“…The correct_touch_rate is the correct response of participants to matched stimulus, and the f alse_touch_rate is the wrong response. For the convenience of statistics, S score is firstly mapped to intervals [1,10], and the mapping formula is shown in Formula (7). S = correct touch rate − f alse touch rate, (6)…”
Section: ) Game Performance Datamentioning
confidence: 99%
“…Formula (8) shows the specific calculation details of D value. First, the D value is mapped to intervals [1,10], and the mapping formula is shown in Formula (9).…”
Section: ) Game Performance Datamentioning
confidence: 99%
“…Deterding gave a specific definition that gamification is the use of specific game elements in a non-game mode, such as levels, leaderboards and badges [6]. Because gamification can provide participants with a sense of participation and self-efficacy that reality cannot, gamification has been widely used in business, education, and medical fields [7]- [10]. Previous researchers have studied the effect of a specific game task on cognitive ability.…”
Gamification has been widely used in training and enhancing cognitive ability, such as working memory and attention. For example, 3D games can enhance participants' working memory, thereby improving their learning efficiency, and the powerful immersion of VR games can improve the attention of patients with ADHD. However, previous works have not elaborated to what extent the two different game modes can affect cognitive ability respectively, nor have they determined which game mode has a greater effect on the cognitive level. Exploring the impact of different game modes on cognitive ability can help better apply gamification to the training and improvement of cognitive ability, and quantifying cognitive ability through human physiological signals such as brain electrical activity level (EEG) can help evaluate the changes of cognitive ability in different game modes more accurately. Therefore, different from previous studies, we used EEG signals and game performance data (such as game scores and time to complete the game) to calculate participants' cognitive level quantitatively, and did comparative experiments to study cognitive abilities in different game modes and the temporal characteristics of cognitive ability changes. We also explored whether gender would affect cognitive ability. Our research has the following findings. First, compared with the 3D mode, participants get better game scores and higher EEG scores in the VR mode, the time to complete the game task is shorter, and the time to reach the best state of working memory is shorter. Second, participants' gender has no significant effect on working memory, but there is a significant difference in attention in the VR game mode, it takes less time for males to reach the peak of attention than for females. Our conclusion indicates that VR games have greater potential in the field of training and enhancing cognitive ability than 3D games.
“…The correct_touch_rate is the correct response of participants to matched stimulus, and the f alse_touch_rate is the wrong response. For the convenience of statistics, S score is firstly mapped to intervals [1,10], and the mapping formula is shown in Formula (7). S = correct touch rate − f alse touch rate, (6)…”
Section: ) Game Performance Datamentioning
confidence: 99%
“…Formula (8) shows the specific calculation details of D value. First, the D value is mapped to intervals [1,10], and the mapping formula is shown in Formula (9).…”
Section: ) Game Performance Datamentioning
confidence: 99%
“…Deterding gave a specific definition that gamification is the use of specific game elements in a non-game mode, such as levels, leaderboards and badges [6]. Because gamification can provide participants with a sense of participation and self-efficacy that reality cannot, gamification has been widely used in business, education, and medical fields [7]- [10]. Previous researchers have studied the effect of a specific game task on cognitive ability.…”
Gamification has been widely used in training and enhancing cognitive ability, such as working memory and attention. For example, 3D games can enhance participants' working memory, thereby improving their learning efficiency, and the powerful immersion of VR games can improve the attention of patients with ADHD. However, previous works have not elaborated to what extent the two different game modes can affect cognitive ability respectively, nor have they determined which game mode has a greater effect on the cognitive level. Exploring the impact of different game modes on cognitive ability can help better apply gamification to the training and improvement of cognitive ability, and quantifying cognitive ability through human physiological signals such as brain electrical activity level (EEG) can help evaluate the changes of cognitive ability in different game modes more accurately. Therefore, different from previous studies, we used EEG signals and game performance data (such as game scores and time to complete the game) to calculate participants' cognitive level quantitatively, and did comparative experiments to study cognitive abilities in different game modes and the temporal characteristics of cognitive ability changes. We also explored whether gender would affect cognitive ability. Our research has the following findings. First, compared with the 3D mode, participants get better game scores and higher EEG scores in the VR mode, the time to complete the game task is shorter, and the time to reach the best state of working memory is shorter. Second, participants' gender has no significant effect on working memory, but there is a significant difference in attention in the VR game mode, it takes less time for males to reach the peak of attention than for females. Our conclusion indicates that VR games have greater potential in the field of training and enhancing cognitive ability than 3D games.
“…Moreover, teachers can adapt the gamification design creating missions for students that are not achieving the interaction goals defined. GamAnalytics tool was integrated to a gamified adaptive educational environment, named Avance (https: //avance.eyeduc.com), and includes two types of dashboards (class' dashboard and individual student's dashboard), and a mission creation's page [Tenório et al 2020a], as shown in Figure 2.…”
Section: Gamification Analytics Model For Teachers and Gamanalytics Toolmentioning
In order to improve students' learning outcomes, researchers and practitioners have increasingly applied gamification in technology-enhanced learning environments. However, some studies in the literature have reported unexpected negative results with that. To avoid these unexpected outcomes in gamified learning systems, we proposed the ``gamification analytics model for teachers" in a previous study. This model allows teachers to monitor and adapt the gamification design in the run-time of the teaching-learning process. In this paper, we present the results obtained in an empirical study to assess teachers' perception and acceptance regarding the GamAnalytics tool, a tool developed based on our proposed model that allows teachers to monitor students' interaction with learning resources and game elements and adapt tailored missions for students in gamified educational systems. The results indicate that the teachers have significantly good behavioral intention to use our tool and good perception of its usefulness and ease of use. The teachers also indicated enjoyment, relevance, and self-efficacy, and that the tool does not cause anxiety.
“…However, to successfully apply educational technologies in the online context, these environments need to include approaches that improve students' experiences and, consequently, improve students' learning outcomes [6]. An approach that has been increasingly adopted in the educational environments to enhance students' outcomes such as engagement, motivation, and flow, is gamification [7,8,9], i.e., "transforming systems, service and activities to better afford similar motivational benefits as games often do" [10].…”
The number of students using online educational systems is increasing, especially after the growth of the use of this type of system due to the social isolation caused by the Covid-19 pandemic. This situation highlighted the challenge of analyzing the users' experience in this type of system, especially when evaluating more complex experiences, such as the flow experience. One of the most promising innovative alternatives is to use the behavior data logs produced by students in educational systems to analyze their experiences. In this paper, we conducted a study (N = 24) to analyze the relationships between the behavior data logs produced by students when using a gamified educational system and their flow experience during the system usage. Our results contribute to the automatic users' experience analysis in educational systems.
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