Literaturnachweis - Detailanzeige
Autor/inn/en | Parong, Jocelyn; Mayer, Richard E. |
---|---|
Titel | Cognitive Consequences of Playing Brain-Training Games in Immersive Virtual Reality |
Quelle | In: Applied Cognitive Psychology, 34 (2020) 1, S.29-38 (10 Seiten)
PDF als Volltext |
Zusatzinformation | ORCID (Parong, Jocelyn) ORCID (Mayer, Richard E.) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 0888-4080 |
DOI | 10.1002/acp.3582 |
Schlagwörter | Cognitive Processes; Cognitive Development; Educational Games; Training; Computer Simulation; Cognitive Measurement; Scores; Attention; Short Term Memory; Visualization; Game Based Learning; Video Games |
Abstract | 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 speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within "Cerevrum" ("Stardust" or "Heroes") for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the "Heroes" group, "Stardust" group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues. (As Provided). |
Anmerkungen | Wiley. Available from: John Wiley & Sons, Inc. 111 River Street, Hoboken, NJ 07030. Tel: 800-835-6770; e-mail: cs-journals@wiley.com; Web site: https://www.wiley.com/en-us |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |