What’s the Big Idea: To assess how metacognitive monitoring and scientific reasoning impacted the efficiency of game completion.
Terms to get familiar with: Metacognitive Monitoring, Self-regulated learning (SRL), game-based learning environments (GBLEs), advanced learning technologies (ALTs), non-player characters (NPCs), cognitive, affective, metacognitive, and motivational (CAMM) processes
Research questions/Hypothesis, methods used in research/conclusions: Interesting article, I'm still reading it.
Research Papers to read from this article:
Mayer, R. E. (Ed.). (2014). Computer games for learning: An evidence-based approach.
Cambridge, MA: MIT Press.