Metacognition and Self-Scaffolding in MMORPGs: Case Study of an Adolescent Male Gamer
The Qualitative Report, ISSN: 1052-0147, Vol: 20, Issue: 4, Page: 454-465
2015
- 854Usage
- 37Captures
- 1Mentions
Metric Options: Counts1 Year3 YearSelecting the 1-year or 3-year option will change the metrics count to percentiles, illustrating how an article or review compares to other articles or reviews within the selected time period in the same journal. Selecting the 1-year option compares the metrics against other articles/reviews that were also published in the same calendar year. Selecting the 3-year option compares the metrics against other articles/reviews that were also published in the same calendar year plus the two years prior.
Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Metrics Details
- Usage854
- Downloads648
- Abstract Views206
- Captures37
- Readers37
- 37
- Mentions1
- News Mentions1
- News1
Most Recent News
Unveiling the Impact of Metacognition on Academic Achievement in Physical Education and Activity Settings: A Comprehensive Systematic Review and Meta-Analysis of Qualitative Insights
Introduction Academic achievement in physical education and activity refers to the assessment and measurement of a student’s success and performance in academic aspects related to
Article Description
The genre of massively multiplayer online role-playing games has become increasingly popular with adolescent males. While researchers have studied the social aspect of online role-playing games, there is little known about the metacognitive and self-scaffolding processes that players engage in as they navigate these digital immersive environments. This case study focuses on the experience of an adolescent male gamer as he develops his knowledge, selfawareness and virtual identity.
Bibliographic Details
Nova Southeastern University
Provide Feedback
Have ideas for a new metric? Would you like to see something else here?Let us know