Using Computer Game Software in a First-Year Seminar and its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities.
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| Title: | Using Computer Game Software in a First-Year Seminar and its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities. |
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| Authors: | Case, Adam1 (AUTHOR) adam.case@drake.edu |
| Source: | TechTrends: Linking Research & Practice to Improve Learning. Jul2022, Vol. 66 Issue 4, p631-642. 12p. |
| Subject Terms: | *Problem solving, *Computer software, *College freshmen, *College students, Self |
| Abstract: | This article presents an experimental first-year seminar that uses game-based learning to develop the creative problem-solving abilities of first-year college students at a mid-sized university. A discussion on how the computer game, The Witness, was incorporated into the first-year seminar is given along with an overview of teaching practices. An exploratory study was conducted that tracked students' personal beliefs about their creative abilities and identities along with their performance completing a series of insight problems that have unexpected solutions. The quantitative data that was collected indicates that students' confidence in their creative problem-solving abilities increased during the course of the semester, while their beliefs regarding their creative personal identity decreased slightly. The results of this initial investigation are analyzed and discussed and future research directions for conducting a more significant study are proposed. [ABSTRACT FROM AUTHOR] |
| Copyright of TechTrends: Linking Research & Practice to Improve Learning is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Education Research Complete |
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| Header | DbId: ehh DbLabel: Education Research Complete An: 158081622 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Using Computer Game Software in a First-Year Seminar and its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Case%2C+Adam%22">Case, Adam</searchLink><relatesTo>1</relatesTo> (AUTHOR)<i> adam.case@drake.edu</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22TechTrends%3A+Linking+Research+%26+Practice+to+Improve+Learning%22">TechTrends: Linking Research & Practice to Improve Learning</searchLink>. Jul2022, Vol. 66 Issue 4, p631-642. 12p. – Name: Subject Label: Subject Terms Group: Su Data: *<searchLink fieldCode="DE" term="%22Problem+solving%22">Problem solving</searchLink><br />*<searchLink fieldCode="DE" term="%22Computer+software%22">Computer software</searchLink><br />*<searchLink fieldCode="DE" term="%22College+freshmen%22">College freshmen</searchLink><br />*<searchLink fieldCode="DE" term="%22College+students%22">College students</searchLink><br /><searchLink fieldCode="DE" term="%22Self%22">Self</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: This article presents an experimental first-year seminar that uses game-based learning to develop the creative problem-solving abilities of first-year college students at a mid-sized university. A discussion on how the computer game, The Witness, was incorporated into the first-year seminar is given along with an overview of teaching practices. An exploratory study was conducted that tracked students' personal beliefs about their creative abilities and identities along with their performance completing a series of insight problems that have unexpected solutions. The quantitative data that was collected indicates that students' confidence in their creative problem-solving abilities increased during the course of the semester, while their beliefs regarding their creative personal identity decreased slightly. The results of this initial investigation are analyzed and discussed and future research directions for conducting a more significant study are proposed. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of TechTrends: Linking Research & Practice to Improve Learning is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=ehh&AN=158081622 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1007/s11528-022-00736-7 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 12 StartPage: 631 Subjects: – SubjectFull: Problem solving Type: general – SubjectFull: Computer software Type: general – SubjectFull: College freshmen Type: general – SubjectFull: College students Type: general – SubjectFull: Self Type: general Titles: – TitleFull: Using Computer Game Software in a First-Year Seminar and its Effects on Students' Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Case, Adam IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 07 Text: Jul2022 Type: published Y: 2022 Identifiers: – Type: issn-print Value: 87563894 Numbering: – Type: volume Value: 66 – Type: issue Value: 4 Titles: – TitleFull: TechTrends: Linking Research & Practice to Improve Learning Type: main |
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