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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 />

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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