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Evaluating and managing cognitive load in educational games

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H<strong>and</strong>book of Research on<br />

Effective Electronic<br />

Gam<strong>in</strong>g <strong>in</strong> Education<br />

Richard E. Ferdig<br />

University of Florida, USA<br />

Volume II<br />

InformatIon scIence reference<br />

Hershey • New York


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H<strong>and</strong>book of research on effective electronic gam<strong>in</strong>g <strong>in</strong> education / Richard<br />

E. Ferdig, editor.<br />

p. cm.<br />

Summary: "This book presents a framework for underst<strong>and</strong><strong>in</strong>g <strong>games</strong> for<br />

<strong>educational</strong> purposes while provid<strong>in</strong>g a broader sense of current related<br />

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gam<strong>in</strong>g"--Provided by publisher.<br />

Includes bibliographical references.<br />

ISBN 978-1-59904-808-6 (hardcover) -- ISBN 978-1-59904-811-6 (e-book)<br />

1. Simulation <strong>games</strong> <strong>in</strong> education--H<strong>and</strong>books, manuals, etc. 2. Electronic<br />

<strong>games</strong>--H<strong>and</strong>books, manuals, etc. I. Ferdig, Richard E. (Richard Eugene)<br />

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719<br />

Chapter XLI<br />

<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g<br />

Cognitive Load <strong>in</strong> Games<br />

Slava Kalyuga<br />

University of New South Wales, Australia<br />

Jan L. Plass<br />

New York University, USA<br />

AbstrAct<br />

This chapter provides an overview of our <strong>cognitive</strong> architecture <strong>and</strong> its implications for the design of<br />

game-based learn<strong>in</strong>g environments. Design of <strong>educational</strong> technologies should take <strong>in</strong>to account how<br />

the human m<strong>in</strong>d works <strong>and</strong> what its <strong>cognitive</strong> limitations are. Process<strong>in</strong>g limitations of work<strong>in</strong>g memory,<br />

which becomes over<strong>load</strong>ed if more than a few chunks of <strong>in</strong>formation are processed simultaneously,<br />

represent a major factor <strong>in</strong>fluenc<strong>in</strong>g the effectiveness of learn<strong>in</strong>g <strong>in</strong> <strong>educational</strong> <strong>games</strong>. The chapter<br />

describes different types <strong>and</strong> sources of <strong>cognitive</strong> <strong>load</strong> <strong>and</strong> the specific dem<strong>and</strong>s of <strong>games</strong> on <strong>cognitive</strong><br />

resources. It outl<strong>in</strong>es <strong>in</strong>formation presentation design methods for deal<strong>in</strong>g with potential <strong>cognitive</strong><br />

over<strong>load</strong>, <strong>and</strong> presents some techniques (subjective rat<strong>in</strong>g scales, dual-task techniques, <strong>and</strong> concurrent<br />

verbal protocols) that could be used for evaluat<strong>in</strong>g <strong>cognitive</strong> <strong>load</strong> <strong>in</strong> electronic gam<strong>in</strong>g <strong>in</strong> education.<br />

INtrODUctION<br />

The field of gam<strong>in</strong>g <strong>and</strong> play-based virtual environments<br />

as a new <strong>educational</strong> technology <strong>and</strong><br />

research area is rapidly exp<strong>and</strong><strong>in</strong>g (e.g., Gee, 2003;<br />

Nelson, Ketelhut, Clarke, Bowman, & Dede, 2005;<br />

Shaffer, 2006). If we expect this technology to be<br />

efficient <strong>in</strong> help<strong>in</strong>g students to acquire new, complex<br />

knowledge <strong>and</strong> skills, its design should be based<br />

on knowledge of our <strong>cognitive</strong> architecture <strong>and</strong> its<br />

role <strong>in</strong> learn<strong>in</strong>g <strong>and</strong> problem solv<strong>in</strong>g. Process<strong>in</strong>g<br />

limitations of work<strong>in</strong>g memory represent a major<br />

factor <strong>in</strong>fluenc<strong>in</strong>g the effectiveness of learn<strong>in</strong>g <strong>and</strong><br />

performance, especially for novice learners. For<br />

example, committ<strong>in</strong>g limited <strong>cognitive</strong> resources<br />

to process<strong>in</strong>g irrelevant, non-essential, distract-<br />

Copyright © 2009, IGI Global, distribut<strong>in</strong>g <strong>in</strong> pr<strong>in</strong>t or electronic forms without written permission of IGI Global is prohibited.


<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

<strong>in</strong>g <strong>in</strong>formation; on search<strong>in</strong>g for <strong>in</strong>adequately<br />

located references; or on try<strong>in</strong>g to make essential<br />

connection between sources of <strong>in</strong>formation that are<br />

artificially separated <strong>in</strong> space or time due to poor<br />

<strong>in</strong>terface design could substantially slow down<br />

learn<strong>in</strong>g <strong>and</strong> performance.<br />

Consider<strong>in</strong>g these limitations is particularly<br />

important for <strong>educational</strong> gam<strong>in</strong>g technologies<br />

because <strong>games</strong> usually require simultaneous performances<br />

of several <strong>cognitive</strong> <strong>and</strong> motor activities.<br />

For example, <strong>in</strong> the game Peeps, designed as part<br />

of the RAPUNSEL project to teach middle-school<br />

girls how to program, players have to navigate the<br />

3D virtual environment, search for objects of value,<br />

communicate with other players, avoid gobblers<br />

who try to steal from them, <strong>and</strong> collect peaches<br />

to ma<strong>in</strong>ta<strong>in</strong> their energy level (Plass, 2007a). The<br />

<strong>educational</strong> portion of the game, aimed at learn<strong>in</strong>g a<br />

Java-like programm<strong>in</strong>g language <strong>in</strong> order to design<br />

outfits <strong>and</strong> dances for their avatar, makes additional<br />

requirements on the players’ <strong>cognitive</strong> resources.<br />

Efficient <strong>in</strong>formation designs therefore must focus<br />

on substantially reduc<strong>in</strong>g <strong>cognitive</strong> stress <strong>in</strong> order<br />

to enhance learn<strong>in</strong>g outcomes.<br />

Levels of learner prior knowledge <strong>and</strong> experience<br />

<strong>in</strong> a doma<strong>in</strong> represent another important<br />

related factor that may significantly <strong>in</strong>fluence<br />

learn<strong>in</strong>g from <strong>educational</strong> <strong>games</strong>. Performance<br />

<strong>and</strong> learn<strong>in</strong>g characteristics of experienced learners<br />

differ considerably from those of novices. Wellorganized<br />

<strong>and</strong> often fully or partially automated<br />

schematic knowledge structures allow more experienced<br />

learners to rapidly recognize <strong>and</strong> categorize<br />

familiar patterns of <strong>in</strong>formation without over<strong>load</strong><strong>in</strong>g<br />

work<strong>in</strong>g memory, thus avoid<strong>in</strong>g <strong>cognitive</strong><br />

stress (Sweller, van Merriënboer, & Paas, 1998;<br />

van Merriënboer & Sweller, 2005). The <strong>in</strong>formation<br />

design <strong>in</strong> <strong>educational</strong> <strong>games</strong> should support<br />

the rapid acquisition <strong>and</strong> use of such knowledge<br />

structures by reduc<strong>in</strong>g or elim<strong>in</strong>at<strong>in</strong>g unnecessary<br />

<strong>cognitive</strong> over<strong>load</strong> that may otherwise prevent the<br />

allocation of sufficient <strong>cognitive</strong> resources required<br />

for efficient learn<strong>in</strong>g <strong>and</strong> performance.<br />

It should be noted that <strong>cognitive</strong> <strong>load</strong>—that is,<br />

the dem<strong>and</strong> on <strong>cognitive</strong> resources dur<strong>in</strong>g problem<br />

solv<strong>in</strong>g <strong>and</strong> reason<strong>in</strong>g—is always associated with<br />

conscious <strong>cognitive</strong> processes that take place <strong>in</strong><br />

the learner work<strong>in</strong>g memory while perform<strong>in</strong>g a<br />

current <strong>cognitive</strong> task. Therefore, the issue of <strong>cognitive</strong><br />

over<strong>load</strong> is different from (although it may be<br />

related to) problems of general <strong>in</strong>formation content<br />

over<strong>load</strong> over longer periods of time or perceptual<br />

over<strong>load</strong> that is traditionally considered <strong>in</strong> <strong>in</strong>terface<br />

design <strong>and</strong> usability evaluation procedures (e.g.,<br />

Nielsen, 1995). Cognitive <strong>load</strong> theory is deal<strong>in</strong>g<br />

with factors that <strong>in</strong>fluence conscious <strong>in</strong>formation<br />

process<strong>in</strong>g as we perform a specific task <strong>in</strong><br />

real time on a scale of seconds or m<strong>in</strong>utes rather<br />

than hours or days (<strong>in</strong> other words, we are deal<strong>in</strong>g<br />

with micro- rather than macro-level analysis).<br />

Many <strong>games</strong> have procedures <strong>in</strong> place that have<br />

the potential to overcome high <strong>cognitive</strong> <strong>load</strong> for<br />

critical tasks, for example, by explicitly provid<strong>in</strong>g<br />

critical <strong>in</strong>formation to solve a task on dem<strong>and</strong> <strong>and</strong><br />

just <strong>in</strong> time (Gee, 2003), though the effectiveness<br />

of these strategies <strong>in</strong> reduc<strong>in</strong>g <strong>cognitive</strong> <strong>load</strong> has<br />

not yet been tested empirically.<br />

Evaluation of general usability characteristics<br />

of various software applications, <strong>in</strong>clud<strong>in</strong>g <strong>educational</strong><br />

<strong>games</strong>, is traditionally aimed at ensur<strong>in</strong>g<br />

that <strong>in</strong>terface components are underst<strong>and</strong>able<br />

<strong>and</strong> recognizable (e.g., have clear mean<strong>in</strong>gs <strong>and</strong><br />

<strong>in</strong>terpretations, employ simple <strong>and</strong> consistent<br />

color-cod<strong>in</strong>g schemes, use recognizable <strong>and</strong> consistent<br />

metaphors, use simple <strong>and</strong> clear language,<br />

<strong>and</strong> provide help if required), <strong>and</strong> are functionally<br />

efficient (e.g., have clear functional roles, provide<br />

fast feedback <strong>and</strong> response times, are easy to<br />

recover from errors, <strong>and</strong> provide clear exit paths)<br />

(Nielsen, 2000). Evaluation of <strong>cognitive</strong> <strong>load</strong> has<br />

not been considered as part of such procedures<br />

yet, although there have been some clear <strong>in</strong>direct<br />

<strong>in</strong>dications of possible <strong>cognitive</strong> over<strong>load</strong> <strong>in</strong> the<br />

gam<strong>in</strong>g environments. For example, Lim, Nonis,<br />

<strong>and</strong> Hedberg (2006) noted that while be<strong>in</strong>g motivat<strong>in</strong>g,<br />

multi-user virtual gam<strong>in</strong>g environments<br />

may also distract from learn<strong>in</strong>g because of their<br />

high levels of immersiveness <strong>and</strong> <strong>in</strong>teractivity. In<br />

720


<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

such environments, users could become heavily<br />

<strong>in</strong>volved <strong>in</strong> <strong>in</strong>teractions that are not related to<br />

learn<strong>in</strong>g processes, although such activities obviously<br />

consume <strong>cognitive</strong> resources that become<br />

unavailable for mean<strong>in</strong>gful learn<strong>in</strong>g.<br />

Evaluation of <strong>cognitive</strong> <strong>load</strong> characteristics of<br />

electronic gam<strong>in</strong>g applications should become an<br />

important part of their usability studies. Experience<br />

accumulated <strong>in</strong> this area is very limited (if at<br />

all available), s<strong>in</strong>ce most related research studies<br />

have been conducted us<strong>in</strong>g multimedia learn<strong>in</strong>g<br />

environments with relatively low <strong>in</strong>teractivity,<br />

such as diagrams with on-screen <strong>and</strong>/or narrated<br />

text, <strong>in</strong>structional animations, <strong>and</strong> so forth (see<br />

Mayer, 2005, for a recent comprehensive overview<br />

of the field). In addition, there have been some<br />

prelim<strong>in</strong>ary studies of <strong>cognitive</strong> <strong>load</strong> issues <strong>in</strong> the<br />

closely associated area of <strong>in</strong>structional simulations<br />

(Lee, Homer, & Plass, 2006). Whereas most gam<strong>in</strong>g<br />

environments <strong>in</strong>volve lower-level drill-<strong>and</strong>practice<br />

activities, such as the hon<strong>in</strong>g of skills<br />

<strong>in</strong> the MMPORG World of Warcraft, the goal of<br />

<strong>educational</strong> gam<strong>in</strong>g technology applications is the<br />

development <strong>and</strong> practice of higher-level <strong>cognitive</strong><br />

skills. In many cases, lower-level drill-<strong>and</strong>-practice<br />

activities <strong>and</strong> higher-level <strong>cognitive</strong> process<strong>in</strong>g will<br />

compete for learners’ limited <strong>cognitive</strong> resources,<br />

mak<strong>in</strong>g <strong>educational</strong> <strong>games</strong> a prime c<strong>and</strong>idate for<br />

research <strong>in</strong> evaluat<strong>in</strong>g <strong>and</strong> <strong>manag<strong>in</strong>g</strong> learners’<br />

<strong>cognitive</strong> <strong>load</strong> with a high ecological validity.<br />

This chapter beg<strong>in</strong>s with an overview of a<br />

contemporary model of human <strong>cognitive</strong> architecture,<br />

<strong>and</strong> its role <strong>in</strong> performance <strong>and</strong> learn<strong>in</strong>g. The<br />

chapter then describes different types <strong>and</strong> sources<br />

of <strong>cognitive</strong> <strong>load</strong>, design methods, <strong>and</strong> techniques<br />

for deal<strong>in</strong>g with potential <strong>cognitive</strong> over<strong>load</strong>. Cognitive<br />

<strong>load</strong> factors that could potentially <strong>in</strong>fluence<br />

efficiency of <strong>in</strong>teractive gam<strong>in</strong>g applications are<br />

analyzed (e.g., levels of element <strong>in</strong>teractivity, their<br />

spatial <strong>and</strong> temporal configurations, redundant<br />

representations, representational formats used for<br />

<strong>in</strong>put parameters, levels of learner prior experience<br />

<strong>in</strong> a task doma<strong>in</strong>, levels of provided <strong>in</strong>structional<br />

support). General methods for evaluat<strong>in</strong>g <strong>cognitive</strong><br />

<strong>load</strong> are discussed <strong>and</strong> the application of concurrent<br />

verbal reports for evaluat<strong>in</strong>g sources of potential<br />

<strong>cognitive</strong> over<strong>load</strong> is described.<br />

cOGNItIVE ArcHItEctUrE FOr<br />

LEArNING AND PErFOrMANcE IN<br />

EDUcAtIONAL GAMEs<br />

Games <strong>in</strong> general, <strong>and</strong> <strong>educational</strong> <strong>games</strong> <strong>in</strong> particular,<br />

pose unique requirements on the perception<br />

<strong>and</strong> process<strong>in</strong>g of <strong>in</strong>formation by gamers/learners.<br />

Some of the attractions of the different types<br />

of <strong>games</strong>—for example, the immersive nature<br />

of the environment, the discover-type nature of<br />

game-play, or the strong emotional impact that<br />

<strong>games</strong> can have—all pose requirements on learners’<br />

cognition. An underst<strong>and</strong><strong>in</strong>g of the way we<br />

process <strong>in</strong>formation <strong>in</strong> learn<strong>in</strong>g <strong>and</strong> performance<br />

is critical <strong>in</strong> order to leverage the game paradigm<br />

for <strong>educational</strong> purposes.<br />

Exist<strong>in</strong>g theoretical models of human <strong>cognitive</strong><br />

architecture <strong>and</strong> available empirical evidence<br />

regard<strong>in</strong>g its function<strong>in</strong>g <strong>in</strong> learn<strong>in</strong>g <strong>and</strong> performance<br />

<strong>in</strong>dicate several major characteristics that<br />

underl<strong>in</strong>e operation of this system (Sweller, 2003,<br />

2004; Sweller et al., 1998; van Merriënboer &<br />

Sweller, 2005). Firstly, our <strong>cognitive</strong> architecture<br />

<strong>in</strong>cludes a large store of organized <strong>in</strong>formation with<br />

effectively unlimited storage capacity <strong>and</strong> duration.<br />

The concept of long-term memory (LTM) as an<br />

organized knowledge base that conta<strong>in</strong>s a massive<br />

amount of schematic knowledge structures is a<br />

specific manifestation of this feature.<br />

Secondly, our <strong>cognitive</strong> architecture has a functional<br />

mechanism that limits the scope of immediate<br />

changes to the above <strong>in</strong>formation store (that could<br />

otherwise be potentially disruptive <strong>and</strong> damag<strong>in</strong>g<br />

for the store). The concept of work<strong>in</strong>g memory<br />

(WM) <strong>and</strong> the available associated empirical evidence<br />

support this feature (e.g., Baddeley, 1986;<br />

Miyake & Shah, 1999). Some models consider WM<br />

a separate component of an <strong>in</strong>formation process<strong>in</strong>g<br />

system, while other models regard WM as an<br />

721


<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

activated part of LTM. Nevertheless, the essential<br />

common attribute of most exist<strong>in</strong>g models of WM<br />

is its severe limitation <strong>in</strong> capacity <strong>and</strong> duration<br />

when deal<strong>in</strong>g with novel <strong>in</strong>formation.<br />

Thirdly, consider<strong>in</strong>g the very restrictive conditions<br />

of slow <strong>and</strong> <strong>in</strong>cremental changes to our<br />

knowledge base, most of the <strong>in</strong>formation <strong>in</strong> the<br />

long-term knowledge store is borrowed from<br />

other sources by be<strong>in</strong>g actively reconstructed <strong>in</strong><br />

WM, reorganized <strong>and</strong> <strong>in</strong>tegrated with available<br />

knowledge structures <strong>in</strong> LTM (rather than be<strong>in</strong>g<br />

completely rediscovered <strong>in</strong>dividually). When suitable<br />

sources of knowledge are not available, only<br />

partly available, or when the <strong>in</strong>formation is truly<br />

new, the major mechanism for the generation of<br />

new knowledge is a r<strong>and</strong>om search for <strong>in</strong>formation<br />

or solution moves followed by tests of their<br />

effectiveness (e.g., see Newell & Simon, 1972, for<br />

theories of human general-problem solv<strong>in</strong>g mechanisms<br />

<strong>in</strong> unfamiliar situations <strong>and</strong> correspond<strong>in</strong>g<br />

empirical evidence).<br />

F<strong>in</strong>ally, an essential characteristic of our <strong>cognitive</strong><br />

system is its ability to organize complex<br />

situations or tasks, appropriately direct our attention,<br />

<strong>and</strong> coord<strong>in</strong>ate different <strong>cognitive</strong> activities<br />

under conditions of severe WM limitations. It is<br />

assumed that <strong>in</strong>formation structures <strong>in</strong> LTM are<br />

capable of perform<strong>in</strong>g this organiz<strong>in</strong>g <strong>and</strong> govern<strong>in</strong>g<br />

(executive) role for the <strong>cognitive</strong> system, <strong>and</strong><br />

there are effectively no limitations on the amount<br />

of the organized <strong>in</strong>formation <strong>in</strong> LTM that can be<br />

used for this purpose with<strong>in</strong> WM. The concept of<br />

long-term work<strong>in</strong>g memory (Ericsson & K<strong>in</strong>tsch,<br />

1995) provides theoretical <strong>and</strong> empirical underp<strong>in</strong>n<strong>in</strong>gs<br />

for this assumption. In the presence of<br />

the relevant organized knowledge base <strong>in</strong> LTM,<br />

WM can effectively h<strong>and</strong>le an unlimited amount<br />

of <strong>in</strong>formation, organize very complex environments,<br />

<strong>and</strong> govern very rich <strong>cognitive</strong> activities.<br />

In the absence of such knowledge structures, the<br />

system must employ search-<strong>and</strong>-test procedures<br />

that require significant WM resources.<br />

Our <strong>cognitive</strong> system tends to m<strong>in</strong>imize<br />

<strong>cognitive</strong> resources <strong>in</strong>volved <strong>in</strong> performance of a<br />

<strong>cognitive</strong> task, apply<strong>in</strong>g what could be considered<br />

a “<strong>cognitive</strong> economy pr<strong>in</strong>ciple.” Us<strong>in</strong>g available<br />

knowledge structures to guide <strong>cognitive</strong> activities<br />

is a more resource-efficient <strong>and</strong> preferable option<br />

than rely<strong>in</strong>g on alternative search procedures with<br />

associated <strong>cognitive</strong>ly tax<strong>in</strong>g cha<strong>in</strong>s of reason<strong>in</strong>g.<br />

This tendency to m<strong>in</strong>imize <strong>cognitive</strong> resources<br />

may cause the system to select for this guid<strong>in</strong>g<br />

role <strong>in</strong>correct knowledge structures that may<br />

seem suitable for the task but are <strong>in</strong>appropriate.<br />

For example, misconceptions are usually well-entrenched,<br />

durable, <strong>and</strong> relatively simple structures<br />

(for example, scientific misconceptions, etc.) that<br />

may require less WM resources when govern<strong>in</strong>g<br />

<strong>cognitive</strong> processes.<br />

cOGNItIVE LOAD IN LEArNING<br />

Process<strong>in</strong>g limitations of our <strong>cognitive</strong> system are a<br />

major factor <strong>in</strong>fluenc<strong>in</strong>g learn<strong>in</strong>g <strong>and</strong> performance.<br />

Educational <strong>games</strong> can, depend<strong>in</strong>g on their specific<br />

implementation, impose a heavy requirement on<br />

the <strong>cognitive</strong> system due to resources required,<br />

for example, for navigational tasks, search<strong>in</strong>g for<br />

<strong>and</strong> process<strong>in</strong>g of hidden cues, or process<strong>in</strong>g of<br />

complex narratives <strong>and</strong> contextual <strong>in</strong>formation.<br />

Work<strong>in</strong>g memory is limited <strong>in</strong> duration <strong>and</strong> capacity<br />

when deal<strong>in</strong>g with unfamiliar <strong>in</strong>formation, <strong>and</strong><br />

it is easily over<strong>load</strong>ed if more than a few chunks<br />

of new <strong>in</strong>formation are processed simultaneously<br />

(e.g., Baddeley, 1986; Miller, 1956; Peterson &<br />

Peterson, 1959). On a very simple level, we all are<br />

experienc<strong>in</strong>g this limitation vividly when try<strong>in</strong>g to<br />

dial an unfamiliar phone number that we have just<br />

heard (if it conta<strong>in</strong>s more than seven or eight digits).<br />

Prior knowledge structures held <strong>in</strong> LTM allow us to<br />

effectively reduce these limitations <strong>and</strong> elim<strong>in</strong>ate<br />

WM over<strong>load</strong> by encapsulat<strong>in</strong>g many elements<br />

of <strong>in</strong>formation <strong>in</strong>to larger, higher-level units that<br />

could be treated as elements <strong>in</strong> WM (Chi, Glaser,<br />

& Rees, 1982). To cont<strong>in</strong>ue the above simple phone<br />

number example, if a subset of digits <strong>in</strong> that number<br />

co<strong>in</strong>cides with one’s year of birth or other familiar<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

number, the task would be noticeably simplified<br />

because that familiar comb<strong>in</strong>ation of digits would<br />

represent a s<strong>in</strong>gle chunk <strong>in</strong> WM.<br />

Cognitive <strong>load</strong> could also be reduced by practic<strong>in</strong>g<br />

skills until they become automated <strong>and</strong> do not<br />

require conscious controlled process<strong>in</strong>g <strong>in</strong> WM<br />

(Kotovsky, Hayes, & Simon, 1985; Shiffr<strong>in</strong> &<br />

Schneider, 1977). For example, we can carry on a<br />

mean<strong>in</strong>gful conversation while <strong>in</strong>volved <strong>in</strong> a familiar<br />

game on a h<strong>and</strong>held computer when our computer<br />

skills are highly automated due to extensive<br />

practice. In this case, the basic computer-operat<strong>in</strong>g<br />

<strong>and</strong> game rules do not require explicit conscious<br />

process<strong>in</strong>g <strong>in</strong> WM, <strong>and</strong> <strong>cognitive</strong> resources (WM<br />

capacity) become available for attend<strong>in</strong>g <strong>and</strong> respond<strong>in</strong>g<br />

to other people. This may not happen<br />

when we just start learn<strong>in</strong>g how to use the device.<br />

All <strong>cognitive</strong> resources will be devoted to learn<strong>in</strong>g.<br />

Thus, available LTM structures <strong>and</strong> levels of their<br />

acquisition def<strong>in</strong>e the characteristics of WM: its<br />

actual content, capacity, <strong>and</strong> duration.<br />

Accord<strong>in</strong>gly, the characteristics of learn<strong>in</strong>g<br />

<strong>and</strong> performance change significantly with the<br />

development of learners’ expertise <strong>in</strong> a specific<br />

doma<strong>in</strong>. In the absence of relevant prior knowledge,<br />

novices are deal<strong>in</strong>g with many novel elements of<br />

<strong>in</strong>formation that may easily over<strong>load</strong> their work<strong>in</strong>g<br />

memories. These learners require considerable<br />

external support to build new knowledge structures<br />

<strong>in</strong> a relatively efficient manner. In contrast, experts<br />

may rely on retrieval <strong>and</strong> application of available<br />

long-term memory knowledge structures to h<strong>and</strong>le<br />

situations <strong>and</strong> tasks with<strong>in</strong> their area of expertise.<br />

There are no work<strong>in</strong>g memory limitations for<br />

knowledge-based performance of more proficient<br />

learners.<br />

Available knowledge structures not only allow<br />

us to chunk <strong>in</strong>com<strong>in</strong>g <strong>in</strong>formation, they also<br />

perform executive function when we construct<br />

new knowledge <strong>and</strong> guide our performance. For<br />

example, <strong>in</strong> our everyday life, we easily h<strong>and</strong>le<br />

many familiar situations by hav<strong>in</strong>g acquired<br />

knowledge about a variety of types of situations that<br />

are recognized, activated, <strong>and</strong> used to govern our<br />

performance (buy<strong>in</strong>g groceries, pay<strong>in</strong>g bills onl<strong>in</strong>e,<br />

us<strong>in</strong>g a DVD player, etc.). Each type is associated<br />

with a set of <strong>cognitive</strong> representations (schemas)<br />

that are stored <strong>in</strong> LTM <strong>and</strong> provide an executive<br />

guidance when activated <strong>in</strong> a specific situation.<br />

Similarly, when <strong>in</strong>volved <strong>in</strong> an <strong>educational</strong> game,<br />

we construct <strong>and</strong> cont<strong>in</strong>uously update a situation<br />

model, based on our prior schemas for the task,<br />

recent moves, <strong>and</strong> <strong>in</strong>com<strong>in</strong>g <strong>in</strong>formation. This<br />

situation model directs our attention <strong>and</strong> governs<br />

our performance <strong>in</strong> real time. In the absence of an<br />

appropriate knowledge base <strong>in</strong> LTM, we would<br />

resort to r<strong>and</strong>om search processes <strong>and</strong> trial-<strong>and</strong>-error<br />

attempts to h<strong>and</strong>le the situation. Although such<br />

strategies usually allow us to eventually reach the<br />

goal <strong>in</strong> most cases, they are <strong>cognitive</strong>ly extremely<br />

<strong>in</strong>efficient because they are associated with high<br />

levels of <strong>cognitive</strong> <strong>load</strong> (Sweller, 1988).<br />

Alternatively, direct <strong>in</strong>structions <strong>and</strong> guidance<br />

can perform an executive role by provid<strong>in</strong>g a partial<br />

substitute for the miss<strong>in</strong>g knowledge-based guidance<br />

for novices by tell<strong>in</strong>g them exactly how to<br />

h<strong>and</strong>le the situation or solve a task. In fact, many<br />

<strong>games</strong> provide players with just-<strong>in</strong>-time critical<br />

<strong>in</strong>formation on how to perform a task or solve a<br />

problem, or allow players to receive this <strong>in</strong>formation<br />

on dem<strong>and</strong> (Gee, 2003). Accord<strong>in</strong>g to fad<strong>in</strong>g<br />

effect (Renkl, Atk<strong>in</strong>son, & Große, 2004), more help<br />

should be provided <strong>in</strong>itially when players are less<br />

experienced, <strong>and</strong> this help should be faded out as<br />

the players progress <strong>and</strong> acquire new skills.<br />

However, <strong>in</strong> a recent study compar<strong>in</strong>g the effectiveness<br />

of the exploration of computer simulations<br />

for science education to direct <strong>in</strong>struction, us<strong>in</strong>g a<br />

worked-out version of the simulation that did not<br />

require exploration, Plass et al. (2007b) found that<br />

simulation exploration was overall more effective<br />

than the direct <strong>in</strong>struction materials. This research<br />

provides prelim<strong>in</strong>ary evidence that with the right<br />

design, the <strong>educational</strong> value of simulations <strong>and</strong>,<br />

by extension, the value of <strong>educational</strong> <strong>games</strong> may<br />

exceed the value of direct <strong>in</strong>struction.<br />

The relative share of available LTM knowledge<br />

structures <strong>and</strong> optimal direct external guidance for<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

a task depends on the level of learner expertise.<br />

While for novice learners, external guidance may<br />

provide the only available executive function, for<br />

experts <strong>in</strong> the doma<strong>in</strong>, all necessary knowledge<br />

structures could be available <strong>in</strong> LTM. At <strong>in</strong>termediate<br />

levels of expertise, these two sources of<br />

<strong>in</strong>formation need to complement each other. In<br />

a situation where no executive guidance is provided<br />

for deal<strong>in</strong>g with new elements of <strong>in</strong>com<strong>in</strong>g<br />

<strong>in</strong>formation by either of these providers, users<br />

must resort to general search strategies, which<br />

are very <strong>in</strong>efficient as learn<strong>in</strong>g means. This may<br />

happen, for example, when m<strong>in</strong>imally guided<br />

exploratory gam<strong>in</strong>g environments are used with<br />

learners who have no prior knowledge <strong>in</strong> the task<br />

doma<strong>in</strong>. However, the immersive environments<br />

of <strong>games</strong> have the potential to provide contextual<br />

<strong>in</strong>formation <strong>and</strong> situate the learn<strong>in</strong>g task <strong>in</strong> a way<br />

that makes it easier for learners to identify related<br />

LTM knowledge structures than traditional direct<br />

<strong>in</strong>struction approaches are able to achieve.<br />

On the other h<strong>and</strong>, there could be an overlap<br />

between LTM knowledge structures <strong>and</strong> external<br />

guidance when both are available for deal<strong>in</strong>g with<br />

the same situation, game moves, or units of <strong>in</strong>formation.<br />

In this case, a user would have to relate <strong>and</strong><br />

cross-reference the overlapp<strong>in</strong>g components of the<br />

executive guidance. This process of reconcil<strong>in</strong>g the<br />

related components of available LTM knowledge<br />

base <strong>and</strong> externally provided guidance would likely<br />

impose an additional WM <strong>load</strong>. Consequently, less<br />

capacity could be available for new knowledge acquisition<br />

<strong>and</strong> performance improvement, result<strong>in</strong>g<br />

<strong>in</strong> a phenomenon that has been referred to as the<br />

expertise reversal effect (for recent overviews, see<br />

Kalyuga, 2005, 2006b, 2007). For example, present<strong>in</strong>g<br />

experienced users with detailed guidance<br />

(e.g., “how-to” <strong>in</strong>structions or detailed game rules<br />

explanations designed for novice users) that they do<br />

not need any more may h<strong>in</strong>der their performance<br />

relative to other similar experienced users who<br />

have not been <strong>in</strong>structed. Therefore, as levels of<br />

learner expertise <strong>in</strong> a doma<strong>in</strong> <strong>in</strong>crease, relative<br />

effectiveness of different design formats may<br />

reverse. Presentation formats that are optimal for<br />

novices may h<strong>in</strong>der relative performance of more<br />

experienced users. A major design implication of<br />

this effect is that <strong>in</strong>formation presentation formats<br />

<strong>and</strong> <strong>in</strong>structional procedure need be tailored to<br />

different levels of learner expertise <strong>in</strong> a specific<br />

task doma<strong>in</strong> (Kalyuga, 2006a).<br />

MANAGING cOGNItIVE OVErLOAD<br />

IN EDUcAtIONAL GAMING<br />

APPLIcAtIONs<br />

We have established above that <strong>educational</strong> <strong>games</strong><br />

<strong>and</strong> simulations impose dem<strong>and</strong>s on learners’ <strong>in</strong>formation<br />

process<strong>in</strong>g that go beyond that of many<br />

direct <strong>in</strong>struction approaches. However, there are<br />

important <strong>cognitive</strong> benefits of us<strong>in</strong>g simulated<br />

environments (<strong>in</strong>clud<strong>in</strong>g <strong>games</strong>) as learn<strong>in</strong>g tools<br />

compared, for example, to experiment<strong>in</strong>g with actual<br />

objects <strong>in</strong> real-life situations. Simulated game<br />

environments may help to present only the most<br />

essential features of the systems or environments<br />

under <strong>in</strong>vestigation, <strong>and</strong> thus allow formulat<strong>in</strong>g <strong>and</strong><br />

test<strong>in</strong>g specific hypotheses <strong>and</strong> receiv<strong>in</strong>g immediate<br />

feedback <strong>in</strong> otherwise very high-<strong>load</strong> situations.<br />

It is also believed that simulated (<strong>in</strong>clud<strong>in</strong>g gamebased)<br />

environments enhance learners’ abilities to<br />

apply acquired knowledge <strong>in</strong> complex real-life situations<br />

because such environments allow students<br />

to learn the specific context <strong>in</strong> which to use their<br />

doma<strong>in</strong>-specific knowledge. For example, Taylor<br />

<strong>and</strong> Chi (2006) compared learn<strong>in</strong>g effects from<br />

read<strong>in</strong>g a text <strong>and</strong> us<strong>in</strong>g a computer simulation <strong>in</strong><br />

the doma<strong>in</strong> of project management. Results of pretest<br />

to post-test ga<strong>in</strong>s for abstract deep structural<br />

<strong>and</strong> decontextualized knowledge <strong>in</strong>dicated that<br />

participants <strong>in</strong> both conditions improved equally.<br />

In contrast, a contextualized case-based assessment<br />

of implicit doma<strong>in</strong> knowledge demonstrated<br />

significantly improved learn<strong>in</strong>g outcomes for the<br />

simulation group only. Tennyson <strong>and</strong> Breuer (2002)<br />

noted advantages of us<strong>in</strong>g complex task-oriented<br />

simulated environments <strong>in</strong> learn<strong>in</strong>g a task as a<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

complete whole rather than successive parts with<br />

a focus on improv<strong>in</strong>g <strong>and</strong> elaborat<strong>in</strong>g <strong>cognitive</strong><br />

problem-solv<strong>in</strong>g abilities.<br />

On the other h<strong>and</strong>, if designed <strong>in</strong>appropriately,<br />

game-based <strong>educational</strong> environments may conta<strong>in</strong><br />

many sources of high-level <strong>cognitive</strong> <strong>load</strong> that<br />

prevent effective learn<strong>in</strong>g. There are different<br />

types <strong>and</strong> sources of <strong>cognitive</strong> <strong>load</strong> <strong>in</strong> learn<strong>in</strong>g.<br />

A major type of <strong>cognitive</strong> <strong>load</strong> is caused by <strong>cognitive</strong><br />

activities that are essential for establish<strong>in</strong>g<br />

key connections between elements of <strong>in</strong>formation,<br />

<strong>in</strong>tegrat<strong>in</strong>g them with available knowledge structures,<br />

<strong>and</strong> build<strong>in</strong>g new (or modified) knowledge<br />

structures <strong>in</strong> WM (i.e. <strong>cognitive</strong> activities associated<br />

with comprehension of the situation <strong>and</strong><br />

knowledge-based response actions). This type of<br />

<strong>load</strong> is referred to as <strong>in</strong>tr<strong>in</strong>sic <strong>cognitive</strong> <strong>load</strong>. It is<br />

caused by <strong>in</strong>ternal <strong>in</strong>tellectual complexity of the<br />

task that is determ<strong>in</strong>ed by the degree of <strong>in</strong>teractivity<br />

between <strong>in</strong>dividual elements relative to the specific<br />

level of learner expertise <strong>in</strong> the doma<strong>in</strong>. An element<br />

is a highest-level chunk of <strong>in</strong>formation for a<br />

particular person. The content of various chunks<br />

is determ<strong>in</strong>ed by the schemas the user holds <strong>in</strong> her<br />

or his long-term memory knowledge base.<br />

One of the aspects of the game paradigm that<br />

is most appeal<strong>in</strong>g to educators is that the <strong>educational</strong><br />

content can be presented <strong>in</strong> an <strong>in</strong>tegrated,<br />

systems-based form rather than <strong>in</strong> isolation <strong>and</strong><br />

disconnected from contextual <strong>in</strong>formation. However,<br />

this <strong>in</strong>tegrated representation means that<br />

the elements related to a learn<strong>in</strong>g task need to be<br />

processed simultaneously. Even if the number of<br />

elements is relatively small, the material still could<br />

be high <strong>in</strong> element <strong>in</strong>teractivity <strong>and</strong> may impose<br />

a high <strong>in</strong>tr<strong>in</strong>sic <strong>cognitive</strong> <strong>load</strong>. For example, underst<strong>and</strong><strong>in</strong>g<br />

a gam<strong>in</strong>g simulation of a complex<br />

environmental system is much more difficult than<br />

figur<strong>in</strong>g out the type of each <strong>in</strong>dividual element<br />

of this system. Even if all elements of the system<br />

are well known to a person <strong>in</strong> isolation (assum<strong>in</strong>g<br />

that he or she has pre-acquired schemas for each<br />

of those components), when comb<strong>in</strong>ed <strong>in</strong> the system<br />

they become <strong>in</strong>terconnected <strong>and</strong> need to be<br />

considered simultaneously as a whole <strong>in</strong> order to<br />

underst<strong>and</strong> the simulation. Once the <strong>in</strong>teractions of<br />

the components of the system have been learned,<br />

lower-order schemas become the elements of a<br />

higher-order schema that can further act as a s<strong>in</strong>gle<br />

element reduc<strong>in</strong>g the required <strong>cognitive</strong> effort.<br />

Because <strong>in</strong>tr<strong>in</strong>sic <strong>cognitive</strong> <strong>load</strong> is essential for<br />

comprehend<strong>in</strong>g a situation or perform<strong>in</strong>g a task,<br />

it is vital to provide all the necessary resources to<br />

accommodate the <strong>in</strong>tr<strong>in</strong>sic <strong>cognitive</strong> <strong>load</strong> without<br />

exceed<strong>in</strong>g limits of work<strong>in</strong>g memory capacity. In<br />

contrast, extraneous <strong>load</strong> (wasteful, non-constructive<br />

<strong>load</strong>) is traditionally described as a diversion<br />

of <strong>cognitive</strong> resources on activities irrelevant to<br />

performance <strong>and</strong> learn<strong>in</strong>g (Sweller et al., 1998).<br />

This <strong>load</strong> is caused by <strong>cognitive</strong> activities that a<br />

user is <strong>in</strong>volved <strong>in</strong> because of design-related factors<br />

(e.g., poor <strong>in</strong>terface design, presentation format,<br />

or task sequenc<strong>in</strong>g). For example, when related<br />

textual, graphical, or audio elements of a gam<strong>in</strong>g<br />

application are separated over distance or time, their<br />

<strong>in</strong>tegration might require <strong>in</strong>tense search processes<br />

<strong>and</strong> recall some elements until other elements are<br />

attended <strong>and</strong> processed. Segments of text need to<br />

be held <strong>in</strong> work<strong>in</strong>g memory until correspond<strong>in</strong>g<br />

components of a diagram are located, attended,<br />

<strong>and</strong> processed; or images need to be ma<strong>in</strong>ta<strong>in</strong>ed <strong>in</strong><br />

active state until correspond<strong>in</strong>g fragments of the<br />

text are found, read, <strong>and</strong> processed. Such processes<br />

need additional resources <strong>and</strong> might significantly<br />

<strong>in</strong>crease dem<strong>and</strong>s on work<strong>in</strong>g memory.<br />

Search<strong>in</strong>g for suitable solution steps may also<br />

<strong>in</strong>volve keep<strong>in</strong>g a large number of <strong>in</strong>teract<strong>in</strong>g statements<br />

<strong>in</strong> work<strong>in</strong>g memory <strong>and</strong> require significant<br />

<strong>cognitive</strong> resources that become unavailable for<br />

other essential <strong>cognitive</strong> activities. For example,<br />

high <strong>cognitive</strong> dem<strong>and</strong>s of familiarization with<br />

game rules, evaluat<strong>in</strong>g game states, <strong>and</strong> mak<strong>in</strong>g<br />

specific next-step decisions may leave no <strong>cognitive</strong><br />

resources available for generalizations <strong>and</strong> acquisition<br />

of mean<strong>in</strong>gful knowledge structures. These<br />

<strong>cognitive</strong> dem<strong>and</strong>s are irrelevant to the learn<strong>in</strong>g<br />

goals <strong>and</strong> should be considered as an extraneous<br />

<strong>cognitive</strong> <strong>load</strong>.<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

In general, extraneous <strong>cognitive</strong> <strong>load</strong> could be<br />

imposed by one or more of the follow<strong>in</strong>g sources<br />

(brief labels <strong>in</strong> capital letters will be used later<br />

for classify<strong>in</strong>g these sources for evaluation purposes):<br />

1. Separated (<strong>in</strong> space <strong>and</strong>/or time) related<br />

representations that require users to perform<br />

extensive search <strong>and</strong> match processes (SPA-<br />

TIAL SPLIT-ATTENTION, TEMPORAL<br />

SPLIT-ATTENTION);<br />

2. An excessive step-size or rate of <strong>in</strong>formation<br />

change that <strong>in</strong>troduces too many new elements<br />

<strong>in</strong>to work<strong>in</strong>g memory <strong>and</strong>/or <strong>in</strong>troduces them<br />

too fast to be successfully <strong>in</strong>corporated <strong>in</strong>to<br />

long-term memory structures (EXCESSIVE<br />

INFORMATION);<br />

3. An <strong>in</strong>sufficient externally provided guidance<br />

that does not compensate for limited<br />

available knowledge, thus forc<strong>in</strong>g users to<br />

search for solutions us<strong>in</strong>g r<strong>and</strong>om procedures<br />

(SEARCH); <strong>and</strong>/or<br />

4. User knowledge base overlaps with provided<br />

external guidance thus requir<strong>in</strong>g learners to<br />

mentally co-refer different representations of<br />

the same <strong>in</strong>formation (REDUNDANCY).<br />

The <strong>in</strong>terest<strong>in</strong>g challenge of apply<strong>in</strong>g the<br />

game paradigm to <strong>educational</strong> materials is that<br />

the previously established def<strong>in</strong>ition of extraneous<br />

<strong>load</strong> does not readily apply to <strong>games</strong>. Although<br />

the <strong>in</strong>formation design <strong>and</strong> <strong>in</strong>teraction design of<br />

<strong>educational</strong> <strong>games</strong> must be <strong>in</strong>formed by the above<br />

pr<strong>in</strong>ciples, <strong>games</strong> often deliberately violate these<br />

pr<strong>in</strong>ciples. For example, <strong>games</strong> rout<strong>in</strong>ely separate<br />

related objects <strong>and</strong> <strong>in</strong>formation <strong>in</strong> time <strong>and</strong> space,<br />

<strong>and</strong> expect the user to f<strong>in</strong>d <strong>and</strong> connect them<br />

(item 1, above), use excessive step-size or rate of<br />

<strong>in</strong>formation change to solve a problem or reach<br />

the next level (item 2), or purposefully provide<br />

<strong>in</strong>sufficient guidance (item 3). The difference to<br />

traditional, direct <strong>in</strong>struction approaches is that<br />

each of these strategies can contribute to achiev<strong>in</strong>g<br />

an <strong>educational</strong> goal, <strong>in</strong> which case they would not<br />

be considered wasteful or non-constructive (extraneous<br />

<strong>cognitive</strong> <strong>load</strong>), but would be strategies to<br />

<strong>cognitive</strong>ly engage the learner (which is referred<br />

to as germane <strong>cognitive</strong> <strong>load</strong>).<br />

The <strong>in</strong>tr<strong>in</strong>sic <strong>and</strong> extraneous <strong>cognitive</strong> <strong>load</strong><br />

results <strong>in</strong> the total <strong>cognitive</strong> <strong>load</strong> imposed on the<br />

learner <strong>cognitive</strong> system. For efficient performance<br />

<strong>and</strong>/or learn<strong>in</strong>g, total <strong>cognitive</strong> <strong>load</strong> should not<br />

exceed limited work<strong>in</strong>g memory capacity. When<br />

a task does not require high levels of <strong>in</strong>tr<strong>in</strong>sic<br />

<strong>cognitive</strong> <strong>load</strong> (e.g., because it is low <strong>in</strong> element<br />

<strong>in</strong>teractivity relative to the current level of learner<br />

expertise), the extraneous <strong>cognitive</strong> <strong>load</strong> imposed<br />

by poor design may not do much harm because total<br />

<strong>cognitive</strong> <strong>load</strong> may not exceed work<strong>in</strong>g memory<br />

capacity. In contrast, when the task is characterized<br />

by a high degree of element <strong>in</strong>teractivity relative<br />

to the person level of expertise, it might require a<br />

heavy <strong>in</strong>tr<strong>in</strong>sic <strong>cognitive</strong> <strong>load</strong>. In such situations,<br />

an additional extraneous <strong>cognitive</strong> <strong>load</strong> caused<br />

by an <strong>in</strong>appropriate design can leave <strong>in</strong>sufficient<br />

<strong>cognitive</strong> resources for efficient performance <strong>and</strong>/or<br />

learn<strong>in</strong>g because total <strong>cognitive</strong> <strong>load</strong> may exceed<br />

the user work<strong>in</strong>g memory capacity. Elim<strong>in</strong>ation or<br />

reduction of extraneous <strong>cognitive</strong> <strong>load</strong> by improv<strong>in</strong>g<br />

<strong>in</strong>terface design, presentation formats, or task<br />

procedures may be critical for performance.<br />

In correspondence with the above sources of<br />

extraneous <strong>cognitive</strong> <strong>load</strong>, the general guidel<strong>in</strong>es<br />

for m<strong>in</strong>imiz<strong>in</strong>g extraneous <strong>cognitive</strong> <strong>load</strong> <strong>in</strong> gam<strong>in</strong>g<br />

applications suggest provid<strong>in</strong>g direct guidance<br />

<strong>and</strong> access to required knowledge base, avoid<strong>in</strong>g<br />

diversion of <strong>cognitive</strong> resources on redundant<br />

<strong>and</strong>/or irrelevant <strong>cognitive</strong> activities, <strong>manag<strong>in</strong>g</strong><br />

step-size <strong>and</strong> rate of <strong>in</strong>formation changes, <strong>and</strong><br />

elim<strong>in</strong>at<strong>in</strong>g spatial <strong>and</strong> temporal split of related<br />

sources of <strong>in</strong>formation. In cases where <strong>educational</strong><br />

<strong>games</strong> deliberately deviate from these approaches,<br />

designers need to assure that such a deviation is<br />

required by a specific learn<strong>in</strong>g strategy that contributes<br />

to an <strong>educational</strong> objective.<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

EMPIrIcAL stUDIEs OF<br />

cOGNItIVE LOAD FActOrs IN<br />

EDUcAtIONAL GAMING<br />

APPLIcAtIONs<br />

As was mentioned <strong>in</strong> the <strong>in</strong>troduction, direct studies<br />

of <strong>cognitive</strong> <strong>load</strong> effects <strong>in</strong> game-based learn<strong>in</strong>g<br />

environments are extremely rare <strong>and</strong> mostly<br />

limited to the role of <strong>in</strong>structional guidance as an<br />

important factor <strong>in</strong> reduc<strong>in</strong>g high-<strong>load</strong> situations.<br />

Provid<strong>in</strong>g sufficient levels of <strong>in</strong>structional guidance<br />

<strong>and</strong> support for learners is an important means of<br />

reduc<strong>in</strong>g extraneous <strong>cognitive</strong> <strong>load</strong> <strong>and</strong> improv<strong>in</strong>g<br />

learn<strong>in</strong>g-effective engagement <strong>in</strong> <strong>in</strong>teractive<br />

gam<strong>in</strong>g environments. Just provid<strong>in</strong>g learners with<br />

higher levels of control that allow them to potentially<br />

access additional assistance (e.g., h<strong>in</strong>ts) may not<br />

be sufficient. For example, it was established that<br />

many learners <strong>in</strong> virtual environments simply did<br />

not use the available h<strong>in</strong>t system (e.g., Nelson, 2007;<br />

Nelson, Ketelhut, Clarke, & Dieterle, <strong>in</strong> press).<br />

Moreno <strong>and</strong> Duran (2004) <strong>in</strong>vestigated benefits<br />

of guidance <strong>in</strong> discovery multimedia game- based<br />

learn<strong>in</strong>g environments <strong>in</strong> elementary school mathematics.<br />

Two representations of the arithmetic<br />

procedures were used for addition <strong>and</strong> subtraction<br />

problems: a traditional symbolic representation of<br />

the number sentence <strong>and</strong> a visual representation.<br />

The visual representation used a number l<strong>in</strong>e <strong>and</strong><br />

an animated bunny mov<strong>in</strong>g along the l<strong>in</strong>e accord<strong>in</strong>g<br />

to the number operations performed (fac<strong>in</strong>g the<br />

left or right sides of the screen if the correspond<strong>in</strong>g<br />

numbers have the m<strong>in</strong>us or plus signs). If learners<br />

answered a problem correctly, they could see an<br />

animated sequence demonstrat<strong>in</strong>g major steps <strong>in</strong><br />

solv<strong>in</strong>g the problem. In the guided group, the learners<br />

also could hear explanations for each step of the<br />

animation. It was assumed that comb<strong>in</strong><strong>in</strong>g symbolic<br />

<strong>and</strong> visual representations could help learners<br />

(especially less knowledgeable novice learners)<br />

to build connections between formal procedures<br />

<strong>and</strong> their <strong>in</strong>formal <strong>in</strong>tuitive conceptual knowledge<br />

(mov<strong>in</strong>g along a path). The results demonstrated<br />

that learn<strong>in</strong>g new mathematical procedures could<br />

be overwhelm<strong>in</strong>g for novice learners when no<br />

guidance is provided. The verbal guidance is an<br />

important means to enhance learn<strong>in</strong>g <strong>in</strong> gamebased<br />

multimedia environments us<strong>in</strong>g multiple<br />

representations.<br />

Another important result of this study was that<br />

students’ lower computer proficiency could underm<strong>in</strong>e<br />

the potential benefits of learn<strong>in</strong>g <strong>in</strong> gamebased<br />

environments: high-computer experience<br />

learners, especially those with verbal guidance,<br />

outperformed low-experience learners <strong>in</strong> similar<br />

conditions (see also Clarke, Ayres, & Sweller, 2005,<br />

for a similar conclusion based on studies of learn<strong>in</strong>g<br />

mathematics us<strong>in</strong>g spreadsheet applications).<br />

High <strong>cognitive</strong> dem<strong>and</strong>s of familiarization with<br />

gam<strong>in</strong>g hardware <strong>and</strong> correspond<strong>in</strong>g functional<br />

procedures may leave no <strong>cognitive</strong> resources available<br />

for acquisition of mean<strong>in</strong>gful doma<strong>in</strong>-specific<br />

knowledge structures. A practical implication of<br />

this result is that, from a <strong>cognitive</strong> <strong>load</strong> po<strong>in</strong>t of<br />

view, it is important to br<strong>in</strong>g students to a sufficiently<br />

high level of computer proficiency prior to<br />

<strong>in</strong>volv<strong>in</strong>g them <strong>in</strong> explor<strong>in</strong>g complex <strong>in</strong>teractive<br />

environments.<br />

The <strong>in</strong>structional effectiveness of <strong>games</strong> could<br />

be low (especially for learners with low levels of<br />

prior knowledge) if no sufficient <strong>in</strong>structional support<br />

is provided <strong>and</strong> students are <strong>in</strong>volved <strong>in</strong> pure<br />

discovery learn<strong>in</strong>g. A discovery-based computer<br />

game may have positive learn<strong>in</strong>g effects only<br />

when students have sufficient <strong>cognitive</strong> resources<br />

to process multiple representations <strong>and</strong> sources of<br />

<strong>in</strong>formation <strong>in</strong> work<strong>in</strong>g memory. Such resources<br />

can only be available if the learners have good<br />

prior familiarity with the correspond<strong>in</strong>g knowledge<br />

doma<strong>in</strong>. Mayer, Mautone, <strong>and</strong> Prothero (2002)<br />

demonstrated that students learned better from a<br />

geology game when they received explicit guidance<br />

about how to visualize geological structures.<br />

Moreno (2004) found that students benefited more<br />

from explanatory rather than merely corrective<br />

feedback <strong>in</strong> a multimedia game about environmental<br />

problems.<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

Leutner (1993) <strong>in</strong>vestigated learn<strong>in</strong>g effects<br />

of two forms of <strong>in</strong>structional guidance—system<strong>in</strong>itiated<br />

adaptive advice <strong>and</strong> learner-requested<br />

non-adaptive pre-tutorial background <strong>in</strong>formation—provided<br />

<strong>in</strong> an exploratory computer-based<br />

simulated game environment built around the<br />

economical situations of small farms for geography<br />

high-school classes. Students without any support<br />

learned how to play the game but acquired hardly<br />

any doma<strong>in</strong>-specific knowledge. On the other<br />

h<strong>and</strong>, with adaptive advice, students were able to<br />

acquire a substantial degree of doma<strong>in</strong> knowledge<br />

(as measured by an immediate post-test), but limited<br />

functional knowledge of how to play the game. In<br />

relation to background <strong>in</strong>formation, the results<br />

<strong>in</strong>dicated that if permanently available, it <strong>in</strong>creased<br />

the acquisition of doma<strong>in</strong> knowledge (as measured<br />

by a delayed memory retention test). Generally,<br />

the available results provide evidence that guided<br />

game-based learn<strong>in</strong>g environments are more <strong>in</strong>structionally<br />

effective than pure discovery-based<br />

<strong>games</strong>, especially for low-knowledge learners.<br />

There are few studies of <strong>cognitive</strong> <strong>load</strong> factors<br />

<strong>in</strong> learn<strong>in</strong>g from <strong>in</strong>structional simulations. S<strong>in</strong>ce<br />

<strong>in</strong> most cases <strong>educational</strong> <strong>games</strong> are a form of<br />

simulated <strong>in</strong>teractive environments, results of these<br />

studies could also be applied to <strong>educational</strong> <strong>games</strong>.<br />

Plass et al. (<strong>in</strong> press) <strong>in</strong>vestigated an <strong>in</strong>teraction<br />

between two different modes of visual representations<br />

<strong>in</strong> a gas law simulation for high-school<br />

chemistry students <strong>and</strong> different levels of learner<br />

prior knowledge. Essential gas characteristics were<br />

presented either <strong>in</strong> symbolic form only (words<br />

‘temperature’, ‘pressure’, <strong>and</strong> ‘volume’ with correspond<strong>in</strong>g<br />

numerical values) or by add<strong>in</strong>g iconic<br />

<strong>in</strong>formation to the symbolic representations (e.g.,<br />

burners for temperature, weighs for pressure). The<br />

study <strong>in</strong>dicated that whereas low prior knowledge<br />

learners benefited more from added iconic representations,<br />

high prior knowledge learners benefited<br />

more from symbolic-only representations. Iconic<br />

representations were redundant for these learners<br />

<strong>and</strong> <strong>in</strong>terfered with their knowledge-based <strong>cognitive</strong><br />

processes. Similar to other studies of expertiserelated<br />

reversals <strong>in</strong> effectiveness of different verbal<br />

<strong>and</strong> pictorial representation formats (Kalyuga,<br />

2005, 2007), low prior knowledge learners benefited<br />

more from <strong>in</strong>tegrated multiple (verbal-pictorial<br />

or symbolic-iconic) representations than from<br />

separated or s<strong>in</strong>gle representation formats. On the<br />

other h<strong>and</strong>, more knowledgeable learners benefited<br />

more from m<strong>in</strong>imal representations. Additional<br />

representations were redundant for these learners<br />

<strong>and</strong> <strong>in</strong>terfered with their learn<strong>in</strong>g processes.<br />

In another relevant study, Schnotz <strong>and</strong> Rasch<br />

(2005) compared effects of two different formats<br />

of animated visualizations of time phenomena<br />

related to the Earth’s rotation on learners with<br />

different levels of learn<strong>in</strong>g prerequisites (a comb<strong>in</strong>ation<br />

of pre-test scores of prior knowledge <strong>and</strong><br />

<strong>in</strong>telligence measures). One format displayed an<br />

animated visual simulation of changes over time<br />

when circumnavigat<strong>in</strong>g the Earth (simple simulation).<br />

Another format represented an <strong>in</strong>teractive<br />

visualization that allowed students to manipulate<br />

the display by def<strong>in</strong><strong>in</strong>g specific day <strong>and</strong> time for<br />

specific cities (<strong>in</strong>teractive simulation). The post-test<br />

results <strong>in</strong>dicated that students with high learn<strong>in</strong>g<br />

prerequisites performed significantly better after<br />

learn<strong>in</strong>g from the <strong>in</strong>teractive simulation, while<br />

lower learn<strong>in</strong>g prerequisite students performed better<br />

after learn<strong>in</strong>g from the simple animated simulation.<br />

In this expertise reversal pattern, <strong>in</strong>teractive<br />

manipulations could have imposed high levels of<br />

extraneous <strong>cognitive</strong> <strong>load</strong> on novice learners but<br />

were optimal for more experienced learners.<br />

MEtHODs FOr EVALUAtING<br />

cOGNItIVE LOAD<br />

The low number of published research studies on<br />

<strong>cognitive</strong> <strong>load</strong> <strong>in</strong> <strong>games</strong> is <strong>in</strong> part due to the limited<br />

number of methods available to measure <strong>cognitive</strong><br />

<strong>load</strong>. There are several <strong>in</strong>direct methods available<br />

that use <strong>in</strong>dicators such as learn<strong>in</strong>g outcomes,<br />

physiological measures, <strong>and</strong> behavioral measures<br />

<strong>in</strong> order to determ<strong>in</strong>e <strong>cognitive</strong> <strong>load</strong> (Brünken,<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

Plass, & Leutner, 2003). Among the more direct<br />

measures that could apply to the measurement of<br />

<strong>cognitive</strong> <strong>load</strong> <strong>in</strong> <strong>games</strong> are subjective <strong>and</strong> objective<br />

approaches to <strong>load</strong> measurement.<br />

A very rough relative measure of <strong>cognitive</strong> <strong>load</strong><br />

could be obta<strong>in</strong>ed by us<strong>in</strong>g subjective rat<strong>in</strong>gs of<br />

mental effort, for example, by ask<strong>in</strong>g users How<br />

easy or difficult was the game to underst<strong>and</strong>? or<br />

How hard did you have to th<strong>in</strong>k to underst<strong>and</strong> how<br />

to play the game? with answers on n<strong>in</strong>e-po<strong>in</strong>t Likert<br />

scales from extremely easy (1) through neither easy<br />

nor difficult (5) to extremely difficult (9). Previous<br />

research has <strong>in</strong>dicated that such simple measures<br />

could be sufficiently sensitive to variations <strong>in</strong> <strong>cognitive</strong><br />

<strong>load</strong> conditions (Paas, Tuov<strong>in</strong>en, Tabbers,<br />

& van Gerven, 2003). However, as there is no an<br />

absolute scale for subjective rat<strong>in</strong>gs of mental effort,<br />

they are more useful for compar<strong>in</strong>g <strong>cognitive</strong><br />

<strong>load</strong> levels <strong>in</strong>volved <strong>in</strong> alternative applications or<br />

<strong>in</strong>terface designs rather than evaluat<strong>in</strong>g a s<strong>in</strong>gle<br />

game application. This approach could nevertheless<br />

be used for compar<strong>in</strong>g <strong>cognitive</strong> <strong>load</strong> imposed by<br />

sequential versions of an application <strong>in</strong> the iterative<br />

process of the redesign of components that could<br />

contribute to <strong>in</strong>creased <strong>cognitive</strong> <strong>load</strong> conditions.<br />

The same users could be asked to rate mental effort<br />

<strong>in</strong>volved <strong>in</strong> us<strong>in</strong>g the application after each<br />

modification stage.<br />

Another method for comparative evaluation of<br />

<strong>cognitive</strong> <strong>load</strong> that can be used <strong>in</strong> laboratory sett<strong>in</strong>gs<br />

is the dual-task technique. This method uses<br />

performance on simple secondary tasks as <strong>in</strong>dicators<br />

of <strong>cognitive</strong> <strong>load</strong> associated with performance<br />

on ma<strong>in</strong> tasks. Various simple responses can be<br />

used as secondary tasks, for example, reaction<br />

times to some events (e.g., a computer mouse click),<br />

count<strong>in</strong>g backwards, or recall<strong>in</strong>g the previous<br />

letter seen on the screen of a separate computer<br />

while encod<strong>in</strong>g the new letter appear<strong>in</strong>g after a<br />

tone sounded. An important requirement is that<br />

a secondary task should affect the same work<strong>in</strong>g<br />

memory process<strong>in</strong>g system (visual <strong>and</strong>/or auditory)<br />

as the primary task; otherwise, it may not<br />

be sensitive to changes <strong>in</strong> actual <strong>cognitive</strong> <strong>load</strong>.<br />

Dual-task techniques for measurement of <strong>cognitive</strong><br />

<strong>load</strong> <strong>in</strong> multimedia learn<strong>in</strong>g environments<br />

were studied by Brünken et al. (2003, 2004) <strong>and</strong><br />

Brünken, Ste<strong>in</strong>bacher, Plass, <strong>and</strong> Leutner (2002).<br />

In these studies, the secondary task represented a<br />

simple visual-monitor<strong>in</strong>g task requir<strong>in</strong>g learners to<br />

react (e.g., press a key on the computer keyboard)<br />

as soon as possible to a color change of a letter<br />

displayed <strong>in</strong> a small frame above the ma<strong>in</strong> task<br />

frame. Reaction time <strong>in</strong> the secondary monitor<strong>in</strong>g<br />

task was used as a measure of <strong>cognitive</strong> <strong>load</strong><br />

<strong>in</strong>duced by the primary multimedia presentation.<br />

The studies demonstrated the applicability of the<br />

dual-task approach to measurement of <strong>cognitive</strong><br />

<strong>load</strong> experienced by each <strong>in</strong>dividual learner.<br />

In order to evaluate <strong>cognitive</strong> <strong>load</strong> characteristics<br />

of a s<strong>in</strong>gle gam<strong>in</strong>g application (without<br />

comparisons to a variant of the same application),<br />

concurrent verbal reports (th<strong>in</strong>k-aloud protocols)<br />

with audio <strong>and</strong> video track<strong>in</strong>g could be used. Although<br />

verbal protocols can hypothetically <strong>in</strong>crease<br />

<strong>cognitive</strong> <strong>load</strong>, there is no evidence that they actually<br />

<strong>in</strong>terfere with <strong>cognitive</strong> processes (Ericsson<br />

& Simon, 1984). The generated qualitative verbal<br />

data may reflect different types of <strong>cognitive</strong> <strong>load</strong> as<br />

expressed through the participants’ own language<br />

(Kalyuga, Plass, Homer, Milne, & Jordan, 2007;<br />

Plass, Toler, & Kalyuga, 2007). In these studies,<br />

verbal data from th<strong>in</strong>k-aloud <strong>in</strong>terviews was coded<br />

us<strong>in</strong>g rubrics based on expected learners’ verbal<br />

expressions or remarks for different types of <strong>cognitive</strong><br />

<strong>load</strong> (see examples below). For each rubric,<br />

sample keywords <strong>and</strong> phrases were set <strong>and</strong> served<br />

as a cod<strong>in</strong>g scheme for classify<strong>in</strong>g participants’<br />

remarks <strong>in</strong>to different categories of <strong>cognitive</strong> <strong>load</strong>.<br />

Verbal data from the protocols can be analyzed by<br />

screen<strong>in</strong>g digital record<strong>in</strong>gs of each <strong>in</strong>terview. Such<br />

records <strong>in</strong>clude the synchronized audio <strong>and</strong> screen<br />

captures with screen <strong>and</strong> audio record<strong>in</strong>g software<br />

(e.g., TechSmith’s [2007] Camtasia Studio 5) us<strong>in</strong>g<br />

the samples of expected responses.<br />

Before commenc<strong>in</strong>g the procedure, participants<br />

were <strong>in</strong>structed to th<strong>in</strong>k aloud (e.g., “It would really<br />

help me to underst<strong>and</strong> what you are th<strong>in</strong>k<strong>in</strong>g while<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

play<strong>in</strong>g the game. I am particularly <strong>in</strong>terested <strong>in</strong><br />

know<strong>in</strong>g what you f<strong>in</strong>d clear <strong>and</strong> what you f<strong>in</strong>d<br />

unclear. If you get quiet, I will ask you to keep<br />

talk<strong>in</strong>g”). Participants were given only a brief<br />

general overview of what the game is about; they<br />

were not specifically <strong>in</strong>structed on how it should be<br />

played. Throughout the <strong>in</strong>terview, general probes<br />

were used to elicit relevant remarks (e.g., What is<br />

your strategy for play<strong>in</strong>g? What you are learn<strong>in</strong>g?<br />

What is familiar to you? What is unfamiliar? What<br />

<strong>in</strong>formation are you pay<strong>in</strong>g most attention to? What<br />

do you ignore?). The probes did not explicitly mention<br />

difficulty, effort, <strong>and</strong> other concepts directly<br />

related to the notion of <strong>cognitive</strong> <strong>load</strong> (Kalyuga et<br />

al., 2007; Plass et al., 2007).<br />

The analysis of verbal protocols for <strong>in</strong>dicators<br />

of <strong>cognitive</strong> <strong>load</strong> consisted of locat<strong>in</strong>g relevant<br />

words, remarks, <strong>and</strong> expressions <strong>and</strong> relat<strong>in</strong>g them<br />

to different sources of <strong>cognitive</strong> <strong>load</strong>. The follow<strong>in</strong>g<br />

rubrics were used for this purpose, with samples<br />

of participants’ remarks:<br />

• Does the application provide sufficient explanations<br />

(guidance)? (can’t get an idea, too<br />

complex to underst<strong>and</strong>, don’t know what to<br />

do, need some h<strong>in</strong>ts)<br />

• Are users <strong>in</strong>volved <strong>in</strong> extensive search processes<br />

(e.g., trial-<strong>and</strong>-error)? (let’s try <strong>and</strong> see,<br />

just enter anyth<strong>in</strong>g, play with numbers)<br />

• Does the application activate relevant prior<br />

knowledge? (don’t know anyth<strong>in</strong>g about it,<br />

never heard about it, it doesn’t r<strong>in</strong>g a bell,<br />

thought it was someth<strong>in</strong>g else)<br />

• Does the application expla<strong>in</strong> th<strong>in</strong>gs that are<br />

already known to the learner? (know this stuff,<br />

we did it differently, studied this before)<br />

• Do the unnecessary explanations distract<br />

from learn<strong>in</strong>g? (it is annoy<strong>in</strong>g, need to go<br />

through this aga<strong>in</strong>, it doesn’t tell me anyth<strong>in</strong>g<br />

new)<br />

• Are too many new elements of <strong>in</strong>formation<br />

<strong>in</strong>troduced too quickly? (can’t catch it, the<br />

<strong>in</strong>formation is chang<strong>in</strong>g too fast)<br />

• Does the application proceed by too large<br />

step-sizes? (plenty of new th<strong>in</strong>gs, can’t grasp<br />

them all, a lot of unknown <strong>in</strong>formation)<br />

• Does the application <strong>in</strong>clude related verbal<br />

<strong>and</strong>/or pictorial components that need to be<br />

studied simultaneously <strong>and</strong> are located <strong>in</strong><br />

different parts of the display or not synchronized?<br />

(need to jump across the screen, it is<br />

over there, this has changed earlier)<br />

• Does the underst<strong>and</strong><strong>in</strong>g of the <strong>in</strong>terrelated<br />

components require extensive co-referenc<strong>in</strong>g<br />

<strong>and</strong> temporary hold<strong>in</strong>g of much <strong>in</strong>formation<br />

<strong>in</strong> memory? (need to go back to the diagram<br />

or text, too much to remember, already forgot<br />

about that)<br />

The concurrent verbal report<strong>in</strong>g method for<br />

evaluat<strong>in</strong>g <strong>cognitive</strong> <strong>load</strong> was tested with two<br />

versions of an <strong>in</strong>teractive simulation of gas laws<br />

for science education similar to those used <strong>in</strong> the<br />

above-mentioned study of Lee et al. (2006). The<br />

follow<strong>in</strong>g are samples of actual learners’ remarks,<br />

<strong>in</strong>dicat<strong>in</strong>g various forms of extraneous <strong>cognitive</strong><br />

<strong>load</strong> (see Table 1).<br />

Based on the total number of extraneous <strong>cognitive</strong><br />

<strong>load</strong>-relevant remarks for each condition<br />

obta<strong>in</strong>ed from 12 participants (university students<br />

with very limited knowledge of chemistry),<br />

symbolic versions (simulations us<strong>in</strong>g text labels<br />

for important concepts) were more <strong>cognitive</strong>ly<br />

dem<strong>and</strong><strong>in</strong>g (34 remarks) than iconic versions (simulations<br />

us<strong>in</strong>g icons <strong>in</strong> addition to text labels for<br />

important concepts) (12 remarks). This relative<br />

<strong>cognitive</strong> <strong>load</strong> st<strong>and</strong><strong>in</strong>g of conditions co<strong>in</strong>cided<br />

with the reversed order of similar conditions based<br />

on low-knowledge learner post-test performance<br />

obta<strong>in</strong>ed <strong>in</strong> a study with 64 high-school students<br />

(Kalyuga et al., 2007), thus provid<strong>in</strong>g prelim<strong>in</strong>ary<br />

evidence for the validity of the suggested evaluation<br />

method. Add<strong>in</strong>g dynamic iconic images helped<br />

to alleviate <strong>cognitive</strong> over<strong>load</strong> by provid<strong>in</strong>g a<br />

relatively less <strong>cognitive</strong>ly dem<strong>and</strong><strong>in</strong>g <strong>in</strong>teractive<br />

learn<strong>in</strong>g environment.<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

FUTURE TRENDS: TOWARDS<br />

ADAPtIVE EDUcAtIONAL GAMING<br />

Build<strong>in</strong>g adaptive <strong>educational</strong> gam<strong>in</strong>g environments<br />

with optimized <strong>cognitive</strong> <strong>load</strong> based on<br />

flexible <strong>and</strong> learner-tailored support is an important<br />

future trend with clear <strong>educational</strong> benefits.<br />

There are different general approaches to build<strong>in</strong>g<br />

complex adaptive learn<strong>in</strong>g environments that<br />

could also be used <strong>in</strong> game-based learn<strong>in</strong>g. For<br />

example, Federico (1999) suggested comb<strong>in</strong><strong>in</strong>g a<br />

macro-treatment pre-tra<strong>in</strong><strong>in</strong>g adaptation approach<br />

based on pretest results with a micro-treatment<br />

approach based on with<strong>in</strong>-tra<strong>in</strong><strong>in</strong>g measures taken<br />

while students are <strong>in</strong> the <strong>in</strong>structional situation.<br />

Macro-treatments could be selected based on <strong>in</strong>itial<br />

pre-task measures, then <strong>in</strong>structional procedures<br />

could be ref<strong>in</strong>ed <strong>and</strong> optimized us<strong>in</strong>g micro-treatments<br />

based on cont<strong>in</strong>uous monitor<strong>in</strong>g of learn<strong>in</strong>g<br />

behavior. An approach proposed by Tennyson <strong>and</strong><br />

Table 1.<br />

SPATIAL SPLIT-ATTENTION<br />

Watch<strong>in</strong>g them all at the same time could be difficult.<br />

Confus<strong>in</strong>g, not sure what to do. A little hard to isolate th<strong>in</strong>gs.<br />

I didn’t pay attention to see the actual change on the graph.<br />

A lot of th<strong>in</strong>gs to look at at once.<br />

I look at the numbers, but try to look at the graph too.<br />

It’d be easier if there was one graph <strong>in</strong>stead of two, so I’d focus on it.<br />

A lot is go<strong>in</strong>g on at once, numbers are chang<strong>in</strong>g.<br />

TEMPORAL SPLIT-<br />

ATTENTION<br />

This is really hard. Pay<strong>in</strong>g attention to gas particles, <strong>and</strong> now try<strong>in</strong>g to pay attention to the graph.<br />

I must go back to see previous pressure results.<br />

Click<strong>in</strong>g⎯everyth<strong>in</strong>g that was before disappears.<br />

I forgot what I did at the previous one [step].<br />

Need to refer back to previous step to see the change.<br />

Diagram shows past trials, conta<strong>in</strong>er shows this moment.<br />

It would be easier if my old graphs stay on top of the screen.<br />

It’s difficult to keep track of previous simulation.<br />

I’m manipulat<strong>in</strong>g <strong>and</strong> see<strong>in</strong>g, but I keep stor<strong>in</strong>g it. It’s difficult to look back.<br />

REDUNDANCY<br />

EXCESSIVE INFORMATION<br />

I th<strong>in</strong>k I missed someth<strong>in</strong>g, I go back to see pressure-temperature relationship.<br />

Repetitions, I’ve already realized the relationship from first two [steps].<br />

Extra stuff; flames get <strong>in</strong> the way (no need to show six flames to show temperature ris<strong>in</strong>g).<br />

Everyth<strong>in</strong>g’s mov<strong>in</strong>g at the same time.<br />

It is difficult to figure out what’s happen<strong>in</strong>g.<br />

It’s difficult because of stor<strong>in</strong>g everyth<strong>in</strong>g <strong>in</strong> my m<strong>in</strong>d.<br />

I have to remember that I’m mov<strong>in</strong>g Temperature or Pressure [sliders].<br />

Lost track what I am do<strong>in</strong>g. A lot of th<strong>in</strong>gs.<br />

I checked the solution but did not remember. Look<strong>in</strong>g at text, not see<strong>in</strong>g visuals (so fast).<br />

SEARCH<br />

Too much go<strong>in</strong>g on the screen; extra th<strong>in</strong>gs, like a flashy show.<br />

I’m just pick<strong>in</strong>g numbers.<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

Breuer (2002) consists of two ma<strong>in</strong> components:<br />

a curriculum (macro-) component that ma<strong>in</strong>ta<strong>in</strong>s<br />

a student model <strong>and</strong> an external knowledge base,<br />

<strong>and</strong> an <strong>in</strong>structional (micro-) component that adapts<br />

the <strong>in</strong>structional strategies accord<strong>in</strong>g to current<br />

learn<strong>in</strong>g progress.<br />

An adaptive approach that has been developed<br />

with<strong>in</strong> the <strong>cognitive</strong> <strong>load</strong> framework is based on<br />

the expertise reversal effect (Camp, Paas, Rikers, &<br />

van Merriënboer, 2001; Kalyuga, 2006c; Kalyuga<br />

& Sweller, 2004, 2005; Salden, Paas, Broers, &<br />

van Merriënboer, 2004; Salden, Paas, & van Merriënboer,<br />

2006; van Merriënboer & Sweller, 2005)<br />

<strong>and</strong> assumes the <strong>in</strong>itial selection of an optimal level<br />

of learner support based on pre-task measures,<br />

<strong>and</strong> then ref<strong>in</strong><strong>in</strong>g <strong>and</strong> optimiz<strong>in</strong>g <strong>in</strong>structional<br />

procedures us<strong>in</strong>g cont<strong>in</strong>uous monitor<strong>in</strong>g of learn<strong>in</strong>g<br />

behavior. Accord<strong>in</strong>g to <strong>cognitive</strong> <strong>load</strong> theory,<br />

optimiz<strong>in</strong>g learn<strong>in</strong>g processes requires present<strong>in</strong>g<br />

appropriate <strong>and</strong> necessary <strong>in</strong>structional guidance<br />

at the right time <strong>and</strong> cont<strong>in</strong>uously remov<strong>in</strong>g unnecessary<br />

redundant <strong>in</strong>formation as the level of<br />

learner expertise <strong>in</strong> a doma<strong>in</strong> gradually <strong>in</strong>creases.<br />

Detailed direct <strong>in</strong>structional support should be<br />

provided (preferably <strong>in</strong> <strong>in</strong>tegrated verbal-pictorial<br />

<strong>and</strong> dual-modality formats) for novice learners.<br />

Changes <strong>in</strong> the task-specific knowledge base need<br />

to be dynamically tracked <strong>and</strong> specific <strong>in</strong>structional<br />

procedures tailored accord<strong>in</strong>gly.<br />

The described adaptive approach has mostly<br />

been realized <strong>in</strong> experimental computer-based<br />

tutorials <strong>in</strong> a system-controlled format: a computer<br />

program dynamically selects an <strong>in</strong>structional<br />

method that is most appropriate for the current<br />

level of learner expertise. The learner-controlled<br />

approach could be an alternative to dynamic system-controlled<br />

tailor<strong>in</strong>g of <strong>in</strong>struction to learner<br />

characteristics. Despite some expected advantages<br />

of learner control (e.g., positive learner attitudes<br />

<strong>and</strong> a sense of control), research f<strong>in</strong>d<strong>in</strong>gs have<br />

been more often negative rather than positive <strong>in</strong><br />

relation to learn<strong>in</strong>g outcomes (Niemec, Sikorski,<br />

& Walberg, 1996; Ste<strong>in</strong>berg, 1989). Accord<strong>in</strong>g to<br />

<strong>cognitive</strong> <strong>load</strong> theory, the level of learner expertise<br />

is a def<strong>in</strong><strong>in</strong>g factor: students could have control<br />

over the content <strong>and</strong> <strong>in</strong>structional sequences if<br />

they have sufficient knowledge <strong>in</strong> the task doma<strong>in</strong>.<br />

Low-knowledge learners, on the other h<strong>and</strong>, require<br />

appropriate assistance. This assistance could be<br />

provided as advice to learners to make their own<br />

decisions (Tennyson, 1981). An advanced form of<br />

this approach is an adaptive guidance strategy that<br />

provides learners with <strong>in</strong>formation on the current<br />

level of their knowledge, what to study or practice<br />

to achieve mastery, how to sequence learn<strong>in</strong>g tasks<br />

for gradual transition from basic to more complex<br />

strategies, <strong>and</strong> how to allocate <strong>cognitive</strong> resources<br />

(Bell & Kozlowski, 2002).<br />

The available research on <strong>cognitive</strong>ly optimized<br />

adaptive strategies with<strong>in</strong> a <strong>cognitive</strong> <strong>load</strong> framework<br />

is very limited. Optimal adaptive methodologies<br />

<strong>and</strong> conditions of their applicability need to<br />

be established <strong>in</strong> controlled experimental studies.<br />

In the absence of evidence-based recommendations,<br />

most exist<strong>in</strong>g adaptive onl<strong>in</strong>e environments<br />

are based on monitor<strong>in</strong>g navigational patterns,<br />

learn<strong>in</strong>g styles, preferences, <strong>and</strong> other external<br />

learner characteristics rather than deep <strong>cognitive</strong><br />

characteristics, such as available knowledge<br />

structures.<br />

cONcLUsION AND IMPLIcAtIONs<br />

This chapter makes a first contribution to apply<br />

<strong>cognitive</strong> <strong>load</strong> theory to the design of <strong>educational</strong><br />

game environments. Research <strong>in</strong> cognition <strong>and</strong><br />

<strong>in</strong>struction has substantially exp<strong>and</strong>ed our underst<strong>and</strong><strong>in</strong>g<br />

of mental processes <strong>in</strong>volved <strong>in</strong> learn<strong>in</strong>g,<br />

limitations of our <strong>cognitive</strong> system, <strong>and</strong> the role of<br />

learner prior knowledge. Apply<strong>in</strong>g this knowledge<br />

to the design of <strong>educational</strong> <strong>games</strong> is a necessary<br />

condition for their effectiveness.<br />

Games have unique features that place higher<br />

dem<strong>and</strong>s on learners’ <strong>cognitive</strong> resources than<br />

more traditional direct <strong>in</strong>struction approaches.<br />

Examples for sources of these dem<strong>and</strong>s are the<br />

need to navigate immersive 3D environments, the<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

use of discovery-based approaches to the gameplay,<br />

the manipulation of learners’ emotions, the<br />

need to f<strong>in</strong>d hidden cues, or the use of narratives<br />

to provide situational context. In addition to the<br />

<strong>cognitive</strong> dem<strong>and</strong>s of these features, <strong>educational</strong><br />

<strong>games</strong> require the learner to <strong>in</strong>vest <strong>cognitive</strong> resources<br />

<strong>in</strong> the process<strong>in</strong>g of the content that is to<br />

be learned. Therefore, special attention must be<br />

devoted to elim<strong>in</strong>ate all sources of unproductive<br />

process<strong>in</strong>g of extraneous <strong>in</strong>formation. Sources<br />

of excessive extraneous <strong>cognitive</strong> <strong>load</strong> that may<br />

<strong>in</strong>hibit performance <strong>and</strong> learn<strong>in</strong>g from <strong>educational</strong><br />

gam<strong>in</strong>g applications are: spatially <strong>and</strong>/or temporally<br />

split elements of <strong>in</strong>formation that need to be<br />

<strong>in</strong>tegrated <strong>in</strong> order to achieve underst<strong>and</strong><strong>in</strong>g; an<br />

excessive step-size <strong>and</strong>/or rate of <strong>in</strong>formation presentation<br />

that <strong>in</strong>troduces too many new elements<br />

of <strong>in</strong>formation <strong>in</strong>to work<strong>in</strong>g memory too quickly<br />

to be organized <strong>and</strong> comprehended; <strong>in</strong>sufficient<br />

user support or guidance, especially for low prior<br />

knowledge users; <strong>and</strong> excessive redundant support<br />

overlapp<strong>in</strong>g with available knowledge of more<br />

experienced users.<br />

It is important to recognize that <strong>in</strong> <strong>educational</strong><br />

<strong>games</strong>, design decisions that <strong>in</strong> traditional direct<br />

<strong>in</strong>struction approaches would have been considered<br />

sources of extraneous <strong>load</strong> may <strong>in</strong> fact be contribut<strong>in</strong>g<br />

to the <strong>educational</strong> objectives of the game, <strong>and</strong><br />

would therefore be categorized as generat<strong>in</strong>g germane<br />

<strong>load</strong>—that is, engag<strong>in</strong>g users <strong>in</strong> the learn<strong>in</strong>g<br />

process. For example, <strong>games</strong> can represent <strong>educational</strong><br />

content embedded <strong>in</strong> a rich context, which<br />

requires resources to be processed but makes the<br />

presented <strong>in</strong>formation more mean<strong>in</strong>gful to learners<br />

<strong>and</strong> allows them to connect it to exist<strong>in</strong>g knowledge<br />

structures. Recent research <strong>in</strong>dicates that <strong>in</strong> some<br />

cases, exploratory environments may <strong>in</strong>deed be<br />

more effective than direct <strong>in</strong>struction (Plass et al.,<br />

2007b). This is an <strong>in</strong>dication that when designed<br />

to meet a specific <strong>educational</strong> purpose, the higher<br />

<strong>cognitive</strong> dem<strong>and</strong> of game-specific features may<br />

result <strong>in</strong> <strong>in</strong>creased mental effort, <strong>and</strong> as a result <strong>in</strong><br />

<strong>in</strong>creased learn<strong>in</strong>g.<br />

In addition to established techniques of measur<strong>in</strong>g<br />

<strong>cognitive</strong> <strong>load</strong> (subjective rat<strong>in</strong>g scales, dualtask<br />

methods), concurrent verbal reports with audio<br />

<strong>and</strong> screen capture of learners’ onl<strong>in</strong>e behavior<br />

may be used for evaluat<strong>in</strong>g <strong>and</strong> compar<strong>in</strong>g levels<br />

of extraneous <strong>cognitive</strong> <strong>load</strong> <strong>in</strong> <strong>educational</strong> <strong>games</strong><br />

as an important part of their usability studies. Based<br />

on such evaluation procedures, <strong>educational</strong> <strong>games</strong><br />

could be improved to better match the nature of the<br />

human <strong>cognitive</strong> architecture. For example, direct<br />

guidance could be provided to low prior knowledge<br />

users at the appropriate time (or on request), unnecessary<br />

redundant support could be timely removed<br />

as a learner becomes more experienced with the task<br />

doma<strong>in</strong>, step-sizes <strong>and</strong> rates of presentations could<br />

be limited to ensure that the learners’ <strong>cognitive</strong> capacity<br />

is not exceeded, split-attention effects could<br />

be elim<strong>in</strong>ated or reduced by <strong>in</strong>tegrat<strong>in</strong>g graphics<br />

<strong>and</strong> text or us<strong>in</strong>g auditory modality for present<strong>in</strong>g<br />

verbal elements, <strong>and</strong> <strong>in</strong>formation presentations<br />

could be dynamically tailored to chang<strong>in</strong>g levels<br />

of learner proficiency <strong>in</strong> the doma<strong>in</strong>. Ultimately,<br />

adaptive <strong>educational</strong> <strong>games</strong> could exp<strong>and</strong> current<br />

fad<strong>in</strong>g techniques to allow dynamic tailor<strong>in</strong>g of<br />

presentations to chang<strong>in</strong>g <strong>cognitive</strong> characteristics<br />

of <strong>in</strong>dividual learners to work <strong>in</strong> harmony with<br />

human <strong>cognitive</strong> architecture. Given the grow<strong>in</strong>g<br />

research <strong>in</strong> <strong>cognitive</strong> <strong>load</strong> issues <strong>in</strong> learn<strong>in</strong>g, researchers<br />

<strong>and</strong> game designers should be aware of<br />

these developments <strong>and</strong> their implications, as well<br />

as methods for evaluat<strong>in</strong>g <strong>and</strong> <strong>manag<strong>in</strong>g</strong> <strong>cognitive</strong><br />

<strong>load</strong> <strong>in</strong> <strong>educational</strong> <strong>games</strong>.<br />

AUtHOr NOtE<br />

The research presented <strong>in</strong> this chapter was supported<br />

<strong>in</strong> part by the Institute of Education Sciences<br />

(IES), U. S. Department of Education (DoEd)<br />

through Grant R305K050140. The content of this<br />

publication does not necessarily reflect the views or<br />

policies of IES or DoEd, nor does any mention of<br />

trade names, commercial products, or organizations<br />

imply endorsement by the U.S. Government.<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

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<strong>Evaluat<strong>in</strong>g</strong> <strong>and</strong> Manag<strong>in</strong>g Cognitive Load <strong>in</strong> Games<br />

KEY TERMS<br />

Cognitive Architecture: A general <strong>cognitive</strong><br />

system that underlies human performance <strong>and</strong><br />

learn<strong>in</strong>g. The underst<strong>and</strong><strong>in</strong>g of human cognition<br />

with<strong>in</strong> a <strong>cognitive</strong> architecture requires knowledge<br />

of correspond<strong>in</strong>g models of memory organization,<br />

forms of knowledge representation, mechanisms<br />

of problem solv<strong>in</strong>g, <strong>and</strong> the nature of human<br />

expertise.<br />

Cognitive Load: Work<strong>in</strong>g memory resources<br />

required for process<strong>in</strong>g specific <strong>in</strong>formation by an<br />

<strong>in</strong>dividual user. Cognitive <strong>load</strong> theory dist<strong>in</strong>guishes<br />

between the essential (<strong>in</strong>tr<strong>in</strong>sic) <strong>and</strong> wasteful (extraneous)<br />

forms of <strong>cognitive</strong> <strong>load</strong>, <strong>and</strong> suggests a<br />

variety of techniques <strong>and</strong> procedures (<strong>cognitive</strong><br />

<strong>load</strong> effects) for <strong>manag<strong>in</strong>g</strong> essential <strong>and</strong> reduc<strong>in</strong>g<br />

extraneous <strong>load</strong> <strong>in</strong> learn<strong>in</strong>g.<br />

Cognitive Load Theory: An <strong>in</strong>structional<br />

theory describ<strong>in</strong>g <strong>in</strong>structional implications of<br />

process<strong>in</strong>g limitations of human <strong>cognitive</strong> architecture<br />

(capacity <strong>and</strong> duration of work<strong>in</strong>g memory)<br />

<strong>and</strong> evolved mechanisms for deal<strong>in</strong>g with these<br />

limitations (long-term memory knowledge base<br />

<strong>and</strong> its role <strong>in</strong> cognition).<br />

Expertise Reversal Effect: Reversal <strong>in</strong> the<br />

relative effectiveness of <strong>in</strong>formation presentation<br />

formats <strong>and</strong> procedures as levels of user knowledge<br />

<strong>in</strong> a doma<strong>in</strong> change. For example, extensive<br />

external support could be beneficial for novices<br />

when compared with the performance of novices<br />

who receive a low-support format, but is disadvantageous<br />

for more expert users when compared<br />

with the performance of experts who receive a<br />

low-support format.<br />

Long-Term Memory (LTM): A major part of<br />

our <strong>cognitive</strong> architecture, an organized knowledge<br />

base that stores a massive amount of hierarchical<br />

knowledge structures.<br />

Sources of Cognitive Load: Features of external<br />

<strong>in</strong>formation structures or <strong>cognitive</strong> characteristics<br />

of <strong>in</strong>dividual users that determ<strong>in</strong>e required<br />

work<strong>in</strong>g memory resources. Intr<strong>in</strong>sic <strong>cognitive</strong> <strong>load</strong><br />

is caused by levels of <strong>in</strong>teractivity between elements<br />

of <strong>in</strong>formation that need to be processed simultaneously.<br />

Extraneous <strong>cognitive</strong> <strong>load</strong> is imposed<br />

by the design of <strong>in</strong>formation presentations (e.g.,<br />

separated <strong>in</strong> space- <strong>and</strong>/or time-related elements;<br />

an excessive step-size or rate of <strong>in</strong>troduc<strong>in</strong>g new<br />

elements of <strong>in</strong>formation; limited user knowledge<br />

that is not compensated by provided support;<br />

user knowledge base that overlaps with provided<br />

external guidance).<br />

Work<strong>in</strong>g Memory (WM): A major part of our<br />

<strong>cognitive</strong> architecture, a functional mechanism that<br />

limits the scope of immediate changes to long-term<br />

memory. Depend<strong>in</strong>g on a specific model, WM is<br />

considered either as a separate component of our<br />

<strong>cognitive</strong> system or as an activated part of LTM.<br />

The essential attribute of WM is its severe limitation<br />

<strong>in</strong> capacity <strong>and</strong> duration when deal<strong>in</strong>g with<br />

novel <strong>in</strong>formation.<br />

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