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Capturing Self-Regulated Learning Processes in Virtual Reality: Causal Sequencing of Multimodal Data
Marta Sobocinski; Daryn Dever; Megan Wiedbusch; Foysal Mubarak; Roger Azevedo; Sanna Järvelä – British Journal of Educational Technology, 2024
This study examines the embodied ways in which learners monitor their cognition while learning about exponential functions in an immersive virtual reality (VR) based game, "Pandemic" by Prisms of Reality. Traditionally, metacognitive monitoring has been assessed through behavioural traces and verbalised instances. When learning in VR,…
Descriptors: Computer Simulation, Educational Games, Video Games, Metacognition
Hsin-Yi Liang; Gwo-Jen Hwang; Tien-Yu Hsu; Jen-Yuan Yeh – British Journal of Educational Technology, 2024
Recently, alternate reality games (ARGs) have been applied in museum learning to encourage learners' active engagement through playful problem-solving activities. However, most learners have insufficient prior knowledge and metacognitive skills to complete the learning tasks in such games. To support learning with ARGs, there is a need to provide…
Descriptors: Artificial Intelligence, Technology Uses in Education, Computer Simulation, Game Based Learning
Dindar, Muhterem; Järvelä, Sanna; Haataja, Eetu – British Journal of Educational Technology, 2020
There is a growing body of research on physiological synchrony (PS) in Collaborative Problem Solving (CPS). However, the current literature presents inconclusive findings about the way in which PS is reflected in cognitive and affective group processes and performance. In light of this, this study investigates the relationship between PS and…
Descriptors: College Students, Metacognition, Physiology, Problem Solving