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

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Daniel Burguera-Bernalte , José-Antonio Gil-Gómez , Rosa Redolat , Patricia Mesa-Gresa
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引用次数: 0

摘要

引言严肃游戏(SGs)具有提高学习效果和学习成绩的潜力。本研究旨在评估移动 SGs 应用程序 NeuroApp 对学业成绩的影响,并探讨认知和心理生理变量与学业成绩之间的关系。方法对心理学专业的本科生进行了一项分两个阶段的研究。第一阶段(n = 42)要求学生在使用 NeuroApp 8 周之前和之后完成一份知识问卷,以及一份用户满意度调查。第二阶段(n = 18)的目的是获得认知和心理生理方面的测量结果。结果与最初的评估结果相比,使用 NeuroApp 后,学生的学习成绩明显提高(t(14) = -2.46; p = 0.027)。然而,在初始阶段,由于参与测试不完整,部分答卷(n = 12)被排除在外。用户满意度调查显示,NeuroApp 被认为是一个有益的工具,得分为 79.13%。第二阶段的突出发现是 Stroop 测试与学习成绩之间存在正相关(r(11) = 0.604, p = 0.029)。研究强调了认知和心理生理变量在学习成绩中的潜在作用。未来的研究应考虑更大的样本量,并更好地配合学生的学业责任。这项研究将有助于获得有关在教育环境中使用电子学习软件有效性的宝贵见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
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.
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