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The Role of Epistemic Curiosity in Game-Based Learning: Distinguishing Skill Acquisition From Adaptation

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Listed:
  • Jonathan T. Huck
  • Eric Anthony Day
  • Li Lin
  • Ashley G. Jorgensen
  • Joseph Westlin
  • Jay H. Hardy III

Abstract

Background Videogames are emerging as increasingly popular tools for training complex skills, in part due to their potential for improving the transfer of learning to changing demands. One caveat is that training outcomes are primarily influenced by a learner’s capability and willingness to engage in adaptive learning processes. The present study examined the role of epistemic curiosity as a predisposition for seeking information and resolving gaps in knowledge. Method Using a game-based learning environment with strong cognitive and perceptual-motor demands, we tested the effects of interest- and deprivation-type epistemic curiosity on performance during skill acquisition and adaptation to unforeseen change. A task-change paradigm and piecewise latent trajectory model disentangled the effects on performance trajectories corresponding to skill acquisition and adaptation. Results Interest-type epistemic curiosity, but not deprivation-type , was positively related to baseline performance, even after controlling for cognitive ability and videogame experience. Moreover, the positive effect of interest-type epistemic curiosity on post-change performance (i.e., adaptation) was fully mediated by pre-change performance. Discussion These findings indicate that interest-type epistemic curiosity is particularly important in the earlier phases of learning, but explains little variability in adaptive performance beyond its direct influence on performance acquired prior to change. This research speaks to the roles of individual differences in cognition and motivation during game-based learning .

Suggested Citation

  • Jonathan T. Huck & Eric Anthony Day & Li Lin & Ashley G. Jorgensen & Joseph Westlin & Jay H. Hardy III, 2020. "The Role of Epistemic Curiosity in Game-Based Learning: Distinguishing Skill Acquisition From Adaptation," Simulation & Gaming, , vol. 51(2), pages 141-166, April.
  • Handle: RePEc:sae:simgam:v:51:y:2020:i:2:p:141-166
    DOI: 10.1177/1046878119895557
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    References listed on IDEAS

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    1. Wood, Robert E., 1986. "Task complexity: Definition of the construct," Organizational Behavior and Human Decision Processes, Elsevier, vol. 37(1), pages 60-82, February.
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    3. DeShon, Richard P. & Alexander, Ralph A., 1996. "Goal Setting Effects on Implicit and Explicit Learning of Complex Tasks," Organizational Behavior and Human Decision Processes, Elsevier, vol. 65(1), pages 18-36, January.
    4. Hardy, Jay H. & Day, Eric Anthony & Hughes, Michael G. & Wang, Xiaoqian & Schuelke, Matthew J., 2014. "Exploratory behavior in active learning: A between- and within-person examination," Organizational Behavior and Human Decision Processes, Elsevier, vol. 125(2), pages 98-112.
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    Cited by:

    1. J. Tuomas Harviainen, 2020. "Real, Half-Real, Irreal, Unreal," Simulation & Gaming, , vol. 51(2), pages 111-113, April.

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