2016
DOI: 10.1111/tops.12232
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Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game

Abstract: Using an observational sample of players of a simple online game (n > 1.2 million), we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, but fa… Show more

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Cited by 18 publications
(24 citation statements)
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“…For web‐based or cellphone‐based games, it may be possible to obtain a complete record of skill acquistion by mining Big Data sources. Big Data: Many of the most popular games are web‐based or cellphone‐based with the side effect that much or all of the interactions, decisions, and keystrokes made during the game are available in datafiles on the internet. Hence, researchers can obtain Big Data (Griffiths, ) and/or naturally occurring datasets (NODS, see Goldstone & Lupyan, ), which contain hundreds of thousands or millions of records (e.g., Huang, Yan, Cheung, Nagapan, & Zimmermann, ; Sangster, Mendonca, & Gray, ; Stafford & Haasnoot, ; Thompson, McColeman, Stepanova, & Blair, ). Joint Action and Teams: It seems fair to say that, outside of studies of language, the cognitive revolution has not greatly influenced the study of people in cooperative or competitive settings. In recent years, Joint Action (e.g., Knoblich, Butterfill, & Sebanz, ; Sebanz & Knoblich, ) has emerged primarily as the study of interactions between two humans.…”
Section: Introductionmentioning
confidence: 99%
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“…For web‐based or cellphone‐based games, it may be possible to obtain a complete record of skill acquistion by mining Big Data sources. Big Data: Many of the most popular games are web‐based or cellphone‐based with the side effect that much or all of the interactions, decisions, and keystrokes made during the game are available in datafiles on the internet. Hence, researchers can obtain Big Data (Griffiths, ) and/or naturally occurring datasets (NODS, see Goldstone & Lupyan, ), which contain hundreds of thousands or millions of records (e.g., Huang, Yan, Cheung, Nagapan, & Zimmermann, ; Sangster, Mendonca, & Gray, ; Stafford & Haasnoot, ; Thompson, McColeman, Stepanova, & Blair, ). Joint Action and Teams: It seems fair to say that, outside of studies of language, the cognitive revolution has not greatly influenced the study of people in cooperative or competitive settings. In recent years, Joint Action (e.g., Knoblich, Butterfill, & Sebanz, ; Sebanz & Knoblich, ) has emerged primarily as the study of interactions between two humans.…”
Section: Introductionmentioning
confidence: 99%
“…Unlike other skill development domains—for example, spoken language, playing the violin, soccer—each action taken during a game, is conducted through a computer and so may be unobtrusively recorded. (Stafford & Haasnoot, )…”
Section: Introductionmentioning
confidence: 99%
“…Experimental studies encourage us to focus on isolated causal factors. Observational studies encourage us to see all factors in the context of other factors (Stafford & Haasnoot, 2017). Observing a phenomenon 'in the wild' provides a strong validation of the generality and robustness of an effect.…”
Section: Discussionmentioning
confidence: 99%
“…Four of the eight papers (Huang, Yan, Cheung, Nagappan, & Zimmermann, ; Stafford & Haasnoot, ; Thompson, McColeman, Stepanova, & Blair, ; van der Maas & Nyamsuren, ) used video‐game archival data. The analysis of large databases for studying cognition, which was not anticipated by Newell, magnifies some of the problems he identified (in particular, the peril of averaging across strategies and tasks), but also provides means to address them (e.g., using sophisticated statistical and data‐mining techniques for identifying strategies).…”
Section: Newell's Twenty‐question Paper and The Contributions Of Thismentioning
confidence: 99%