The Impacts of Computer Literacy and Learning Enthusiasm on Cognitive Load in Instructional Pervasive Game

Cheng-Ping Chen, Juin-Feng Guo, Ju-Ling Shih
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引用次数: 1

Abstract

Mobile games are different from traditional computer games in terms of their social interactions. Pervasive game (PG) is among one of the mobile games. It has been identified that all computer games have some functions facilitating learning, so as PG. However, it has also been identified that for low prior knowledge and/or less enthusiastic learners, educational games had no more effective than traditional media due to heavy cognitive load. This study intended to examine the effects of prior computer literacy and enthusiasm for cultural exploration on cognitive load. An instructional PG was conducted and a cognitive load inventory was given after the game. Results indicated that both computer literacy and enthusiasm had no effect on cognitive load, only gender, a demographic variable, had an effect. Further research is suggested.
计算机素养和学习热情对教学普适游戏认知负荷的影响
手机游戏在社交互动方面与传统电脑游戏不同。普适游戏(PG)就是其中一种移动游戏。研究发现,所有的电脑游戏都具有一定的促进学习的功能,PG也是如此。然而,研究也发现,对于低先验知识和/或不太热情的学习者,由于认知负荷较大,教育游戏并不比传统媒体更有效。本研究旨在探讨先前的电脑知识和文化探索热情对认知负荷的影响。游戏结束后进行了教学PG和认知负荷量表。结果表明,计算机素养和热情对认知负荷没有影响,只有人口统计学变量性别对认知负荷有影响。建议进一步研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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