2020
DOI: 10.1177/1046878120902502
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Pacing in Serious Games: Exploring the Effects of Presentation Speed on Cognitive Load, Engagement and Learning Gains

Abstract: 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 6th grade primary school students are randomly assigned to play th… Show more

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Cited by 14 publications
(4 citation statements)
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“…For this reason, the two games selected as examples both have rule-based characteristics. Foundations for these causes can be derived from socio technique (Achterbergh & Vriens, 2009;Sitter, 1981) and cognitive load theory (Feldon et al, 2019;Kalyuga & Singh, 2016;Petko et al, 2020). Achterbergh & Vriens (2010) describe a summary of socio technique invented by Ulbo de Sitter.…”
Section: Case Study Examples From Practice To Illustrate the Importance Of The Specific Context In Ethical Facilitationmentioning
confidence: 99%
“…For this reason, the two games selected as examples both have rule-based characteristics. Foundations for these causes can be derived from socio technique (Achterbergh & Vriens, 2009;Sitter, 1981) and cognitive load theory (Feldon et al, 2019;Kalyuga & Singh, 2016;Petko et al, 2020). Achterbergh & Vriens (2010) describe a summary of socio technique invented by Ulbo de Sitter.…”
Section: Case Study Examples From Practice To Illustrate the Importance Of The Specific Context In Ethical Facilitationmentioning
confidence: 99%
“…The development of Serious Games must involve a team integrating people from different areas and knowledge so that each one with their expertise can contribute with elements to a final product that offers its full potential to users [6]. From another perspective, Serious Games can also benefit from information from physiological measurement devices that, in an integrated way, analyze the user experience and can contribute to their design process [10][11][12].…”
Section: Introductionmentioning
confidence: 99%
“…The goals of these improvements address the student's attendance and their learning progress (Learning Analytics) as well as exploitation of the results related to the expansion of the teaching progress (Teaching Analytics). However, creating an effective open online learning environment remains an important and complex issue, as the simplification of the procedures for the user, increases the complexity of the required programming for such an environment [18].…”
Section: Introductionmentioning
confidence: 99%