A key concept within 21st-century skills is knowing how to acquire new knowledge and skills. Metacognition is the knowledge a person has of their own learning combined with the skills to apply that knowledge to enable more efficient and effective learning. Game-based learning can stimulate motivation as well as learning, but while various reviews have pointed out the opportunity for digital games to promote metacognition, little is known about how games can be designed to accomplish this. If we want learners to become better at learning with games, we need to investigate how metacognition can be supported and trained through game-based learning.Previous research has identified generic principles for designing metacognitive training, while only a few principles specific to game-based learning have been suggested. We designed the mobile game MeCo based on these design principles. MeCo was inspired by the mobile game Reigns and replicates its mechanic of exploring a dynamically branching story through choice-making by swiping cards left or right. However, in MeCo the objective is to learn as much as possible about different planets and their inhabitants, by planning, performing, and evaluating space exploration missions. Two metacognitive interventions were added to promote the transfer of metacognition to real-world learning situations: metacognitive question prompts and metacognitive feedback.A preliminary evaluation of the game was conducted using questionnaires and focus groups. Players found the game motivating enough to engage with the story and to be willing to play the game in their free time. Furthermore, they found that their in-game choices mattered, although more linear parts were preferred over more dynamically branching parts of the game. However, the humour in the narrative interfered with the more serious nature of metacognitive questions, resulting in players not taking the questions seriously enough to have an impact on metacognitive awareness. The implications for designing motivating digital games to enhance metacognition are discussed.
Game-based learning can motivate learners and help them to acquire new knowledge in an active way. However, it is not always clear for learners how to learn effectively and efficiently within game-based learning environments. As metacognition comprises the knowledge and skills that learners employ to plan, monitor, regulate, and evaluate their learning, it plays a key role in improving their learning in general. Thus, if we want learners to become better at learning through game-based learning, we need to investigate how metacognition can be integrated into the design of game-based learning environments.In this paper we introduce a framework that aids designers and researchers to formally specify the design of game-based learning environments encouraging metacognition. With a more formal specification of the metacognitive objectives and the way the training design and game design aims to achieve these goals, we can learn more through analysing and comparing different approaches. The framework consists of design dimensions regarding metacognitive outcomes, metacognitive training, and metacognitive game design. Each design dimension represents two opposing directions for the design of a game-based learning environment that are likely to affect the encouragement of metacognitive awareness within learners. As such, we introduce a formalised method to design, evaluate and compare games addressing metacognition, thus enabling both researchers and designers to create more effective games for learning in the future.
Het Steun-Stress Kracht-Kwetsbaarheidsmodel, laat zien welke factoren invloed hebben op het ontstaan van psychische klachten. Stress en kwetsbaarheid vergroten het risico op klachten. Sociale steun en het gebruik van sterke kanten dragen bij aan herstel. Werkboek 4 uit de reeks "Eigen Regie en Herstel" behandelt de sociale steun die de balans naar de goede kant kan uitslaan. Betekenisvolle relaties zijn belangrijk voor mensen. Sociale steun krijgen, vriendschap geven en belangrijk zijn voor anderen, is van groot belang voor herstel. In dit werkboek zijn strategieën beschreven om nieuwe mensen te leren kennen en het ontwikkelen van hechtere relaties met mensen die u al kent. Deze publicatie is een bewerkte, geautoriseerde vertaling van “Illness management and recovery: Personalized skills and strategies for those with mental illness” van Gingerich, S., Mueser, K. T., & New Hampshire-Dartmouth Psychiatric Research Center (2011). ISBN: 978-1616491062 Uitgever: Hazelden Foundation, Center City, MN 55012, USA.Nederlandse vertalingLaura Stalenhoef (Saxion, student TP)Marijke Brugman (Saxion; Netwerk IMR)Rieke Kamman (Dimence Groep)Grietje Meinen (RIBW Groep Overijssel; Netwerk IMR)Redactie/EditorAd Bergsma (Saxion Hogeschool)Hanneke Teunissen (Saxion Hogeschool)BewerkingAd Bergsma (Saxion Hogeschool)Ingrid Stevelmans (GGzE)Marijke Brugman (Saxion Hogeschool)Trudy Sterk (Zorggroep Apeldoorn en omstreken)Titus Beentjes (Dimence Groep)Jos Droës (Stichting Rehabilitatie '92)Petra Schaftenaar (Inforsa)Peter Pierik (Saxion Hogeschool)Kim Mueser (Department of Occupational Therapy, Boston University)Susan Gingerich (Independent Consultant, Philadelphia, PA, United States)IllustratiesIris de Rooij
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