The Experience and Cognitive Performance as a Gamer during the Use of Educational Video Games

Rita Judith Ames-Guerrero, Eveling Castro-Gutierrez, Teresa Ramos-Quispe, Jaime Muñoz-Arteaga

Research output: Chapter in Book/ReportConference contributionpeer-review

Abstract

Video game have surged in popularity and usefulness in education; higher-education institutions have seen an increment in student's interest on interactive content for learning complex subjects, especially in the field of engineering. This study explored the effects of emotions and cognitive performance during the use of serious games. Methodology: A quasi-experimental approach was used to assess cognitive processing during the execution of a challenging matrix-related activity within undergraduate engineering students (n=9). An initial baseline was made on emotional dimensions through the EMOTIV software and later analyzed to evaluate student's cognitive load through a semi-structured interview. Results: Six basic emotions were identified: commitment (24.31%), relaxation (21.7%), emotion (21.04%), interest (12.43%), focus (16.31%), stress (9.25%). Cognitive dimensions emerge such as effort, frustration, performance, mental demand, physical demand and temporal demand. Conclusion: higher task commitment is identified when students utilize serious games and cognitive performance is mediated by individual adjustments to video game's complexity.

Original languageAmerican English
Title of host publicationCITIE 2020 - Proceedings of the 3rd Congreso Internacional de Tendencias en Innovacion Educativa 2020
EditorsKlinge Orlando Villalba-Condori, Jari Lavonen, Lung Hsiang Wong, Aman Yadav
PublisherCEUR-WS
Pages87-97
Number of pages11
ISBN (Electronic)9786124443275
StateIndexed - 2020
Externally publishedYes
Event3rd Congreso Internacional de Tendencias en Innovacion Educativa, CITIE 2020 - 3rd International Conference on Trends in Educational Innovation, CITIE 2020 - Arequipa, Peru
Duration: 9 Dec 202011 Dec 2020

Publication series

NameCEUR Workshop Proceedings
Volume3099
ISSN (Print)1613-0073

Conference

Conference3rd Congreso Internacional de Tendencias en Innovacion Educativa, CITIE 2020 - 3rd International Conference on Trends in Educational Innovation, CITIE 2020
Country/TerritoryPeru
CityArequipa
Period9/12/2011/12/20

Bibliographical note

Funding Information:
This study was part of a series of research on games in education. We thank the students who were involved in the development of the platform. The authors declare no conflict of interest.

Publisher Copyright:
© 2020 for this paper by its authors.

Keywords

  • Cognitive Load
  • Educational videogames
  • Emotiv EPOC
  • User Experience

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