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Parong, Jocelyn; Mayer, Richard E. – Applied Cognitive Psychology, 2020
Summary The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, "Cerevrum," on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing…
Descriptors: Cognitive Processes, Cognitive Development, Educational Games, Training
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Parong, Jocelyn; Mayer, Richard E. – Journal of Computer Assisted Learning, 2021
As immersive virtual reality (IVR) systems proliferate in classrooms, it is important to understand how they affect learning outcomes and the underlying affective and cognitive processes that may cause these outcomes. Proponents argue that IVR could improve learning by increasing positive affective and cognitive processing, thereby supporting…
Descriptors: Virtual Classrooms, Cognitive Processes, Affective Behavior, Comparative Analysis
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Johnson, Cheryl I.; Mayer, Richard E. – Journal of Experimental Psychology: Applied, 2012
In three studies, eye movements of participants were recorded while they viewed a single-slide multimedia presentation about how car brakes work. Some of the participants saw an integrated presentation in which each segment of words was presented near its corresponding area of the diagram (integrated group, Experiments 1 and 3) or an integrated…
Descriptors: Eye Movements, Literary Genres, Human Body, Scores