Abstract:We have established the COgnitive Science Metrics Online Survey (COSMOS) platform that contains a digital psychometrics toolset in the guise of applied games measuring a wide range of cognitive functions. Here, we are outlining this online research endeavor designed for automatized psychometric data collection and scalable assessment: once set up, the low costs and expenditure associated with individual psychometric testing allow substantially increased study cohorts and thus contribute to enhancing study outc… Show more
“…An individual's true ability will not be represented if they are not engaged and fully attentive, which can lead to inaccurate interpretations of cognitive task performance data [17]. To improve engagement with cognitive tasks, researchers have looked to games [25,26], with Aeberhard et al [27] noting that "leveraging gamification to repeatedly obtain behavioral samples paves the way for next-generation high-throughput psychometric toolset." However, caution must be taken when introducing game elements to cognitive tasks owing to the risk of muddying the measurement of the targeted cognitive process [28].…”
BACKGROUND
A lack in the ability to inhibit prepotent responses, or, more generally, a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder (ADHD) and schizophrenia as well as general damage to the prefrontal cortex. The Stop-Signal Task (SST) is a reliable and established measure of response inhibition. However, using the SST as an objective assessment in diagnostic or research focused settings places significant stress on participants as the task itself requires concentration and cognitive effort and is not particularly engaging. This can lead to decreased motivation to follow task instructions and poor data quality, which can affect assessment efficacy and might increase drop-out rates. Gamification—the application of game-based elements in non-game settings—has been shown to improve engaged attention to a cognitive task, which can improve participant motivation and data quality.
OBJECTIVE
Design a gamified SST that improves participants’ engagement and validate this gamified SST against a standard SST task.
METHODS
We describe the design of our gamified SST task and report on two separate studies that aim to validate it relative to a standard SST task. In study 1, a within-subject design was used to compare performance between the SST and Stop-Signal Game (SSG). In study 2, we added eye-tracking to the procedure to determine if overt attention was affected and aimed to replicate the findings from study 1 in a between-subjects design. Furthermore, in both studies, flow and motivational experiences were measured.
RESULTS
Study 1 showed that response inhibition was comparable between the tasks as evidenced by frequentist (p = .86) and Bayesian (BF01 = 4.60) analysis. But the subjective experience was rated higher for the SSG as compared to the SST. Specifically results showed higher interest-enjoyment (p < .01, BF10 = 168.11) and higher flow (p < .05, BF10 = 4.92) experience. Study 2 produces similar results. While the behavioral performance was comparable between tasks (p < .87, BF01 = 2.87), the experience of flow and intrinsic motivation were rated higher in the SSG group although this difference was not significant.
CONCLUSIONS
Overall, our findings provide evidence that gamification of the SST is possible and that the SSG is enjoyed more. Thus, when participant engagement is critical, we recommend using the SSG instead of the SST.
CLINICALTRIAL
“…An individual's true ability will not be represented if they are not engaged and fully attentive, which can lead to inaccurate interpretations of cognitive task performance data [17]. To improve engagement with cognitive tasks, researchers have looked to games [25,26], with Aeberhard et al [27] noting that "leveraging gamification to repeatedly obtain behavioral samples paves the way for next-generation high-throughput psychometric toolset." However, caution must be taken when introducing game elements to cognitive tasks owing to the risk of muddying the measurement of the targeted cognitive process [28].…”
BACKGROUND
A lack in the ability to inhibit prepotent responses, or, more generally, a lack of impulse control, is associated with several disorders such as attention-deficit/hyperactivity disorder (ADHD) and schizophrenia as well as general damage to the prefrontal cortex. The Stop-Signal Task (SST) is a reliable and established measure of response inhibition. However, using the SST as an objective assessment in diagnostic or research focused settings places significant stress on participants as the task itself requires concentration and cognitive effort and is not particularly engaging. This can lead to decreased motivation to follow task instructions and poor data quality, which can affect assessment efficacy and might increase drop-out rates. Gamification—the application of game-based elements in non-game settings—has been shown to improve engaged attention to a cognitive task, which can improve participant motivation and data quality.
OBJECTIVE
Design a gamified SST that improves participants’ engagement and validate this gamified SST against a standard SST task.
METHODS
We describe the design of our gamified SST task and report on two separate studies that aim to validate it relative to a standard SST task. In study 1, a within-subject design was used to compare performance between the SST and Stop-Signal Game (SSG). In study 2, we added eye-tracking to the procedure to determine if overt attention was affected and aimed to replicate the findings from study 1 in a between-subjects design. Furthermore, in both studies, flow and motivational experiences were measured.
RESULTS
Study 1 showed that response inhibition was comparable between the tasks as evidenced by frequentist (p = .86) and Bayesian (BF01 = 4.60) analysis. But the subjective experience was rated higher for the SSG as compared to the SST. Specifically results showed higher interest-enjoyment (p < .01, BF10 = 168.11) and higher flow (p < .05, BF10 = 4.92) experience. Study 2 produces similar results. While the behavioral performance was comparable between tasks (p < .87, BF01 = 2.87), the experience of flow and intrinsic motivation were rated higher in the SSG group although this difference was not significant.
CONCLUSIONS
Overall, our findings provide evidence that gamification of the SST is possible and that the SSG is enjoyed more. Thus, when participant engagement is critical, we recommend using the SSG instead of the SST.
CLINICALTRIAL
“…Technological tools enable students to acquire the requisite knowledge from the courses they attend, irrespective of their location (Aeberhard et al, 2019;Demir, 2020;Hawamdeh & Soykan, 2021;Hebert et al, 2021). The incorporation of web applications within the educational field favors the active role of students both inside and outside of the classroom (Burnett et al, 2020;Lim & Newby, 2020;Marchetti, 2021).…”
Section: Introductionmentioning
confidence: 99%
“…In particular, the use of web games in the educational field increases students' motivation and academic performance (Aeberhard et al, 2019;Hannig et al, 2012;Salas-Rueda et al, 2020). In an Introduction to Statistics course, the WGODS game helped to improve the assimilation and development of students' mathematical skills (Salas-Rueda et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…At the RWTH Aachen University Medical School, students used a web game called eMedOffice in order to facilitate their learning process, and reportedly developed skills on the use of medical components (Hannig et al, 2012). Similarly, the COSMOS game helped to facilitate the skills development of learners in the field of psychology (Aeberhard et al, 2019).…”
Background/purpose -During the COVID-19 pandemic, teachers were required to update school activities using various technological tools. The aim of this mixed research was the construction and usage analysis of the Digital Game for the teaching-learning process on Electronics (DGE) version 3.0 in the Combinational Circuits unit through data science. Materials/methods -DGE version 3.0 facilitates the construction of new educational spaces in the distance modality. This web game consists of a simulator that presents the contents of the output function for two variables and their representation through logic gates. The participants of the study were 15 electronic and electrical engineering students who took a digital design course at the National Autonomous University of Mexico during the 2021 academic year. Results -The machine learning (linear regression) results indicate that the interface, design, and color of the DGE version 3.0 web game positively influenced the students' assimilation of knowledge and skills development in the field of electronics. On the other hand, the decision tree technique identified six predictive models with regards to the use of the DGE version 3.0. Conclusion -Technological advances such as web gaming can facilitate the teaching-learning process from virtually any location.
Computerized neuropsychological tests provide a more systematic and easily administered assessment tool than traditional pen-andpaper tests. We consider that game technology can be effectively applied to decrease the cost of developing computerized versions of traditional tests and can even allow the creation of promising new environments to assess and researching in active aging. To study the feasibility of this approach, we developed a computer version of the 15 Objects Test and compared the performance of subjects when using the traditional paper-based version and our computer-based version, which captures all user interaction data in real time using game analytics techniques. Other relevant information, such as demographics and familiarity with technology, was also compiled by pre-post online forms. Our results show that computer and traditional pen-and-paper test versions provide similar results, while the additional interaction data captured by using game analytics techniques opens the door to new environments for active aging research.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.