Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 5 |
Descriptor
| Cognitive Measurement | 8 |
| Computer Simulation | 8 |
| Cognitive Processes | 6 |
| Difficulty Level | 3 |
| Models | 3 |
| Short Term Memory | 3 |
| Attention | 2 |
| Brain | 2 |
| Cognitive Psychology | 2 |
| College Students | 2 |
| Electronic Learning | 2 |
| More ▼ | |
Source
| Applied Cognitive Psychology | 1 |
| Education and Information… | 1 |
| Journal for Research in… | 1 |
| Journal of Educational… | 1 |
| Simulation & Gaming | 1 |
| Themes in Science and… | 1 |
Author
| Ohlsson, Stellan | 3 |
| Hakkinen, Jukka | 1 |
| Kaistinen, Jyrki | 1 |
| Kalyvioti, Katerina | 1 |
| Mayer, Richard E. | 1 |
| Mikropoulos, Tassos Anastasios | 1 |
| Nyman, Gote | 1 |
| Parong, Jocelyn | 1 |
| Squires, David R. | 1 |
| Takatalo, Jari | 1 |
| Xinyuan Ji | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 8 |
| Journal Articles | 6 |
| Information Analyses | 2 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 1 |
Audience
| Researchers | 2 |
| Policymakers | 1 |
Location
| Greece | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Xinyuan Ji; Xudong Zheng – Education and Information Technologies, 2025
The current study aimed to explore the influence of pedagogical agents and visual cues on students' deep learning within a virtual reality setting by evaluating the effects on various factors, including learning outcomes, intrinsic motivation, cognitive load, learning engagement, and cognitive processing metrics. The investigation utilized a 2 x 2…
Descriptors: Cognitive Processes, Electronic Learning, Visual Stimuli, Cues
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
Ohlsson, Stellan – 1988
Recent theoretical developments in cognitive psychology imply both a need and a possibility for methodological development. In particular, the theory of problem solving proposed by Allen Newell and Herbert A. Simon (1972) provides the rationale for a new empirical method for the processing of think-aloud protocols--trace analysis. A detailed…
Descriptors: Adults, Cognitive Measurement, Cognitive Psychology, College Students
Ohlsson, Stellan – 1986
This essay summarizes the theory and practice of computer simulation, assesses the state of the art of simulation with respect to pedagogically relevant processes like learning, and speculates about the impact of such simulations on pedagogical research and practice. Arguing that the use of computer simulation as a technique for building formal…
Descriptors: Cognitive Measurement, Cognitive Processes, Cognitive Psychology, Computer Assisted Instruction
Peer reviewedOhlsson, 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

Direct link
