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Evaluating and managing cognitive load in educational games

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 />

<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

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