Motivated by the link between play and learning, proposed in literature to have a neurobiological basis, we study the electroencephalogram and associated psychophysiology of “learning game” players. Forty-five players were tested for topic comprehension by a questionnaire administered before and after solo playing of the game Peacemaker (Impact Games 2007), during which electroencephalography and other physiological signals were measured. Play lasted for one hour, with a break at half time. We used the Bloom taxonomy to distinguish levels of difficulty in demonstrated learning—with the first five levels assigned to fixed questions—and “gain” scores to measure actual value of demonstrated learning. We present the analysis of the physiologica...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
A new interest in the use of game factors while acquiring new knowledge has emerged, and a number of...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
Games are nowadays used to enhance different learning and teaching practices in institutions, compan...
We report an evaluation study for a novel learning platform, motivated by the growing need for metho...
Objective: Here we conduct a pilot study to analyze the effects of training using action video game ...
This article reviews the psychophysiological method in game research. Psychophysiological measuremen...
This paper explores the potential of collecting neurophysiological data in order to further understa...
The use of serious games and virtual environments for learning is increasing worldwide. These techno...
Psychophysiological methods, such as electroencephalography (EEG), provide reliable high-resolution ...
Video games are enjoyed most when the level and speed of the game match the players' skills. An opti...
Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situ...
Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situ...
Measuring the video game player experience is a distinctly challenging task. As the experience of 'f...
Abstract—This paper proposes to maintain player’s engage-ment by adapting game difficulty according ...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
A new interest in the use of game factors while acquiring new knowledge has emerged, and a number of...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
Games are nowadays used to enhance different learning and teaching practices in institutions, compan...
We report an evaluation study for a novel learning platform, motivated by the growing need for metho...
Objective: Here we conduct a pilot study to analyze the effects of training using action video game ...
This article reviews the psychophysiological method in game research. Psychophysiological measuremen...
This paper explores the potential of collecting neurophysiological data in order to further understa...
The use of serious games and virtual environments for learning is increasing worldwide. These techno...
Psychophysiological methods, such as electroencephalography (EEG), provide reliable high-resolution ...
Video games are enjoyed most when the level and speed of the game match the players' skills. An opti...
Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situ...
Along with improvement in electroencephalogram (EEG)-measurement technology, limitations on the situ...
Measuring the video game player experience is a distinctly challenging task. As the experience of 'f...
Abstract—This paper proposes to maintain player’s engage-ment by adapting game difficulty according ...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...
A new interest in the use of game factors while acquiring new knowledge has emerged, and a number of...
Inclusion of game elements in learning environments to increase motivation and learning outcome is b...