game condition
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2022 ◽  
pp. 645-661
Author(s):  
Yu-Hao Lee ◽  
Norah E. Dunbar ◽  
Keri Kornelson ◽  
Scott N. Wilson ◽  
Ryan Ralston ◽  
...  

This study has two goals: first, to investigate the effectiveness of using a digital game to teach undergraduate-level calculus in improving task immersion, sense of control, calculation skills, and conceptual understanding, and second, to investigate how feedback and visual manipulation can facilitate conceptual understanding of calculus materials. One hundred thirty-two undergraduate students participated in a controlled lab experiment and were randomly assigned to either a game-playing condition, a practice quiz condition, or a no-treatment control condition. The authors collected survey data and behavioral-tracking data recorded by the server during gameplay. The results showed that students who played the digital game reported highest task immersion but not in sense of control. Students in the game condition also performed significantly better in conceptual understanding compared to students who solved a practice quiz and the control group. Gameplay behavioral-tracking data was used to examine the effects of visual manipulation and feedback on conceptual understanding.


2021 ◽  
Vol 19 (6) ◽  
pp. pp575-587
Author(s):  
Aubrie Adams ◽  
Weimin Toh

Although serious games are generally praised by scholars for their potential to enhance teaching and e-learning practices, more empirical evidence is needed to support these accolades. Existing research in this area tends to show that gamified teaching experiences do contribute to significant effects to improve student cognitive, motivational, and behavioural learning outcomes, but these effects are usually small. In addition, less research examines how different types of mediated learning tools compare to one another in influencing student outcomes associated with learning and motivation. As such, a question can be asked in this area: how do video games compare to other types of mediated tools, such as videos or texts, in influencing student emotion outcomes? This study used an experimental design (N = 153) to examine the influence of different types of mass media modalities (text, video, and video game) on college students’ emotions in a mediated learning context. Research examining the impact of video games on instruction has begun to grow, but few studies appropriately acknowledge the nuanced differences between media tools in comparison to one another. Using a media-attributes approach as a lens, this study first compared these mediated tools along the attributional dimensions of textuality, channel, interactivity, and control. This study next tested the impact of each media type on thirteen emotion outcomes. Results showed that six emotion outcomes did not indicate differences between groups (fear, guilt, sadness, shyness, serenity, and general negative emotions). However, six of the tested emotion outcomes did indicate differences between groups with students experiencing higher levels of emotional arousal in both the text and video game conditions (in comparison to the video condition) for the emotions of joviality, self-assurance, attentiveness, surprise, hostility, and general positive emotions. Lastly, students also felt less fatigue in the video game condition. Overall, implications for e-learning suggest that when a message’s content is held constant, both video games and texts may be better in inducing emotional intensity and reducing fatigue than videos alone, which could enhance motivation to learn when teaching is mediated by technology. 


2021 ◽  
Vol 8 ◽  
Author(s):  
Anna M. Abdollahi ◽  
Natalie A. Masento ◽  
Henna Vepsäläinen ◽  
Michal Mijal ◽  
Monika Gromadzka ◽  
...  

Objective: As a pilot trial under the Games of Food consortium, this study assessed the effectiveness of an educational escape game alongside a self-study method as a nutrition knowledge intervention. Furthermore, this study explored the use of an escape game as an educational tool for young adolescents.Materials and Methods: Altogether three schools participated, one from Finland and two from the UK. Baseline questionnaires assessing knowledge were administered before intervention day. Participants from each class were randomly allocated by the researchers into either the escape game condition, where participants played a nutrition education escape game with a focus on plant-based protein sources, or the self-study condition, where participants received an educational leaflet with identical content. In addition to the knowledge post-assessment, the educational escape game condition answered an enjoyment and intrinsic motivation questionnaire to evaluate the game experience. Paired t-tests were used to determine significant changes within intervention conditions and ANCOVA was used to estimate the differences in knowledge.Results: The participants were 130 children (11–14 years), divided into educational escape game (n = 68) and self-study (n = 62) conditions. Both the educational escape game (20.7 vs. 23, p < 0.001) and self-study (21.1 vs. 23.1, p = 0.002) had improved overall knowledge scores. No significant differences in gained knowledge existed between groups. Of the educational escape game participants, 60% reported the game as mostly enjoyable and 46% reported added use and value for learning.Conclusion: The educational escape game condition was comparable to the self-study method for nutrition education in adolescents. However, since the educational escape game provides an enjoyable experience that may enhance intrinsic motivation to promote learning and possible behavior change, the use of escape games for nutrition education warrant further investigation.


2021 ◽  
Vol 12 ◽  
Author(s):  
Christophe Fitamen ◽  
Valérie Camos

It has been shown that acting in a game-like task improves preschoolers’ working memory when tested in a reconstruction task. The game context and the motor activity during the game would provide goal cues bringing support to the memory processes. The aim of the present study was to test this hypothesis by examining preschoolers’ working memory performance in a game-like task compared to an exercise-like task, which offers less goal cues. In the present study, 5-year-olds had to maintain a series of fruits and vegetables while acting in a game-like task or remaining static during the same task presented in a school-exercise context (within-subject factor). Memory performance was tested either through oral recall or reconstruction of the series of memory items (between-subject factor). Despite the fact that memory performance did not differ between the two conditions (game vs. exercise) whatever the type of memory tests, performance was worst in the game-like than in the exercise condition when the exercise was presented first. No difference emerged between conditions when the game condition was performed first. This result suggests that preschoolers were able to take advantage of acting in the game-like condition to integrate some task requirements, which were beneficial for performing the exercise condition.


2021 ◽  
Author(s):  
Qian Zhang ◽  
JingJin Tian ◽  
LunChao Chen ◽  
Yi Cao

Abstract The current study examined the violent video game effect on aggressive behaviors and the potential role of anger and trait aggression among Chinese children (n = 248; Mage = 6.09, SD = 0.21). Half of them were randomly assigned to play a violent or a neutral video game for 20 minutes. Results showed that brief exposure of children to a violent video game produced a small but significant increases in aggressive behaviors. More specifically, males exhibited more aggressive behaviors than females in the violent game condition. Moderation analysis suggested that the violent video game effect on aggression was not moderated by trait aggression, but this effect was mediated by increased anger (especially for males). These findings indicated that males who were exposed to a violent video game might be regarded as the key group to reduce aggression by training to vent their anger. Results are interpreted within and support the framework of the General Aggression Model (GAM).


2020 ◽  
Author(s):  
Katja Junttila ◽  
Anna-Riikka Smolander ◽  
Reima Karhila ◽  
Anastasia Giannakopoulou ◽  
Maria Uther ◽  
...  

Learning is increasingly assisted by technology. Digital games may be useful for learning, especially in children. However, more research is needed to understand the factors that induce gaming benefits to cognition. In this study, we investigated the effectiveness of digital game-based learning approach in children by comparing the learning of foreign speech sounds and words in a digital game or a non-game digital application with equal amount of exposure and practice. To evaluate gaming-induced plastic changes in the brain function, we used the mismatch negativity (MMN) brain response that reflects the activation of long-term memory representations for speech sounds and words. We recorded auditory event-related potentials (ERPs) from 37 school-aged Finnish-speaking children before and after playing the “Say it again, kid!” (SIAK) language-learning game where they explored game boards, produced English words aloud, and got stars as feedback from an automatic speech recognizer to proceed in the game. The learning of foreign speech sounds and words was compared in two conditions embedded in the game: a game condition and a non-game condition with the same speech production task but lacking visual game elements and feedback. The MMN amplitude increased between the pre-measurement and the post-measurement for the word trained with the game but not for the word trained with the non-game condition, suggesting that the gaming intervention enhanced learning more than the non-game intervention. The results indicate that digital game-based learning can be beneficial for children’s language learning and that gaming elements per se, not just practise time, support learning.


2020 ◽  
Author(s):  
Gabriel Temesgen Woldu

This paper empirically examines South Africa’s fiscal sustainability through a Markov-switching model which utilizes quarterly datasets for the period from 1960 to 2019. The results show that public debt responds positively, demonstrating a sustainable fiscal policy. Furthermore, considering the regime-specific feedback coefficients of the fiscal policy rule and the durations of fiscal regimes, the study finds that South Africa’s fiscal policy satisfies the No-Ponzi game condition. Therefore, from a policy perspective, the South African government should take measures such as pension reforms, reducing operational expenses, reducing subsidies, and funding micro and small enterprises to gain the double dividend on the expenditure side along with revenue-enhancing measures on consumption taxes to achieve stable public finances and lower debt levels.


10.2196/15974 ◽  
2019 ◽  
Vol 7 (4) ◽  
pp. e15974 ◽  
Author(s):  
John F Hunter ◽  
Meryl S Olah ◽  
Allison L Williams ◽  
Acacia C Parks ◽  
Sarah D Pressman

Background Smartphones are often vilified for negatively influencing well-being and contributing to stress. However, these devices may, in fact, be useful in times of stress and, in particular, aid in stress recovery. Mobile apps that deliver evidence-based techniques for stress reduction, such as heart rate variability biofeedback (HRVB) training, hold promise as convenient, accessible, and effective stress-reducing tools. Numerous mobile health apps that may potentially aid in stress recovery are available, but very few have demonstrated that they can influence health-related physiological stress parameters (eg, salivary biomarkers of stress). The ability to recover swiftly from stress and reduce physiological arousal is particularly important for long-term health, and thus, it is imperative that evidence is provided to demonstrate the effectiveness of stress-reducing mobile health apps in this context. Objective The purpose of this research was to investigate the physiological and psychological effects of using a smartphone app for HRVB training following a stressful experience. The efficacy of the gamified Breather component of the Happify mobile health app was examined in an experimental setting. Methods In this study, participants (N=140) underwent a laboratory stressor and were randomly assigned to recover in one of three ways: with no phone present, with a phone present, with the HRBV game. Those in the no phone condition had no access to their phone. Those in the phone present condition had their phone but did not use it. Those in the HRVB game condition used the serious game Breather on the Happify app. Stress recovery was assessed via repeated measures of salivary alpha amylase, cortisol, and self-reported acute stress (on a 1-100 scale). Results Participants in the HRVB game condition had significantly lower levels of salivary alpha amylase during recovery than participants in the other conditions (F2,133=3.78, P=.03). There were no significant differences among the conditions during recovery for salivary cortisol levels or self-reported stress. Conclusions These results show that engaging in a brief HRVB training session on a smartphone reduces levels of salivary alpha amylase following a stressful experience, providing preliminary evidence for the effectiveness of Breather in improving physiological stress recovery. Given the known ties between stress recovery and future well-being, this study provides a possible mechanism by which gamified biofeedback apps may lead to better health.


2019 ◽  
Vol 6 (3) ◽  
pp. 23-36 ◽  
Author(s):  
Jan Dirk Lou Fijnheer ◽  
Herre Van Oostendorp ◽  
Remco Veltkamp

This paper presents the results of a study, comparing a game versus a dashboard with respect to energy conservation in the household. In a pretest-posttest design, an empirical study tested whether change in attitude, knowledge, engagement and behaviour with respect to energy conservation in the household was different for participants playing Powersaver Game compared to a control condition where participants used an energy dashboard with the same content, but excluding game features. The aim of this game (developed using an iterative user-centered game design methodology) is to influence household energy consumption by means of electricity and gas usage in the long-term. The intervention time was at least 5 weeks and pre and post measures were based on 21 days intervals. All energy conservation activities that the application provides (e.g. washing clothes on low temperatures) take place in the real world and feedback is based on real time energy consumption. This real data into the game approach aims to optimize the transfer between the game world and the real world. Energy consumption significantly changed in the game condition compared to the control condition, and the difference between both conditions is more than 33% after the intervention. In the game condition, knowledge about energy conservation was significantly increased, although no significant differences in increase of attitude and engagement were found. We conclude that Powersaver Game is effective in transfer of energy conservation knowledge, which leads to energy saving behaviour on the long term. However, it cannot be concluded that playing the game leads to a greater change in attitude, probably because attitude scores of the participants were high from the start.


10.2196/12853 ◽  
2019 ◽  
Vol 6 (7) ◽  
pp. e12853 ◽  
Author(s):  
Emily Collins ◽  
Anna Cox ◽  
Caroline Wilcock ◽  
Geraint Sethu-Jones

Background Engagement in activities that promote the dissipation of work stress is essential for post work recovery and consequently for well-being. Previous research suggests that activities that are immersive, active, and engaging are especially effective at promoting recovery. Therefore, digital games may be able to promote recovery, but little is known about how they compare with other popular mobile activities, such as mindfulness apps that are specifically designed to support well-being. Objective The aim of this study was to investigate and compare the effectiveness of a digital game and mindfulness app in promoting post work recovery, first in a laboratory setting and then in a field study. Methods Study 1 was a laboratory experiment (n=45) in which participants’ need for recovery was induced by a work task, before undertaking 1 of 3 interventions: a digital game (Block! Hexa Puzzle), a mindfulness app (Headspace), or a nonmedia control with a fidget spinner (a physical toy). Recovery in the form of how energized participants felt (energetic arousal) was compared before and after the intervention and how recovered participants felt (recovery experience) was compared across the conditions. Study 2 was a field study with working professionals (n=20), for which participants either played the digital game or used the mindfulness app once they arrived home after work for a period of 5 working days. Measures of energetic arousal were taken before and after the intervention, and the recovery experience was measured after the intervention along with measures of enjoyment and job strain. Results A 3×2 mixed analysis of variance identified that, in study 1, the digital game condition increased energetic arousal (indicative of improved recovery) whereas the other 2 conditions decreased energetic arousal (F2,42=3.76; P=.03). However, there were no differences between the conditions in recovery experience (F2,42=.01; P=.99). In study 2, multilevel model comparisons identified that neither the intervention nor day of the week had a significant main effect on how energized participants felt. However, for those in the digital game condition, daily recovery experience increased during the course of the study, whereas for those in the mindfulness condition, it decreased (F1,18=9.97; P=.01). Follow-up interviews with participants identified 3 core themes: detachment and restoration, fluctuations and differences, and routine and scheduling. Conclusions This study suggests that digital games may be effective in promoting post work recovery in laboratory contexts (study 1) and in the real world, although the effect in this case may be cumulative rather than instant (study 2).


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