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

Producción científica: Libro o Capítulo del libro Contribución a la conferenciarevisión exhaustiva

Resumen

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.

Idioma originalInglés estadounidense
Título de la publicación alojadaCITIE 2020 - Proceedings of the 3rd Congreso Internacional de Tendencias en Innovacion Educativa 2020
EditoresKlinge Orlando Villalba-Condori, Jari Lavonen, Lung Hsiang Wong, Aman Yadav
EditorialCEUR-WS
Páginas87-97
-11
ISBN (versión digital)9786124443275
EstadoIndizado - 2020
Evento3rd Congreso Internacional de Tendencias en Innovacion Educativa, CITIE 2020 - 3rd International Conference on Trends in Educational Innovation, CITIE 2020 - Arequipa, Perú
Duración: 9 dic. 202011 dic. 2020

Serie de la publicación

NombreCEUR Workshop Proceedings
Volumen3099
ISSN (versión impresa)1613-0073

Conferencia

Conferencia3rd Congreso Internacional de Tendencias en Innovacion Educativa, CITIE 2020 - 3rd International Conference on Trends in Educational Innovation, CITIE 2020
País/TerritorioPerú
CiudadArequipa
Período9/12/2011/12/20

Nota bibliográfica

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

Huella

Profundice en los temas de investigación de 'The Experience and Cognitive Performance as a Gamer during the Use of Educational Video Games'. En conjunto forman una huella única.

Citar esto