We explored 3-, 4-, and 5-year-olds' capacity to draw on a past experience that entailed the lack of a particular resource (in this case, toys) in one room, but not in another, to make an adaptive choice (i.e., place toys in the room where there were none) for a subsequent visit to the two rooms. Children's memory for which room had toys and which room did not was explicitly assessed. Children were then queried about where they should place a new set of toys for their next visit to the rooms. In Experiment 1, where children were asked about the "distant" future, 4- and 5-year-olds, but not 3-year-olds, placed the toys in the "no-toy" room at a rate significantly higher than chance. In Experiment 2, where children were asked about the "immediate" future, correct responses of 3-year-olds were still no different from chance, those of 5-year-olds were above chance, and those of 4-year-olds trended in this direction. Our discussion centers on the importance of assessing both "memory" and "foresight" on tasks purported to assess children's episodic foresight, the role of "temporal distance" on children's future-oriented behavior, and implications for future research.
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http://dx.doi.org/10.1016/j.jecp.2014.09.001 | DOI Listing |
BMC Med Educ
November 2024
Institute of Clinical Medicine, Faculty of Medicine, University of Oslo, Oslo, Norway.
Background: Well-designed escape room games engage students with complex problems and challenge clinical and teamwork skills, but their impact on learning has been uncertain. This study aimed to estimate the effect size of escape room game on performance in a broad knowledge test.
Methods: During clinical rotation in reproductive endocrinology and infertility (REI), medical students participated in a 3-hour small-group class.
Cureus
October 2024
Department of Anesthesiology, Uniformed Services University of the Health Sciences, Bethesda, USA.
Hu Li Za Zhi
August 2024
PhD, RN, Director, Department of Nursing, Shin Kong Wu Ho-Su Memorial Hospital, and Adjunct Associate Professor, Department of Nursing, College of Medicine, Fu Jen Catholic University, Taiwan, ROC.
The effectiveness of game-based learning strategies lies in the ability of these strategies to engage learners and enhance their motivation to learn. This is particularly important for today's younger generations, which are known to respond better to visual rather than textual information. Gamified education provides stimulating, realistic, and enjoyable learning experiences, helping students understand complex nursing knowledge and skills.
View Article and Find Full Text PDFBiochem Mol Biol Educ
July 2024
Departamento de Bioquímica y Biología Molecular, Facultad de Ciencias Químicas y Farmacéuticas, Universidad de Chile, Santiago, Chile.
This article presents a study on the implementation of a virtual escape-room game as a novel teaching methodology in biochemistry education. The game aimed to engage students in producing monoclonal antibodies against SARS-CoV-2 while reinforcing theoretical concepts and fostering teamwork. Three versions of the game were tested, incorporating modifications to address student feedback on and improve the overall experience.
View Article and Find Full Text PDFVR exergames offer an engaging solution to combat sedentary behavior and promote physical activity. However, challenges emerge when playing these games in shared spaces, particularly due to the presence of bystanders. VR's passthrough functionality enables players to maintain awareness of their surrounding environment while immersed in VR gaming, rendering it a promising solution to improve users' awareness of the environment.
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