 |
Edited by
Dr. David J. Ayersman, Mary Washington College, and Dr. W.
Michael Reed,
New York University
Incoming editor: Dr. Lynne Schrum, University of Georgia
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| formerly Journal of Research on Computing in
Education |
Volume 34 Number
3 2002
An
Investigation of Cognitive Processes Engaged in by Recreational Computer
Game Players: Implications for Skills of the Future
Hitendra Pillay
Queensland University of Technology
Abstract
This exploratory study investigated the influence of
two recreational computer games on childrens subsequent
performance on computer-based instructional tasks. Children were
assigned to three groups: two were invited to play their respective
recreational computer games, and the third acted as a control group. All
three groups then worked on a common set of educational tasks from
environmental education software. The three groups performances on
a set of educational tasks were compared using quantitative analysis for
speed and correct solutions, and then qualitatively for the cognitive
manoeuvres engaged in to accomplish the tasks. The findings suggest that
playing recreational computer games may influence childrens
performance on subsequent computer-based educational tasks. However, the
extent of this influence depended on how closely the recreational
computer game types matched the design of the tasks in the educational
software. The cognitive manoeuvres used by game players also depended on
the types of games played during the learning phase. Linear
cause-and-effect games tended to encourage meansend analysis
strategy, whereas adventure games encouraged inferential and proactive
thinking. Though the findings of this study are encouraging, further
studies need to be undertaken to replicate the results. (Keywords:
cognition, computer games, educational technology, thinking.)
Contributor
Dr. Hitendra Pillay is a senior lecturer in the
School of Learning and Professional Studies and deputy director of the
Centre for Cognitive Processes in Learning. His research interests
include adult education, industry-based training, learning and
cognition, spatial problem solving, and technology-based learning
environments.
Download
the full article (PDF, 51 KB, PDF Instructions)
Contact
Dr. Hitendra Pillay
Learning and Professional Studies
Queensland University of Technology
Victoria Park Rd., Kelvin Grove Queensland 4059
Australia
h.pillay@qut.edu.au
Copyright © 2002, ISTE (International Society for Technology
in Education).
All rights reserved.
| cognition, computer games, educational technology, thinking |
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