Self-Regulated Learning in Serious Digital Games
Course code
old course code
Course title in Estonian
Enesemääratletud õppimine digitaalsetes tõsimängudes
Course title in English
Self-Regulated Learning in Serious Digital Games
ECTS credits
Assessment form
lecturer of 2021/2022 Spring semester
lecturer not assigned
lecturer of 2022/2023 Autumn semester
lecturer not assigned
Course aims
The aim of this course is for students to develop an understanding of both self-regulated learning and considerations for encouraging self-regulation in the development of serious digital games.
Brief description of the course
The course will survey findings within the recent literature related the impact that serious games have upon the ability to regulate one's learning and also upon how individual differences in students' cognitive strategy use, metacognitive regulation, and motivation (goal setting, goal orientation, interest, self-efficacy, etc.) impact performance in serious games. A focus of the course will be in the careful consideration of how the components of serious games can be developed to maximize content-based learning and also other valued outcomes such as critical thinking, creativity, and transfer of learning.
Learning outcomes in the course
Upon completing the course the student:
- is able to describe self-regulated learning and articulate the importance of self-regulation in serious games;
- understands the current state of the research involving cognitive, metacognitive, and motivational variables that have been studied in serious game contexts;
- apply knowledge gained in the course in the development of new serious games or alteration of existing games.
John Nietfeld