Session Summary

Perception, Creativity, and Outcomes Related to Gamification

Sun, April 19, 12:25 to 1:55pm, Virtual Room

Session Type: Paper Session

Abstract

In this session, researchers detect students' spacial thinking with 3D design, measure visuospatial cognition via the tile matching game Mahjong, test the effects of game-level and student-related characteristics on student persistence, gamification and its connection to situational interest and self-efficacy, and the concept of creativity within a CSCL environment.

Sub Unit

Papers

Discussant