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Text Previews (text result may be not accurate) Assessing Higher Order Thinking in Video Games
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stipulates that participation requires extensive user interac-
indicates the context within which the game takes place.
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Characteristics
Y/N
1/0
Requires users to assume a role in the game, rather than
simply play.
Offers meaningful interaction such as dialogue with NPCs.
Has a storyline.
Has a complex storyline with characters users care about.
Has complex puzzles requiring effort to solve.
Uses three-dimensional graphics.
Allows multiple views or camera pans and the ability to
zoom in and out.
Simulates complex processes requiring adjustment of
variables by users to obtain desired results or adjusting
variables leads to different results.
Avatars are lifelike.
Requires interaction with virtual elements within the game.
Requires gathering of information in order to complete.
Requires synthesis of knowledge in order to complete or
successfully engage elements in the game.
Environment effectively replicates real world.
NPCs display AI characteristics.
NPCs display effective use of AI resulting in dynamic
experiences for the user.
Total score:
(Indicating placement on the Video Game Cognitive
Viability Index)
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Perfect score
. Game displays highest elements of
cognitive viability.
15-19
Upper-range
. Game holds several positive characteristics
lending itself to higher order thinking.
14-18
Mid-range
. Game is probably acceptable for some higher
order thinking opportunities.
9-13
Lower-range
. Fewer opportunities for higher order
thinking will take place in the game.
0-8
Little or no cognitive viability
. Typical score range for
arcade-style only games.
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cognitive VIEs will encourage users to adjust variables and learn how read-
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index. It should be noted, however, a game could still earn a high score on
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ment. Others may likewise point to the SimCity games which have little or
no use of human avatars. In the first instance an argument could be made
each time, regardless of players or
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