Daniel Burguera-Bernalte , José-Antonio Gil-Gómez , Rosa Redolat , Patricia Mesa-Gresa
{"title":"NeuroApp,用于增强本科生神经科学学习的严肃游戏:一项试点研究","authors":"Daniel Burguera-Bernalte , José-Antonio Gil-Gómez , Rosa Redolat , Patricia Mesa-Gresa","doi":"10.1016/j.entcom.2025.100943","DOIUrl":null,"url":null,"abstract":"<div><h3>Introduction</h3><div>Serious games (SGs) have potential for improving learning outcomes and academic performance. However, the field of neuroscience lacks sufficient empirical research in educational settings.</div></div><div><h3>Objectives</h3><div>The study aimed to assess the impact of NeuroApp, a mobile SGs application, on academic performance and explore the relationship between cognitive and psychophysiological variables with academic performance.</div></div><div><h3>Methods</h3><div>A two-phase study was conducted with undergraduate students from psychology. The first phase (n = 42) required to complete a knowledge questionnaire administered before and after 8 weeks of using NeuroApp and also a user satisfaction survey. The second phase (n = 18) aimed to obtain cognitive and psychophysiological measures.</div></div><div><h3>Results</h3><div>A notable enhancement in learning outcomes was observed among students after using NeuroApp (<em>t</em><sub>(14)</sub> = -2.46; p = 0.027) compared to the initial assessment. However, in the initial phase, a portion of responses (n = 12) were excluded due to incomplete test engagement. User satisfaction survey revealed that NeuroApp was perceived as a beneficial tool, achieving a score of 79.13 %. The standout finding from the second phase was a positive correlation between the Stroop test and academic performance (<em>r<sub>(11)</sub></em> = 0.604, <em>p</em> = 0.029).</div></div><div><h3>Discussion and conclusion</h3><div>The findings suggest that SGs, such as NeuroApp, can enhance neuroscience education by improving learning outcomes and academic performance. It highlighted the potential role of cognitive and psychophysiological variables in academic performance. Future research should consider larger sample sizes and better timing with students’ academic responsibilities. This study will contribute to obtain valuable insights into the effectiveness of SGs in educational settings.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100943"},"PeriodicalIF":2.4000,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study\",\"authors\":\"Daniel Burguera-Bernalte , José-Antonio Gil-Gómez , Rosa Redolat , Patricia Mesa-Gresa\",\"doi\":\"10.1016/j.entcom.2025.100943\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><h3>Introduction</h3><div>Serious games (SGs) have potential for improving learning outcomes and academic performance. However, the field of neuroscience lacks sufficient empirical research in educational settings.</div></div><div><h3>Objectives</h3><div>The study aimed to assess the impact of NeuroApp, a mobile SGs application, on academic performance and explore the relationship between cognitive and psychophysiological variables with academic performance.</div></div><div><h3>Methods</h3><div>A two-phase study was conducted with undergraduate students from psychology. The first phase (n = 42) required to complete a knowledge questionnaire administered before and after 8 weeks of using NeuroApp and also a user satisfaction survey. The second phase (n = 18) aimed to obtain cognitive and psychophysiological measures.</div></div><div><h3>Results</h3><div>A notable enhancement in learning outcomes was observed among students after using NeuroApp (<em>t</em><sub>(14)</sub> = -2.46; p = 0.027) compared to the initial assessment. However, in the initial phase, a portion of responses (n = 12) were excluded due to incomplete test engagement. User satisfaction survey revealed that NeuroApp was perceived as a beneficial tool, achieving a score of 79.13 %. The standout finding from the second phase was a positive correlation between the Stroop test and academic performance (<em>r<sub>(11)</sub></em> = 0.604, <em>p</em> = 0.029).</div></div><div><h3>Discussion and conclusion</h3><div>The findings suggest that SGs, such as NeuroApp, can enhance neuroscience education by improving learning outcomes and academic performance. It highlighted the potential role of cognitive and psychophysiological variables in academic performance. Future research should consider larger sample sizes and better timing with students’ academic responsibilities. This study will contribute to obtain valuable insights into the effectiveness of SGs in educational settings.</div></div>\",\"PeriodicalId\":55997,\"journal\":{\"name\":\"Entertainment Computing\",\"volume\":\"54 \",\"pages\":\"Article 100943\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2025-03-22\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Entertainment Computing\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S1875952125000230\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, CYBERNETICS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Entertainment Computing","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1875952125000230","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study
Introduction
Serious games (SGs) have potential for improving learning outcomes and academic performance. However, the field of neuroscience lacks sufficient empirical research in educational settings.
Objectives
The study aimed to assess the impact of NeuroApp, a mobile SGs application, on academic performance and explore the relationship between cognitive and psychophysiological variables with academic performance.
Methods
A two-phase study was conducted with undergraduate students from psychology. The first phase (n = 42) required to complete a knowledge questionnaire administered before and after 8 weeks of using NeuroApp and also a user satisfaction survey. The second phase (n = 18) aimed to obtain cognitive and psychophysiological measures.
Results
A notable enhancement in learning outcomes was observed among students after using NeuroApp (t(14) = -2.46; p = 0.027) compared to the initial assessment. However, in the initial phase, a portion of responses (n = 12) were excluded due to incomplete test engagement. User satisfaction survey revealed that NeuroApp was perceived as a beneficial tool, achieving a score of 79.13 %. The standout finding from the second phase was a positive correlation between the Stroop test and academic performance (r(11) = 0.604, p = 0.029).
Discussion and conclusion
The findings suggest that SGs, such as NeuroApp, can enhance neuroscience education by improving learning outcomes and academic performance. It highlighted the potential role of cognitive and psychophysiological variables in academic performance. Future research should consider larger sample sizes and better timing with students’ academic responsibilities. This study will contribute to obtain valuable insights into the effectiveness of SGs in educational settings.
期刊介绍:
Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.