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Pacing in Serious Games: Exploring the Effects of Presentation Speed on Cognitive Load, Engagement and Learning Gains

机译:严肃游戏中的步调:探究演示速度对认知负荷,参与度和学习增益的影响

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Background. To determine the optimal speed of computer-paced serious games, the interplay of cognitive load variables and game engagement variables can serve as combined criteria.Intervention. In order to test the effects of higher or lower game speeds on different types of cognitive load and engagement, the FRESH FOOD RUNNER game was developed, which teaches the harvest seasons of different fruits and vegetables.Method. In this study, N=58 6(th) grade primary school students are randomly assigned to play the serious game FRESH FOOD RUNNER at different speeds. Pre-and post-tests are used to assess learning gains, in combination with rating scales for different types of cognitive load and game engagement.Results. Results show that highest learning gains and lowest levels of extraneous cognitive load are prevalent at medium speed settings, which are neither too fast nor too slow. A similar pattern is apparent for student ratings of game engagement.Discussion and Conclusion. In consequence, learning gains, cognitive load and engagement variables can be regarded as suitable criteria to determine the optimal speed of serious games.
机译:背景。为了确定计算机节奏的严肃游戏的最佳速度,认知负荷变量和游戏参与变量之间的相互作用可以作为组合标准。为了测试较高或较低游戏速度对不同类型的认知负荷和参与度的影响,开发了FRESH FOOD RUNNER游戏,该游戏教授了不同水果和蔬菜的收获季节。在这项研究中,随机分配N = 58个6年级的小学生以不同的速度玩严肃的游戏FRESH FOOD RUNNER。前测和后测用于评估学习收益,并结合针对不同类型的认知负荷和游戏参与度的评级量表。结果表明,在中等速度设置下,最高的学习收益和最低的外部认知负荷水平普遍存在,这既不是太快也不是太慢。学生对游戏参与度的评价也很相似。讨论和结论。结果,学习收益,认知负荷和参与变量可以被视为确定严肃游戏的最佳速度的合适标准。

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