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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
Squires, David R. – Journal of Educational Technology, 2017
The structure of the literature review features the current trajectory of Augmented Reality in the field including the current literature detailing how Augmented Reality has been applied in educational environments; how Augmented Reality has been applied in training environments; how Augmented Reality has been used to measure cognition and the…
Descriptors: Short Term Memory, Computer Simulation, Simulated Environment, Electronic Learning
Zacharis, Georgios K.; Mikropoulos, Tassos Anastasios; Kalyvioti, Katerina – Themes in Science and Technology Education, 2016
Studies showed that two-dimensional (2D) and three-dimensional (3D) educational content contributes to learning. Although there were many studies with 3D stereoscopic learning environments, only a few studies reported on the differences between real, 2D, and 3D scenes, as far as cognitive load and attentional demands were concerned. We used…
Descriptors: Foreign Countries, Undergraduate Students, Females, Cognitive Processes
Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males
Fu, Wai-Tat – Cognitive Science, 2008
Griffiths, Christian, and Kalish (this issue) present an iterative-learning paradigm applying a Bayesian model to understand inductive biases in categorization. The authors argue that the paradigm is useful as an exploratory tool to understand inductive biases in situations where little is known about the task. It is argued that a theory developed…
Descriptors: Bayesian Statistics, Schemata (Cognition), Schematic Studies, Psychometrics