07.04.2015 Views

Evaluating and managing cognitive load in educational games

Evaluating and managing cognitive load in educational games

Evaluating and managing cognitive load in educational games

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

<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 />

733

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!