Investigating the effects of SOLO taxonomy with reflective practice on university students’ meta-cognitive strategies, problem-solving, cognitive flexibility, spatial anxiety: an embedded mixed-method study on 3D game development

元认知 数学教育 灵活性(工程) 认知 心理学 背景(考古学) 计算机科学 21世纪技能 知识管理 数学 生物 统计 古生物学 神经科学
作者
Hatice Yıldız Durak,Nilüfer Atman Uslu
出处
期刊:Interactive Learning Environments [Taylor & Francis]
卷期号:31 (10): 7354-7376 被引量:9
标识
DOI:10.1080/10494820.2022.2067187
摘要

The 3D game development process is significant in improving knowledge and skills, such as literacy of information technologies, computational, analytical, and algorithmic thinking, programming, and spatial abilities. Besides, the 3D game development is a difficult and complex learning process. Within this context, it was decided that teaching should be restructured to support the metacognitive strategies' use skills of students. SOLO taxonomy was used as a framework for restructuring the content of teaching. In the literature, SOLO is preferred as a solution for teaching contents, which is complex and challenging to learn. The aim of this study is to improve problem-solving skills (PSS), cognitive flexibility, meta-cognitive strategies use skills and spatial anxiety in teaching the 3D game development, supported with metacognitive strategies and restructured with SOLO. An embedded pattern is used in this study. This study showed that experimental intervention influences change in students' PSS and metacognitive strategies use skills. It is necessary to include SOLO taxonomy in content planning to increase the learning performance. It is supposed that the study results will provide an insight for implementers to design and execute difficult and complex teaching in computer science education and will assist them in developing different perspectives.
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