Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 5 |
Descriptor
Cognitive Measurement | 7 |
Computer Simulation | 7 |
Cognitive Processes | 5 |
Models | 3 |
Short Term Memory | 3 |
Attention | 2 |
Difficulty Level | 2 |
Psychometrics | 2 |
Schemata (Cognition) | 2 |
Simulated Environment | 2 |
Spatial Ability | 2 |
More ▼ |
Source
Applied Cognitive Psychology | 1 |
Cognitive Science | 1 |
Journal for Research in… | 1 |
Journal of Educational… | 1 |
Psychological Review | 1 |
Simulation & Gaming | 1 |
Themes in Science and… | 1 |
Author
Publication Type
Journal Articles | 7 |
Reports - Research | 5 |
Opinion Papers | 2 |
Information Analyses | 1 |
Education Level
Higher Education | 2 |
Postsecondary Education | 1 |
Audience
Researchers | 1 |
Location
Greece | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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

Just, Marcel Adam; Carpenter, Patricia A. – Psychological Review, 1985
Strategic differences in spatial tasks are explained in terms of different cognitive coordinate systems that subjects adopt such as standard versus arbitrary, task-defined axes. A theoretical account of mental rotation of individuals of low and high spatial ability solving problems from psychometric tests is instantiated as computer simulation…
Descriptors: Ability Grouping, Cognitive Measurement, Cognitive Processes, Computer Simulation

Ohlsson, Stellan; And Others – Journal for Research in Mathematics Education, 1992
Proposes a theory of cognitive processes in doing and learning place value arithmetic. Discusses a computer model that simulates the learning of multicolumn subtraction under one-on-one tutoring to measure the relative difficulty of two methods of subtraction. The model predicts that regrouping is more difficult to learn than an alternative…
Descriptors: Arithmetic, Cognitive Measurement, Cognitive Processes, Computation