Operation ARA: A computerized learning game that teaches critical thinking and scientific reasoning

被引:64
作者
Halpern, Diane F. [1 ]
Millis, Keith [2 ]
Graesser, Arthur C. [3 ]
Butler, Heather [4 ]
Forsyth, Carol [3 ]
Cai, Zhigiang [3 ]
机构
[1] Claremont Mckenna Coll, Dept Psychol, Claremont, CA 91711 USA
[2] No Illinois Univ, De Kalb, IL 60115 USA
[3] Univ Memphis, Memphis, TN 38152 USA
[4] Claremont Grad Univ, Claremont, CA USA
基金
美国国家科学基金会;
关键词
Computerized learning; Critical thinking; Scientific reasoning; Science of learning; Learning games; Serious games; FEEDBACK INTERVENTIONS;
D O I
10.1016/j.tsc.2012.03.006
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Operation ARA (Acquiring Research Acumen) is a computerized learning game that teaches critical thinking and scientific reasoning. It is a valuable learning tool that utilizes principles from the science of learning and serious computer games. Students learn the skills of scientific reasoning by engaging in interactive dialogs wit h avatars. They are tutored by avatars with tutoring sessions that vary depending on how well students have responded to questions about the material they are learning. Students also play a jeopardy-like game against a feisty avatar to identify flaws in research and then generate their own questions to determine the quality of different types of research. The research examples are taken from psychology, biology, and chemistry to help students transfer the thinking skills across domains of knowledge. Early results show encouraging learning gains. (C) 2012 Elsevier Ltd. All rights reserved.
引用
收藏
页码:93 / 100
页数:8
相关论文
共 27 条
[1]   An integrated theory of the mind [J].
Anderson, JR ;
Bothell, D ;
Byrne, MD ;
Douglass, S ;
Lebiere, C ;
Qin, YL .
PSYCHOLOGICAL REVIEW, 2004, 111 (04) :1036-1060
[2]   Cognitive tutors: Lessons learned [J].
Anderson, JR ;
Corbett, AT ;
Koedinger, KR ;
Pelletier, R .
JOURNAL OF THE LEARNING SCIENCES, 1995, 4 (02) :167-207
[3]  
[Anonymous], 2011, SUMM WORKSH
[4]  
Butler H. A., 2010, PROMOTING STUDENT EN, V1
[5]  
D'Mello S. K., COGNITION E IN PRESS, V26, P362
[6]  
Dodds P., 2004, Journal of Educational Multimedia and Hypermedia, V13, P391
[7]  
Driscoll D. M., 2003, Journal of Educational Computing Research, V29, P431, DOI 10.2190/Q8CM-FH7L-6HJU-DT9W
[8]   Increasing Speed of Processing With Action Video Games [J].
Dye, Matthew W. G. ;
Green, C. Shawn ;
Bavelier, Daphne .
CURRENT DIRECTIONS IN PSYCHOLOGICAL SCIENCE, 2009, 18 (06) :321-326
[9]  
ElBoghdady E., 2012, WASHINGTON POST BLOO
[10]  
Graesser A. C., 2012, APA Educational Psychology Handbook: Application to Learning and Teaching, V3, P451, DOI 10.1037/13275-018