HOW DOES PREDICTION ERROR IMPACT ON LEARNING? THE CASE OF COMPUTER GAMES

被引:0
作者
Demetriou, Skevi [1 ]
机构
[1] Univ Bristol, Bristol BS8 1TH, Avon, England
来源
EDULEARN12: 4TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES | 2012年
关键词
reward; uncertainty; prediction error; computer games; motivation; learning; memory neuroeducation; DOPAMINE NEURONS; REWARD; RISK; MEMORY; MODEL; CONSEQUENCES; NEUROSCIENCE; UNCERTAINTY; MOTIVATION; DISTINCT;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This is a study with children about the exploration of the motivational properties of reward uncertainty and its impact on learning in the environment of an educational computer game. The investigations focused on positive reward prediction error and its relationship to successful or unsuccessful learning in the specific computer game context. This study found that, on average, PE for successful learning (M = 35.70, SE = .88) was significantly higher than PE for unsuccessful learning (M = 33.65, SE = 1.00), with an effect of medium size [t(49) = 2.26, 1-tailed: p < .025, r = .31], suggesting that PE is linked to successful learning. This is an interesting finding due to its implications for education since it allows predictions as to when learning is most likely due to take place within such computer gaming environments.
引用
收藏
页码:5117 / 5128
页数:12
相关论文
共 50 条
  • [41] Learning Object-Oriented Programming With Computer Games: A Game-Based Learning Approach
    Wong, Yoke Seng
    Yatim, Maizatul Hayati Binti Mohammad
    Tan, Wee Hoe
    PROCEEDINGS OF THE 9TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2015), 2015, : 729 - 737
  • [42] Influence of problem-based learning games on effective computer programming learning in higher education
    Chang, Chiung-Sui
    Chung, Chih-Hung
    Chang, Julio Areck
    ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT, 2020, 68 (05): : 2615 - 2634
  • [43] Affective Learning in Digital Education-Case Studies of Social Networking Systems, Games for Learning, and Digital Fabrication
    Naykki, Piia
    Laru, Jari
    Vuopala, Essi
    Siklander, Pirkko
    Jarvela, Sanna
    FRONTIERS IN EDUCATION, 2019, 4
  • [44] Games for Learning: Does Gender Make a Difference?
    Boyle, Elizabeth
    Connolly, Thomas
    2ND EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2008, : 69 - 76
  • [45] Improving instructions in educational computer games: Exploring the relations between goal specificity, flow experience and learning outcomes
    Erhel, Severine
    Jamet, Eric
    COMPUTERS IN HUMAN BEHAVIOR, 2019, 91 : 106 - 114
  • [46] Using Narrative-based Contextual Games to Enhance Language Learning: A Case Study
    Chen, Zhi-Hong
    Chen, Howard Hao-Jan
    Dai, Wan-Jhen
    EDUCATIONAL TECHNOLOGY & SOCIETY, 2018, 21 (03): : 186 - 198
  • [47] Theory Protection in Associative Learning: Humans Maintain Certain Beliefs in a Manner That Violates Prediction Error
    Spicer, Stuart G.
    Mitchell, Chris J.
    Wills, Andy J.
    Jones, Peter M.
    JOURNAL OF EXPERIMENTAL PSYCHOLOGY-ANIMAL LEARNING AND COGNITION, 2020, 46 (02) : 151 - 161
  • [48] Interaction of Instrumental and Goal-Directed Learning Modulates Prediction Error Representations in the Ventral Striatum
    Guo, Rong
    Boehmer, Wendelin
    Hebart, Martin
    Chien, Samson
    Sommer, Tobias
    Obermayer, Klaus
    Glaescher, Jan
    JOURNAL OF NEUROSCIENCE, 2016, 36 (50) : 12650 - 12660
  • [49] The impact of elevated body mass on brain responses during appetitive prediction error in postpartum women
    Shearrer, Grace E.
    Nansel, Tonja R.
    Lipsky, Leah M.
    Sadler, Jennifer R.
    Burgers, Kyle S.
    PHYSIOLOGY & BEHAVIOR, 2019, 206 : 243 - 251
  • [50] Roles of computer agents in digital games: effects on learning performance, perceptions, and behaviors
    Zhang, Di
    Hwang, Gwo-Jen
    Chu, Shih-Ting
    INTERACTIVE LEARNING ENVIRONMENTS, 2024, 32 (10) : 6325 - 6345