- Issue
- Journal of Siberian Federal University. Humanities & Social Sciences. 2026 19 (1)
- Authors
- Golubinskaya, Anastasia V.; Viakhireva, Valeriia V.
- Contact information
- Golubinskaya, Anastasia V. : National Research Lobachevsky State University of Nizhny Novgorod Nizhny Novgorod, Russian Federation; ; ORCID: 0000-0002-7119-3968; Viakhireva, Valeriia V. : National Research Lobachevsky State University of Nizhny Novgorod Nizhny Novgorod, Russian Federation; ORCID: 0000-0002-7060-1149
- Keywords
- critical thinking; cognitive loops; video games; gamification; game-based learning; direct reflection; reversed reflection; game-based learning
- Abstract
Contemporary theories of critical thinking focus on a learner’s ability to justify their own opinion, make decisions under uncertainty and consider alternative perspectives. However, game-based methods for teaching critical thinking often limit themselves to tasks with predefined correct answers, lacking practice in justifying one’s own opinions. The concept of cognitive loops has allowed for the identification of three categories of video games. In contrast to (1) video games aimed at factual knowledge reinforcement and (2) video games for problem- solving, (3) video games that create cognitive loops focus on the learner’s personal values and goals. Detroit: Become Human was selected as an example of the latter category. Content analysis of thematic studies revealed two mechanisms of cognitive loop formation: direct reflection (experimenting with beliefs) and reversed reflection (analyzing others’ opinions and decisions). Both mechanisms compel the player to revisit previously made decisions and evaluate them from a new perspective, aligning with both the idea of cognitive loops and the contemporary, expanded concept of critical thinking
- Pages
- 211–220
- EDN
- YDQGUB
- Paper at repository of SibFU
- https://elib.sfu-kras.ru/handle/2311/158114
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0).