonomia ja yhteenkuuluvuus, toteutumista tai estymistä. Lisäksi, tutkimme mahdollisia muutoksia pelikeskeisessä motivaatiossa sekä englannin kielen minäpystyvyydessä. Keräsimme dataa pelisessioista sekä yksilökohtaisista haastatteluista ja yhteisestä loppuhaastattelutapaamisesta kyselylomakkein, havainnoimalla sekä puhtaaksikirjoitettujen ääninauhoitteiden avulla. Tulokset osoittavat, että pareihin muodostetut pelaajat käyttivät lukuisia metakognitiivisia strategioita, joista yleisimpiä olivat tiivistäminen, informaation esittäminen visuorepresentatiivisesti, informaatiolähteiden vaihtaminen ja avun pyytäminen. Millään spesifillä metakognitiivisella strategialla tai sen käyttöasteella ei kuitenkaan ollut ennustusarvoa pelissä ansaittuihin pistemääriin. Kompetenssin, autonomian ja yhteenkuuluvuuden alakategorioita löysimme 16 erilaista, mitkä sovitimme itsesäätelevän oppijuuden jo olemassaoleviin teorioihin. Motivaatio pelaamiseen sisäistyi yhdellä osallistujalla ja englannin kieleen liittyvä minäpystyvyys kasvoi kahdella osallistujalla. Tutkimukseen osallistujat toivat lisäksi esiin kehitystä muistiinpanotaidoissaan ja tiimityöskentelyssään, huomioiden näiden mahdollisen siirtymävaikutuksen myös tavalliseen kouluympäristöön. Tuloksemme antavat suuntaa jatkotutkimukselle ja puoltavat tämän siirtymävaikutuksen sisältävien pelien lisäämistä kouluympäristöihin. ...
 
The purpose of this pilot study was to assess the possibilities of a collaborative gamified context as a learning environment to improve university students’ (n = 4) self-regulated learning skills, and in particular their use of metacognitive strategies. We also searched for moments of gameplay indicative of fulfillment or dissatisfaction of competence, autonomy, and relatedness; the basic psychological needs taken from the Self-Determination Theory. Furthermore, we examined whether the game would affect other self-related concepts; motivation for learning, measured by internalization of motivation and English language self-efficacy. Study data was collected using questionnaires, observations and transcriptions of the game sessions, and with post-game one-on-one interviews and a final joint group gathering interview, of which both were transcribed. Results indicate that, during gameplay, participant pairs used various metacognitive strategies; most prevalently summarization, representing information visually, switching between information sources and help-seeking. Neither the use of a specific metacognitive strategy or the frequency of strategy use in general predicted game scores in either pair. We identified 16 different subcategories of competence, autonomy, and relatedness, which we then fitted into existing theories of self-regulated learning. Motivation for playing internalized in one participant, and self-efficacy for English language use increased in two other participants. The participants also put forth progress in their note-taking and teamwork skills, while also taking into account their transfer from gameplay to school environments. Our results demonstrate the potential in games where this transfer is likely, setting a role for future research in further investigating the related phenomena. ...
 
Keywords
self-regulated learning self-determination game-based learning collaborative board games pelit lautapelit omatoimisuus metakognitio itsesäätely itsemäärääminen yhteisöllinen oppiminen sosiaalinen kognitio sosiaalinen oppiminen motivaatio games board games self-efficacy metacognition self-regulation (adjustment) autonomy (cognition) collaborative learning social cognition social learning motivation (mental objects)
URI

http://urn.fi/URN:NBN:fi:jyu-201808303969

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