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Related Concept Videos

Cognitive Learning01:21

Cognitive Learning

797
Cognitive learning is based on purposive behavior, incidental learning, and insight learning.
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
797

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A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study.

Ali Khaleghi1, Zahra Aghaei1, Mohammad Amin Mahdavi1

  • 1Department of Computer Engineering, Imam Khomeini International University, Qazvin, Iran.

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Summary

A new framework enhances gamification in cognitive tasks by guiding design, improving engagement, and ensuring data quality. This approach addresses inconsistent results from previous methods, leading to better cognitive assessment and training outcomes.

Keywords:
boredomcognitive assessmentcognitive taskscognitive trainingframeworkgame elementsgamificationgamification designmotivationprocess

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Area of Science:

  • Cognitive Science
  • Human-Computer Interaction
  • Educational Technology

Background:

  • Monotonous cognitive tasks lead to participant boredom and disengagement, compromising data accuracy and intervention effectiveness.
  • Gamification, applying game elements to non-game contexts, shows mixed results in enhancing cognitive task engagement and performance.
  • Heterogeneous and suboptimal gamification design techniques contribute to inconsistent findings in cognitive task research.

Purpose of the Study:

  • To propose a structured framework for designing gamification in cognitive tasks.
  • To enhance participant engagement and data quality in cognitive assessments and training.

Main Methods:

  • A design science research (DSR) approach was utilized.
  • Synthesized existing gamification frameworks and cognitive task research.
  • Incorporated field experiences and iterative expert evaluations (n=17) for framework refinement.

Main Results:

  • A 7-phase framework was developed: preparation, user understanding, tool exploration, ideation, prototyping (using OMDE guideline), development, and dissemination/monitoring.
  • The framework guides the selection of game elements to avoid irrelevant cognitive load.
  • Identified two primary gamification techniques: adding game elements to existing tasks and mapping games to cognitive functions.

Conclusions:

  • An intermediate design framework is crucial for effective gamification of cognitive tasks.
  • Careful selection of game elements is necessary to prevent negative impacts on cognitive load and data quality.
  • Further research is needed on the interaction between cognitive processes and game mechanics for optimized application.