Audial engagement: Effects of game sound on learner engagement in digital game-based learning environments
JH Byun, CS Loh - Computers in Human Behavior, 2015 - Elsevier
Learner engagement has been considered to be an important factor for successful learning
in multimedia learning environments, which include digital game-based learning (DGBL) …
in multimedia learning environments, which include digital game-based learning (DGBL) …
Vigilance on the move: video game-based measurement of sustained attention
JL Szalma, TN Schmidt, GWL Teo, PA Hancock - Ergonomics, 2014 - Taylor & Francis
Vigilance represents the capacity to sustain attention to any environmental source of
information over prolonged periods on watch. Most stimuli used in vigilance research over …
information over prolonged periods on watch. Most stimuli used in vigilance research over …
Maximum Similarity Index (MSI): A metric to differentiate the performance of novices vs. multiple-experts in serious games
In learning environments, appropriate objectives are needed to create the conditions for
learning and consequently the performance to occur. It follows that appropriate metrics …
learning and consequently the performance to occur. It follows that appropriate metrics …
Measuring expert performance for serious games analytics: From data to insights
Advances in technology have made it possible to trace players' actions and behaviors (as
user-generated data) within online serious gaming environments for performance …
user-generated data) within online serious gaming environments for performance …
Predicting expert–novice performance as serious games analytics with objective-oriented and navigational action sequences
Previous research differentiated expert vs. novice performances based on how (dis) similar
novices' action sequences were from that of the expert's by way of similarity measures …
novices' action sequences were from that of the expert's by way of similarity measures …
Performance metrics for serious games: Will the (real) expert please step forward?
The literature on human training performance has long attested to the behavioral differences
between experts and novices, in whichcompetency'is a demonstrable attribute based on a …
between experts and novices, in whichcompetency'is a demonstrable attribute based on a …
[HTML][HTML] Waiting to decide helps in the face of probabilistic uncertainty but not delay uncertainty
A first-person shooter video game was adapted for the study of causal decision making
within dynamic environments. Participants chose which of three potential targets in each of …
within dynamic environments. Participants chose which of three potential targets in each of …
Human sensitivity to the magnitude and probability of a continuous causal relation in a video game.
Continuous causation, in which incremental changes in one variable cause incremental
changes in another, has received little attention in the causal judgment literature. A video …
changes in another, has received little attention in the causal judgment literature. A video …
[PDF][PDF] Ethicality of modern shopping applications: how gamification is used to manipulate customers
M Tarvainen - 2024 - lutpub.lut.fi
Gamification means deliberately making software, work environments or tasks into more
game like. Gamification can be used for example boosting productivity and bringing interest …
game like. Gamification can be used for example boosting productivity and bringing interest …
[HTML][HTML] Sex differences in the inference and perception of causal relations within a video game
ME Young - Frontiers in Psychology, 2014 - frontiersin.org
The learning of immediate causation within a dynamic environment was examined.
Participants encountered seven decision points in which they needed to choose, which of …
Participants encountered seven decision points in which they needed to choose, which of …