2014 IEEE Games Media Entertainment 2014
DOI: 10.1109/gem.2014.7048105
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Is more information better? Examining the effects of visual and cognitive fidelity on learning in a serious video game

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Cited by 7 publications
(4 citation statements)
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“…While engagement studies were positive, studies on learning outcomes were less conclusive. Veinott (2014) finds no main effects on learning between two types of visual fidelity and cognitive fidelity. Kartiko et al (2010) also report that no significant differences in presence and learning outcomes between different levels of visual complexity of animated-virtual actors.…”
Section: Visual Representation Evaluationmentioning
confidence: 80%
See 1 more Smart Citation
“…While engagement studies were positive, studies on learning outcomes were less conclusive. Veinott (2014) finds no main effects on learning between two types of visual fidelity and cognitive fidelity. Kartiko et al (2010) also report that no significant differences in presence and learning outcomes between different levels of visual complexity of animated-virtual actors.…”
Section: Visual Representation Evaluationmentioning
confidence: 80%
“…To better present the results, we created Table 2 that details the purposes of each visual communication related category and lists all the studies. (Alcivar et al, 2021), (Tuah et al, 2021, (Zhang et al, 2021), (Sarić et al, 2021), (Plass et al, 2020), (Pagano et al, 2020), (Gee and Dolah, 2020), (Alyami et al, 2019), (Gee and Dolah, 2018a), (Gee and Dolah, 2018b) (Javora et al, 2018), (Ontañón et al, 2017), (Gee and Dolah, 2016), (Selmbacherova et al, 2014), (Veinott et al, 2014), (Wang and Lee, 2014) , (Wattanasoontorn et al, 2013), (Bedi et al, 2011) , (Kartiko et al, 2010)…”
Section: Resultsmentioning
confidence: 99%
“…Por otro lado, los videojuegos se han ido posicionando como una herramienta muy eficaz en el aprendizaje de diferentes temas, y se han explorado para estimular el aprendizaje en diferentes campos [19], [20]. La investigación en Inteligencia Computacional (IC) para fomentar la instrucción de usuarios de varias generaciones de manera sencilla y clara [21], la capacitación en la toma de decisiones [22] y la enseñanza en educación básica, han permitido que los videojuegos serios se convierten en una buena alternativa para facilitar el aprendizaje de niños y adultos; debido a que responden de mejor manera a la interactividad en comparación con metodologías tradicionales de enseñanza [23].…”
Section: Introductionunclassified
“…Video game play has evolved beyond a hobby to professional Esport teams (Engerman & Hein, 2017;Taylor, 2012) and serious games for training (Green & Bavelier, 2003;Mullinix et al, 2013;Pavlas et al, 2008;Scielzo et al, 2010;Veinott et al, 2014). In serious games and computer simulations, several reviews have shown that the transfer of that training to the operational environment, has not been effective (Bell & Kozlowski, 2006;Vogel et al, 2006).…”
Section: Introductionmentioning
confidence: 99%