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1.
This paper stems from a mixed-methods study in which we scientifically tested 15 computer games to investigate their suitability for cognitive training. After determining which cognitive functions are utilized while playing these games, we were able to relate schoolchildren's game performance to their cognitive abilities (e.g., executive functioning, perception, memory). As a continuation, we sought to identify the factors that lead to greater engagement in games, such as children's age, gender, and cognitive skills, as well as game genres and features. Forty-one children played 15 computer games, each three times, under the scrutiny of two raters who completed an observational scale for each game. This scale was constructed as a reliable measure of engagement, comprising factors such as enjoyment, frustration, and effort. The data were analyzed using correlations and content analyses. The results indicated that game performance increased with greater levels of engagement and that games involving planning and problem solving tended to be too difficult for younger children. The findings of this study are informative for psychologists, educators, as well as game designers, and can be used to recommend engaging and beneficial games for children.  相似文献   

2.
Two studies were conducted in order to determine the impact computer games had on the cognitive performance. Study 1 evaluated a measure of cognition, which incorporates aspects of short-term working memory, visual attention, mathematical decision making, and auditory perception. Study 2 measured the cognitive performance between those who did not play video games versus those who played either a violent or non-violent video game. Results from Study 1 indicate participants needed approximately four trials to reach asymptotic performance on the cognitive measure. Results of Study 2 showed that participants who did not play any video game did not have a change in their cognitive performance, while those who played either a violent or non-violent video game had an increase in their cognitive performance.  相似文献   

3.
Increasing globalization has had a major impact on manufacturing and service industries as well as on coalition operations conducted by the military. What is common to both the commercial and military sectors is the recent surge in interest in cross‐cultural decision making (CCDM) training. Existing CCDM training approaches tend to employ either some form of multi‐agent simulation or some variant of classical game theory. Despite their manifest benefits, these approaches have specific limitations that need to be overcome to create an effective cross‐cultural training system. Multi‐agent simulations typically lack theoretical underpinnings while classical game theory‐based approaches take a limited view of strategic decision making. Specifically, by adopting a Western view of rationality, game‐theoretic approaches fail to accommodate considerations such as fairness, altruism and reciprocity. Empirical research in strategic economic games has shown that humans respond to more than merely monetary incentives. In particular, research has shown that cultural norms play a central role in human decision making behavior, especially in non‐Western cultures. This paper presents an innovative approach to game‐based simulation that combines findings from behavioral game theory with classical game theory and multi‐agent simulation to exploit the strengths of each approach while making learning enjoyable, memorable, and fun. An illustrative game‐based simulation for CCDM training is also presented. The simulation framework is equally applicable to teaching other soft skills as well as skills that are too hazardous or too expensive to teach in the realworld through live exercises. © 2012 Wiley Periodicals, Inc.  相似文献   

4.
We present a field study with a game for children called ‘Tap the little hedgehog’, which is played on the TagTiles console, a tangible electronic interface. The game was developed to train and assess cognitive skills and includes tasks which, in isolation, exhibit a high correlation with a number of subtests from the Wechsler Intelligence Scale for Children (WISC-III-NL). The tasks address a range of nonverbal skills by requiring children to perform different operations on abstract patterns such as copying, reproducing sequences from memory and mirroring patterns. In the current study, we tested whether these tasks kept their ability to address these skills if included in a gaming context, whether children are able to play the game independently and whether they are motivated to play the game. The results of the study support the hypothesis that nonverbal IQ-scores, as measured by the Wechsler Intelligence Scale for Children, can improve by training with a game. Hence, games like ‘Tap the little hedgehog’ can be used to train specific skills and serve as a screening tool for these skills. The results also confirm that children can play the game independently and that they enjoy it. We further found that children quickly learn how to play the game and use the interface.  相似文献   

5.
Sohn YW  Doane SM 《Human factors》2004,46(3):461-475
This research examined the role of working memory (WM) capacity and long-term working memory (LT-WM) in flight situation awareness (SA). We developed spatial and verbal measures of WM capacity and LT-WM skill and then determined the ability of these measures to predict pilot performance on SA tasks. Although both spatial measures of WM capacity and LT-WM skills were important predictors of SA performance, their importance varied as a function of pilot expertise. Spatial WM capacity was most predictive of SA performance for novices, whereas spatial LT-WM skill based on configurations of control flight elements (attitude and power) was most predictive for experts. Furthermore, evidence for an interactive role of WM and LT-WM mechanisms was indicated. Actual or potential applications of this research include cognitive analysis of pilot expertise and aviation training.  相似文献   

6.
The main purpose of this study was to assess whether seventh-grade students use of information and communication technology (ICT) was related to performance on working memory tasks. In addition, the study tested whether the relationship between ICT use and performance on working memory tasks interacted with seventh-grade students’ socioeconomic level and gender. 275 students recruited from 30 Chilean schools were grouped according to their self-reported use of PC, the Internet, Chat and Video games. To assess students’ working memory performance, they were tested with a digit span test and a visuo-spatial measure. Only one of our two dependent variables reflected a relationship between specific profiles of ICT use and working memory. Higher scores on the digits span test were related to those user profiles combining PC use and video game play, that is, those identified as Full users and as PC and Console Gamers. We did not find an interaction effect of gender and ICT use or an interaction effect of socioeconomic level and ICT use. There are three possible explanations for these results: first, a proclivity of students with higher working memory capacity to engage in technology use; second, an impact on working memory of potential differences in multitasking; and, third, an impact on working memory of video game play. However, these results must be interpreted cautiously since scores on the GEFT, our visuo-spatial working memory measure, were not related to any profile of technology use. As serious educational games become more regularly used at school, previous differences in video game experience become growingly important. Future research must study whether the intended benefits of serious educational games are being mediated by individual differences in previous exposure to video games and other information and computer technologies, with independence of the directionality of the relationship between video game play and working memory.  相似文献   

7.
This paper describes the process of monitoring obese people through a cloud-based serious game that promotes them to engage in physical exercises in a playful manner. The monitoring process focuses on obtaining various health and exercise-related parameters of obese during game-play, such as heart rate, weight, step count and calorie burn, which contributes to their weight loss. While the obese are engaged in the game session, therapists/caregivers can access their health data anytime, anywhere and from any device to change the game complexity level and accordingly provide on the spot recommendation. In our study, we evaluate how the different physical activities performed through this game impact their cognitive behavior in terms of attention, relevance, confidence and satisfaction. The evaluation was based on the participation of 150 undergraduate obese and overweight students who were asked to play the game and fill a questionnaire after game-play. The data analysis conducted on their feedback showed that they were self-aware and motivated to play the game for weight loss.  相似文献   

8.
Acquiring reasonable math skills is essential for the visually disabled pupils and students. Research in electro-tactile pattern perception has shown that involving the resources of visual cortex into acquisition of tactile percepts augments comprehension of the encoded information for users with a sensory limitation. This paper describes matching software designed to facilitate the learning process of 13 electro-tactile patterns (eTPs) denoting eight math numbers and five arithmetic operators. Electro-tactile unit and software were used to shape stabilized monophasic current pulses provided through the pen coated with embedded double-strip ring type electrode. The performance of ten subjects was investigated in terms of the number of repetitions required to memorize and match the eTPs, and in terms of the recognition error committed in the matching phase of the test. The analysis of the data collected indicated that the novice-to-expert transition was significantly above chance when the results obtained in the first and the last test sessions were statistically compared. A permutation puzzle game which was also designed to induce the same ten blindfolded players to mobilize the perceptive skills and deploy individual playing tactics to manipulate the eTPs encoding math numbers and expressions for rebuilding simple arithmetic equations. The results of the use of the proposed gameplay technique are discussed. Upon learning and training, the eTPs could be employed to assign math numbers and arithmetic operators to communicate mathematics content.  相似文献   

9.
ABSTRACT

The concept of digital game-based learning (DGBL) evolves rapidly together with technological enhancements of virtual reality (VR) and smart phones. However, the mental workload (MWL) that VR-training applications demand and motivational qualities originating from user experience (UX) should be identified in order to create effective and enjoyable training/learning challenges that fit with individual users’ capabilities. This study examined the effects of reality-based interaction (RBI) and VR on measures of student motivation and MWL, in a mental arithmetic game for secondary school pupils. In a randomised controlled trial with sixty school children, a mental arithmetic game was tested with three different interaction and two different presentation methods – VR RBI, VR head-mounted-display tapping and tablet flick-gesture. Results found a significant effect of RBI on MWL but no differences in enjoyment of training were found between VR-experience and tablet training-experience. In fact, adding the gaming-context to the mental arithmetic task created an enjoyable, motivating experience regardless of presentation or interaction-style.  相似文献   

10.
Although catharsis theory as applied to violent media has been repeatedly refuted in the literature, scholars have recently proposed methods by which a cognitive form of catharsis might occur for people who utilize games to manage negative affect. Drawing on these ideas, the current study tests how video games are used to manage feelings of frustration and boost one’s sense of competency. It also explores how these emotional processes influence game enjoyment and hostile attribution bias (HAB). We frustrated half of 82 participants prior to randomizing them to play a violent or nonviolent game. Our results showed that frustrated participants were motivated to progress farther in a video game. This in-game performance decreased their feelings of frustration, boosted their sense of competency, and increased their enjoyment of the game. However, for those who played a violent game, this enjoyment predicted hostile attributions: high enjoyment of violence increased HAB, while low enjoyment of violence decreased HAB. These findings have implications for how video games are used to manage negative feelings.  相似文献   

11.
12.
While much research on video games has focused on aggressive outcomes, the extant research has not come to consensus on the role of other factors, notably enjoyment, frustration and individual differences amongst players, in mediating the link between violent game play and aggression. This experimental design uses a mental models approach to examine game features (e.g., controller naturalness), player characteristics (e.g., first person shooter experience, sex, degree of competitiveness) and the game play experience (e.g., perceived game realism, immersion, game failure, frustration and enjoyment) to explain aggressive outcomes. Results from a revised path model suggest perceived realism, immersion, and experience with other first person shooters all positively predicted enjoyment while frustration negatively predicted game enjoyment. Frustration and enjoyment both predicted state aggression. The findings of this study support the application of mental models as a theoretical approach to unify thinking about violent games, contextual features of violent games, individual difference variables and differences in player perceptions and game experiences with regards to outcome aggression. Results are discussed in terms of the model matching hypothesis and implications for the comprehensive study of violent game play, including the importance of enjoyment and frustration, are also discussed.  相似文献   

13.
This paper introduces a research framework of game play based on a review of media enjoyment theories, personality theories, effects of computer game play, and technology acceptance model. The proposed framework suggests that an appropriate fit between characteristics of the player and gaming technology will result in greater enjoyment while social influence may moderate effects of the fit. An empirical study is carried out to investigate the relationship between enjoyment of computer game play and two personality traits (sensation seeking and self-forgetfulness). Hypotheses are proposed. A survey is conducted in two US universities. Results and implications are discussed.  相似文献   

14.
Educational video games can impose high cognitive demands on its users. Two studies were conducted to examine the cognitive process involved in playing an educational digital game. Study 1 examined the effects of users' working memory capacity and gaming expertise on attention and comprehension of the educational messages. The results showed that gaming experts seem to benefit more from having a higher working memory capacity when processing information from the game. However, gaming experts' available working memory did not predict better comprehension. Instead, non‐experts' available working memory predicted better comprehension. Study 2 further examined whether these results were caused by insufficient working memory allocation or different attention focus between gaming experts and non‐experts. The findings suggest that gaming experts approach the game differently from non‐experts, focusing on familiar features and overlooking unfamiliar (educational) information.  相似文献   

15.
There is increasing interest in quantifying the effectiveness of computer games in non-entertainment domains. We have explored general intelligence improvements for participants using either a commercial-off-the-shelf (COTS) game, a custom do-it-yourself (DIY) training system for a working memory task or an online strategy game to a control group (without training). Forty university level participants were divided into four groups (COTS, DIY, Gaming, Control) and were evaluated three times (pre-intervention, post-intervention, 1-week follow-up) with three weeks of training. In general intelligence tests both cognitive training systems (COTS and DIY groups) failed to produce significant improvements in comparison to a control group or a gaming group. Also neither cognitive training system produced significant improvements over the intervention or follow-up periods.  相似文献   

16.
Data communications and networking management is one important course taught in business schools. To prepare themselves for future career, students need to acquire the data communications skills and the higher-order cognitive skills (HOCS) from this course so that they relate the relevance of the theory to practical problems. Prior literature shows that serious games offer an ability to trigger enjoyment in learning this difficult subject. Therefore, in this study, we empirically examined the effects of serious game feature on students’ learning experience, focusing particularly on concentration and enjoyment, as well as measuring the perceived improvement in their HOCS. The results revealed that features of serious games have positive effects on students’ concentration and enjoyment, and such learning experience did indeed significantly improve their perceived HOCS. The results encourage faculty members to adopt serious games to teach difficult subjects in the field of management information systems.  相似文献   

17.
《Ergonomics》2012,55(7):1064-1091
Successful performance in complex dynamic environments depends on domain-dependent factors, such as situational awareness (SA). Underlying SA in a domain are domain-independent cognitive abilities in perception, memory, attention and executive control. Individuals with lower underlying ability perform relatively poorly in complex dynamic real-world tasks. The first experiment examined whether cognitive skills training could overcome limitations in underlying SA ability that impact on complex dynamic task performance. Participants were taught a mix of cognitive management strategies (e.g. divided and focused attention and visual search) in a simulated air traffic control task. A second experiment investigated the link between underlying SA ability, TRACON and SAGAT, a widely used measure of domain-specific SA. In a third experiment, the focus was on encouraging participants to plan ahead and consider the interrelations of elements (aircraft) in the environment. Whilst both training methods ameliorated the negative impact that lower SA ability had on complex dynamic task performance, the results of the third study indicated that this may have been achieved through improved planning behaviour. Finally, participants with higher underlying SA ability performed well irrespective of training condition.  相似文献   

18.
19.
O'Brien KS  O'Hare D 《Ergonomics》2007,50(7):1064-1091
Successful performance in complex dynamic environments depends on domain-dependent factors, such as situational awareness (SA). Underlying SA in a domain are domain-independent cognitive abilities in perception, memory, attention and executive control. Individuals with lower underlying ability perform relatively poorly in complex dynamic real-world tasks. The first experiment examined whether cognitive skills training could overcome limitations in underlying SA ability that impact on complex dynamic task performance. Participants were taught a mix of cognitive management strategies (e.g. divided and focused attention and visual search) in a simulated air traffic control task. A second experiment investigated the link between underlying SA ability, TRACON and SAGAT, a widely used measure of domain-specific SA. In a third experiment, the focus was on encouraging participants to plan ahead and consider the interrelations of elements (aircraft) in the environment. Whilst both training methods ameliorated the negative impact that lower SA ability had on complex dynamic task performance, the results of the third study indicated that this may have been achieved through improved planning behaviour. Finally, participants with higher underlying SA ability performed well irrespective of training condition.  相似文献   

20.
One of the central challenges of integrating game-based learning in school settings is helping learners make the connections between the knowledge learned in the game and the knowledge learned at school, while maintaining a high level of engagement with game narrative and gameplay. The current study evaluated the effect of supplementing a business simulation game with an external conceptual scaffold, which introduces formal knowledge representations, on learners' ability to solve financial-mathematical word problems following the game, and on learners' perceptions regarding learning, flow, and enjoyment in the game. Participants (Mage = 10.10 years) were randomly assigned to three experimental conditions: a “study and play” condition that presented the scaffold first and then the game, a “play and study” condition, and a “play only” condition. Although no significant gains in problem-solving were found following the intervention, learners who studied with the external scaffold before the game performed significantly better in the post-game problem-solving assessment. Adding the external scaffold before the game reduced learners' perceived learning. However, the scaffold did not have a negative impact on reported flow and enjoyment. Flow was found to significantly predict perceived learning and enjoyment. Yet, perceived learning and enjoyment did not predict problem-solving and flow directly predicted problem solving only in the “play and study” condition. We suggest that presenting the scaffold may have “problematized” learners' understandings of the game by connecting them to disciplinary knowledge. Implications for the design of scaffolds for game-based learning are discussed.  相似文献   

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