COVID-19 required teachers and administrators to swiftly transition traditional education into learning management systems (LMS). However, LMSs are designed as delivery trucks, providing content to students and serving as digital filing cabinets that organize and deliver information in an appropriate manner. This inherent limitation allows for the disenfranchisement of underprivileged groups, which can be addressed via the transformative social and emotional learning framework (TSEL). TSEL is a method of alleviating inequitable learning experiences by accounting for racial oppressions that marginalized groups encounter within education. Here, the authors discuss how to leverage additional digital learning environments to enhance and support identity, belongingness, intersectionality, and agency during online learning. These digital learning environments are detailed from a research perspective as well as a practical one, allowing readers to immediately implement concurrent extensions to their LMS.
The current study was designed to examine the relationship between cognitive ability and player experience in shaping how players think within, and acclimate to, video games as complex systems. Specifically, researchers examined the relationship between player's cognitive ability and gameplay outcomes within a video game (i.e., The Deed). Outcomes were evaluated and contrasted after two discrete playthroughs, each lasting approximately 30 minutes. Logistic regression indicated that cognitive ability predicted individual outcomes for both the first and second playthrough, but did not predict growth between playthroughs (i.e., outcome change). Findings are then discussed in terms of an acclimation stage.
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