Abstract:
How a video game player negotiates the alien environment of a new game requires the activation of cognition to direct action. As the player constructs game play in the foreign environment mediating cognitive skills are used to facilitate progression through the game. The activation of skills used to negotiate understanding of the alien environment is reflective of a player’s general experience and familiarity with gaming technology, indicating the role of experience in how cognition is engaged. This presentation will discuss the results of a study that identifies a continuum of cognitive skills used to engage a new game, or alien environment, based on the player’s experiential level. The recognition of video game play as a domain of expertise signifies the development of sophisticated knowledge structures related to game play, allowing those with higher levels of experience to interact with a new game and activate a greater number of cognitive skills that supports learning from the new environment (Pillay, 2003, VanDeventer & White, 2002). Considering the interest in the application of video games to educational settings, the contrast of expert and novice processes while navigating the alien environment provides a method for identifying the baseline of skills activated by game play and their successive development resulting from experience (Chi, Feltovich, & Glaser, 1981; Elio & Scharf, 1990; Snyder, 2000; Zeitz, 1994). The role of cognition in navigating the alien environment of a new game has implications for the use of gaming technology by educators to support learning outcomes and their optimal design to support learning.
Video:
Works Cited:
Chi, Michelene T. H., Marshall J. Farr, Robert Glaser, Eds. The Nature of Expertise. Mahwah, NJ: Lawrence Erlbaum Associates, Inc, 1988.
Elio, R., P. B. Scharf. "Modeling novice-to-expert shifts in problem-solving strategy and knowledge organization." Cognitive Science: A Multidisciplinary Journal 14.4 (1990): 579-639.
Pillay, H.. "An investigation of cognitive processes engaged in by recreational computer game players: Implications for skills of the future." Journal of Research on Technology in Education 34.3 (2003): 336-350.
Snyder, J. L.. "An investigation of the knowledge structures of experts, intermediates and novices in physics." International Journal of Science Education 22.9 (2000): 979-992.
VanDeventer, S.S., J.A. White. "Expert behavior in children's video game play." Simulation Gaming 33 (2002): 28-48.
Zeitz, C.M.. "Expert-novice differences in memory, abstraction, and reasoning in the domain of literature." Cognition and Instruction 12.4 (1994): 277-312.



