CONCLUSIONS

Conclusions

Generally, this study has raised more questions than it has answered. There are remarkable findings, like the "rhyming" shapes of Subject 1's reactions to her gameplay footage, or the crucial interlinking of identity and gameplay for Subject 3. It is interesting that overall, novelty seems to have elicited stronger responses from the novices than the experts, but of course the data from Subject 2 is at least confounding and certainly far from saying anything conclusive about expertise. Nevertheless, Subject 4's overall flat response during an animated and engaged discussion about an area of shared expertise may indicate that Bereiter and Scardamalia's assertions about the nature of expertise are correct (i.e. that experts think within mortal limits because they replace intellect with knowledge).

Some of this all hinges on a further investigation of cognitive load. Prof. Picard related that most studies of cognitive load are conducted in social situations that may be potentially embarrassing such as counting backwards in front of researchers. Compellingly, Subjects 1 and 3, who learned the most during this study, related that much of their learning was in downward curves or lulls. Indeed, much of the activity seen at the beginning of Subject 1's session, while learning and fighting with the game's interface, could be described as frustration and embarrassment, not cognitive load. Subject 3 seemingly responds more to success and feeling valued and being able to share her expert opinions than during her moments of learning and investigation.

This is clearly just the tip of the ice berg on this interesting topic. Further, cleaner, and more quantitative research might be done in order to inquire into the difference between cognitive load and feelings of personal value during a learning experience. Issues of gender and a greaer range of ages should be considered, as well as a greater range of texted expertise.

References

Bereiter, C., & Scardamalia, M. (1993). Surpassing Ourselves: An Inquiry into the Nature and Implications of Expertise. Chicago, IL: Open Court.

Blizzard Entertainment. (2004). World of Warcraft [MMORPG]. Blizzard Entertainment. Retrieved in November 2011 via game client.

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