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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 />

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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