Learning by Doing: Intrinsic Integration Directs Attention to Increase Learning In Games

Author:

Cutting Joe1,Iacovides Ioanna1

Affiliation:

1. University of York, York, United Kingdom

Abstract

Educational games have long been seen as having great potential, but evidence for their effectiveness is mixed, suggesting deficiencies in our theoretical understanding of learning in games and associated design principles. The principle of "Intrinsic integration" of learning content with game mechanics (Habgood and Ainsworth, 2011) increases learning in educational games, but the theoretical mechanisms behind the principle are unclear, leading to implementation issues. In response, we performed a pre-registered study (n=210) to test possible motivational, cognitive load or attentional mechanisms for moderating learning at an abstract learning task within an educational game similar to Pacman. Learning was higher in the intrinsically integrated version with no significant effects of motivation or cognitive load leading to the conclusion that intrinsic integration increased learning via an attentional mechanism where players only pay attention to features needed for the game task and ignore task-irrelevant information. We discuss theoretical implications for game learning as well as insights for designers of educational games.

Funder

Jointly funded by EPSRC/ AHRC/ InnovateUK

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

Reference67 articles.

1. James Paul Gee , Good video games+ good learning: Collected essays on video games, learning, and literacy . Peter Lang , 2007 . James Paul Gee, Good video games+ good learning: Collected essays on video games, learning, and literacy. Peter Lang, 2007.

2. James Paul Gee , What video games have to teach us about learning and literacy , Computers in Entertainment (CIE) , vol. 1 , no. 1, pp. 20--20, 2003. James Paul Gee, What video games have to teach us about learning and literacy, Computers in Entertainment (CIE), vol. 1, no. 1, pp. 20--20, 2003.

3. Kurt Squire , Video games and learning, Teaching and participatory culture in the digital age , 2011 . Kurt Squire, Video games and learning, Teaching and participatory culture in the digital age, 2011.

4. The Evolution of Educational Game Designs From Computers to Mobile Devices: A Comprehensive Review

5. Meihua Qian and Karen R Clark , Game-based Learning and 21st century skills : A review of recent research , Computers in Human Behavior , vol. 63 , pp. 50 -- 58 , 2016 . Meihua Qian and Karen R Clark, Game-based Learning and 21st century skills: A review of recent research, Computers in Human Behavior, vol. 63, pp. 50--58, 2016.

Cited by 3 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3