Towards in situ measurement of affective variables during playing educational LARPs: A pilot study
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11320%2F15%3A10318626" target="_blank" >RIV/00216208:11320/15:10318626 - isvavai.cz</a>
Nalezeny alternativní kódy
RIV/00216208:11210/15:10318626
Výsledek na webu
<a href="http://artemis.ms.mff.cuni.cz/main/tiki-publications.php?by=year" target="_blank" >http://artemis.ms.mff.cuni.cz/main/tiki-publications.php?by=year</a>
DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Towards in situ measurement of affective variables during playing educational LARPs: A pilot study
Popis výsledku v původním jazyce
Live action role playing games can be used for educational purposes (edu-LARPs), but information about their learning effectiveness is limited. To our knowledge, even quantitative instruments for in situ measuring (i.e. during playing the game) of affective constructs, for instance flow or generalized positive and negative affect in edu-LARPs, are lacking. Existing instruments cannot be applied straightforwardly due to several reasons; most notably, because they are not gamified. Administering a non-gamified inventory in the game can influence/interrupt the states it is supposed to measure. The research aim of our new project is to investigate acquisition of mental models of mechanical devices learnt within an edu-LARP and correlate the quality of theacquired mental model with in situ flow and generalized positive/negative affect (planned N ~ 10 groups x 10 participants). So far, we have conducted three pilots (N ~ 10, 12, 13) for which we developed a new method for assessing these co
Název v anglickém jazyce
Towards in situ measurement of affective variables during playing educational LARPs: A pilot study
Popis výsledku anglicky
Live action role playing games can be used for educational purposes (edu-LARPs), but information about their learning effectiveness is limited. To our knowledge, even quantitative instruments for in situ measuring (i.e. during playing the game) of affective constructs, for instance flow or generalized positive and negative affect in edu-LARPs, are lacking. Existing instruments cannot be applied straightforwardly due to several reasons; most notably, because they are not gamified. Administering a non-gamified inventory in the game can influence/interrupt the states it is supposed to measure. The research aim of our new project is to investigate acquisition of mental models of mechanical devices learnt within an edu-LARP and correlate the quality of theacquired mental model with in situ flow and generalized positive/negative affect (planned N ~ 10 groups x 10 participants). So far, we have conducted three pilots (N ~ 10, 12, 13) for which we developed a new method for assessing these co
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
AN - Psychologie
OECD FORD obor
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Návaznosti výsledku
Projekt
<a href="/cs/project/GA15-14715S" target="_blank" >GA15-14715S: Efektivní osvojování si mentálních modelů a stav vysokého zaujetí studenta - hledání souvislostí</a><br>
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2015
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
Proceedings of the European Conference on Games-based Learning
ISBN
978-1-910810-58-3
ISSN
2049-0992
e-ISSN
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Počet stran výsledku
3
Strana od-do
767-769
Název nakladatele
Academic Conferences and Publishing International Limited
Místo vydání
Reading, UK
Místo konání akce
Steinkjer, Norway
Datum konání akce
8. 10. 2015
Typ akce podle státní příslušnosti
EUR - Evropská akce
Kód UT WoS článku
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