{"title":"Measuring Learning in Video Games: A Case Study","authors":"A. Fowler, B. Cusack, Alessandro Canossa","doi":"10.1145/2677758.2677771","DOIUrl":null,"url":null,"abstract":"There has been an active debate on the value and relevance of the use of video games for learning. Some of this interest stems from frustration with current educational tools. Some of this interest stems from observations of large numbers of people that play video It uses a method for evaluating indicators of cognition that take place within a commercial video game using psychophysiological methods. From the results, an interpretation has been developed that implies that there is potential for accelerated learning gained by playing commercial video games.","PeriodicalId":444510,"journal":{"name":"Proceedings of the 2014 Conference on Interactive Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2014 Conference on Interactive Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2677758.2677771","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
There has been an active debate on the value and relevance of the use of video games for learning. Some of this interest stems from frustration with current educational tools. Some of this interest stems from observations of large numbers of people that play video It uses a method for evaluating indicators of cognition that take place within a commercial video game using psychophysiological methods. From the results, an interpretation has been developed that implies that there is potential for accelerated learning gained by playing commercial video games.