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Evaluating and managing cognitive load in educational games

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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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