We report an evaluation study for a novel learning platform, motivated by the growing need for methods to do assessment of serious game efficacy. The study was a laboratory experiment combining evaluation methods from the fields of learning assessment and psychophysiology. 15 participants used the TARGET game platform for 25 minutes, while the bio-signals electrocardiography, electrodermal activity and facial electromyography were recorded. Learning was scored using pre- and post-test question-based assessments Repeated-measures analysis with Generalised Estimating Equations was used to predict scores by tonic psychophysiological data. Results indicate some learning effect, plus a relationship between mental workload (indexed by electrocardiography) and learning. Notably, the game format itself influences the nature of this relationship. We conclude that a high quality of insight is afforded by the combination of subjective self-report and objective psychophysiology, satisfying two of three observable domains.

Learning when serious: Psychophysiological evaluation of a technology-enhanced learning game / B. Cowley, M. Fantato, C. Jennett, M. Ruskov, N. Ravaja. - In: EDUCATIONAL TECHNOLOGY & SOCIETY. - ISSN 1176-3647. - 17:1(2014 Jan), pp. 3-16.

Learning when serious: Psychophysiological evaluation of a technology-enhanced learning game

M. Ruskov
Penultimo
;
2014

Abstract

We report an evaluation study for a novel learning platform, motivated by the growing need for methods to do assessment of serious game efficacy. The study was a laboratory experiment combining evaluation methods from the fields of learning assessment and psychophysiology. 15 participants used the TARGET game platform for 25 minutes, while the bio-signals electrocardiography, electrodermal activity and facial electromyography were recorded. Learning was scored using pre- and post-test question-based assessments Repeated-measures analysis with Generalised Estimating Equations was used to predict scores by tonic psychophysiological data. Results indicate some learning effect, plus a relationship between mental workload (indexed by electrocardiography) and learning. Notably, the game format itself influences the nature of this relationship. We conclude that a high quality of insight is afforded by the combination of subjective self-report and objective psychophysiology, satisfying two of three observable domains.
Competence development; Evaluation; Heart-rate variability; Mental workload; Psychophysiology; Serious games; Technology enhanced learning
Settore INF/01 - Informatica
Settore M-PSI/04 - Psicologia dello Sviluppo e Psicologia dell'Educazione
gen-2014
https://drive.google.com/file/d/1YhJfd1dIOO5UlRJdaYBTID5l7Yr-Dj4u/view
Article (author)
File in questo prodotto:
File Dimensione Formato  
2.pdf

accesso aperto

Descrizione: File scaricato dal sito ufficiale della rivista
Tipologia: Publisher's version/PDF
Dimensione 521.38 kB
Formato Adobe PDF
521.38 kB Adobe PDF Visualizza/Apri
Pubblicazioni consigliate

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/944575
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 20
  • ???jsp.display-item.citation.isi??? 12
social impact