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Collaborative learning tasks may represent an effective way to stimulate higher-order processes among high-ability students in regular classrooms. This study investigatedthe effects of task structure and group composition on the elaboration and metacognitive activities of 11th grade preuniversity students during a collaborative learning task: 102 students worked in small groups. On an ill-structured or moderately structured task. Differential effects forcognitive ability were investigated using a continuous measure. Likewise, the effects of group composition were examined using a continuous measure of the cognitiveheterogeneity of the group. The group dialogues were transcribed and coded. Analysis revealed an interaction effect between task structure and cognitive abilityon students’ elaboration and metacognitive activities. Task structure had a negative effect on the elaborative contributions of high-ability students. For students with lower abilities, task structure had a positive effect onelaboration and metacognitive activities. No effects were found of the cognitive heterogeneity of the group. Group composition seemed not to be related to group interactionamong 11th grade pre-university students. The results indicate that open-ended collaborative tasks with little guidance and directions on how to handle them, canstimulate higher-order processes among high-ability students and may offer them the challenge they need.
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Learner metacognition is one of the most influential factors that positively affects learning. Previous work shows that game-based learning can contribute to supporting and developing metacognitive knowledge and skills of learners. While there are many specific examples of such games, it remains unclear how to effectively design game-based learning environments to achieve this in an effective way. In other words: there is sufficient case-specific evidence, but limited design knowledge derived from such cases. In this paper, we attempt to identify such intermediary design knowledge that resides between specific games and generalized theory. We present three design experiments where game-based metacognitive training is evaluated in real-world educational settings. We collected insights regarding usefulness, motivation, usage, effort, and metacognition among participating students. From these experiments we identify what was learned in the form of design recommendations and, as such, contribute to collecting intermediary design knowledge for designing game-based metacognitive training.
If we want game-based learning to make learning enjoyable as well as effective and efficient, we need to increase learner's awareness of and ability in learning itself. At the heart of learning is metacognition: a learner's understanding of how knowledge is constructed through learning, and the repertoire of strategies, tactics, and monitoring processes that enact learning. The goal of this PhD research is to inform designers and researchers who want to support and improve metacognition of learners within game-based learning environments, by identifying, implementing, and evaluating generic design principles for metacognitive interventions.