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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 />

complete whole rather than successive parts with<br />

a focus on improv<strong>in</strong>g <strong>and</strong> elaborat<strong>in</strong>g <strong>cognitive</strong><br />

problem-solv<strong>in</strong>g abilities.<br />

On the other h<strong>and</strong>, if designed <strong>in</strong>appropriately,<br />

game-based <strong>educational</strong> environments may conta<strong>in</strong><br />

many sources of high-level <strong>cognitive</strong> <strong>load</strong> that<br />

prevent effective learn<strong>in</strong>g. There are different<br />

types <strong>and</strong> sources of <strong>cognitive</strong> <strong>load</strong> <strong>in</strong> learn<strong>in</strong>g.<br />

A major type of <strong>cognitive</strong> <strong>load</strong> is caused by <strong>cognitive</strong><br />

activities that are essential for establish<strong>in</strong>g<br />

key connections between elements of <strong>in</strong>formation,<br />

<strong>in</strong>tegrat<strong>in</strong>g them with available knowledge structures,<br />

<strong>and</strong> build<strong>in</strong>g new (or modified) knowledge<br />

structures <strong>in</strong> WM (i.e. <strong>cognitive</strong> activities associated<br />

with comprehension of the situation <strong>and</strong><br />

knowledge-based response actions). This type of<br />

<strong>load</strong> is referred to as <strong>in</strong>tr<strong>in</strong>sic <strong>cognitive</strong> <strong>load</strong>. It is<br />

caused by <strong>in</strong>ternal <strong>in</strong>tellectual complexity of the<br />

task that is determ<strong>in</strong>ed by the degree of <strong>in</strong>teractivity<br />

between <strong>in</strong>dividual elements relative to the specific<br />

level of learner expertise <strong>in</strong> the doma<strong>in</strong>. An element<br />

is a highest-level chunk of <strong>in</strong>formation for a<br />

particular person. The content of various chunks<br />

is determ<strong>in</strong>ed by the schemas the user holds <strong>in</strong> her<br />

or his long-term memory knowledge base.<br />

One of the aspects of the game paradigm that<br />

is most appeal<strong>in</strong>g to educators is that the <strong>educational</strong><br />

content can be presented <strong>in</strong> an <strong>in</strong>tegrated,<br />

systems-based form rather than <strong>in</strong> isolation <strong>and</strong><br />

disconnected from contextual <strong>in</strong>formation. However,<br />

this <strong>in</strong>tegrated representation means that<br />

the elements related to a learn<strong>in</strong>g task need to be<br />

processed simultaneously. Even if the number of<br />

elements is relatively small, the material still could<br />

be high <strong>in</strong> element <strong>in</strong>teractivity <strong>and</strong> may impose<br />

a high <strong>in</strong>tr<strong>in</strong>sic <strong>cognitive</strong> <strong>load</strong>. For example, underst<strong>and</strong><strong>in</strong>g<br />

a gam<strong>in</strong>g simulation of a complex<br />

environmental system is much more difficult than<br />

figur<strong>in</strong>g out the type of each <strong>in</strong>dividual element<br />

of this system. Even if all elements of the system<br />

are well known to a person <strong>in</strong> isolation (assum<strong>in</strong>g<br />

that he or she has pre-acquired schemas for each<br />

of those components), when comb<strong>in</strong>ed <strong>in</strong> the system<br />

they become <strong>in</strong>terconnected <strong>and</strong> need to be<br />

considered simultaneously as a whole <strong>in</strong> order to<br />

underst<strong>and</strong> the simulation. Once the <strong>in</strong>teractions of<br />

the components of the system have been learned,<br />

lower-order schemas become the elements of a<br />

higher-order schema that can further act as a s<strong>in</strong>gle<br />

element reduc<strong>in</strong>g the required <strong>cognitive</strong> effort.<br />

Because <strong>in</strong>tr<strong>in</strong>sic <strong>cognitive</strong> <strong>load</strong> is essential for<br />

comprehend<strong>in</strong>g a situation or perform<strong>in</strong>g a task,<br />

it is vital to provide all the necessary resources to<br />

accommodate the <strong>in</strong>tr<strong>in</strong>sic <strong>cognitive</strong> <strong>load</strong> without<br />

exceed<strong>in</strong>g limits of work<strong>in</strong>g memory capacity. In<br />

contrast, extraneous <strong>load</strong> (wasteful, non-constructive<br />

<strong>load</strong>) is traditionally described as a diversion<br />

of <strong>cognitive</strong> resources on activities irrelevant to<br />

performance <strong>and</strong> learn<strong>in</strong>g (Sweller et al., 1998).<br />

This <strong>load</strong> is caused by <strong>cognitive</strong> activities that a<br />

user is <strong>in</strong>volved <strong>in</strong> because of design-related factors<br />

(e.g., poor <strong>in</strong>terface design, presentation format,<br />

or task sequenc<strong>in</strong>g). For example, when related<br />

textual, graphical, or audio elements of a gam<strong>in</strong>g<br />

application are separated over distance or time, their<br />

<strong>in</strong>tegration might require <strong>in</strong>tense search processes<br />

<strong>and</strong> recall some elements until other elements are<br />

attended <strong>and</strong> processed. Segments of text need to<br />

be held <strong>in</strong> work<strong>in</strong>g memory until correspond<strong>in</strong>g<br />

components of a diagram are located, attended,<br />

<strong>and</strong> processed; or images need to be ma<strong>in</strong>ta<strong>in</strong>ed <strong>in</strong><br />

active state until correspond<strong>in</strong>g fragments of the<br />

text are found, read, <strong>and</strong> processed. Such processes<br />

need additional resources <strong>and</strong> might significantly<br />

<strong>in</strong>crease dem<strong>and</strong>s on work<strong>in</strong>g memory.<br />

Search<strong>in</strong>g for suitable solution steps may also<br />

<strong>in</strong>volve keep<strong>in</strong>g a large number of <strong>in</strong>teract<strong>in</strong>g statements<br />

<strong>in</strong> work<strong>in</strong>g memory <strong>and</strong> require significant<br />

<strong>cognitive</strong> resources that become unavailable for<br />

other essential <strong>cognitive</strong> activities. For example,<br />

high <strong>cognitive</strong> dem<strong>and</strong>s of familiarization with<br />

game rules, evaluat<strong>in</strong>g game states, <strong>and</strong> mak<strong>in</strong>g<br />

specific next-step decisions may leave no <strong>cognitive</strong><br />

resources available for generalizations <strong>and</strong> acquisition<br />

of mean<strong>in</strong>gful knowledge structures. These<br />

<strong>cognitive</strong> dem<strong>and</strong>s are irrelevant to the learn<strong>in</strong>g<br />

goals <strong>and</strong> should be considered as an extraneous<br />

<strong>cognitive</strong> <strong>load</strong>.<br />

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