語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
FindBook
Google Book
Amazon
博客來
The Impact of Game Design Elements on Adolescents' Motivation and Executive Function Skills in a Cognitive Skills Training Game.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
The Impact of Game Design Elements on Adolescents' Motivation and Executive Function Skills in a Cognitive Skills Training Game./
作者:
Tam, Frankie L.
面頁冊數:
1 online resource (327 pages)
附註:
Source: Dissertations Abstracts International, Volume: 84-11, Section: B.
Contained By:
Dissertations Abstracts International84-11B.
標題:
Educational technology. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30312794click for full text (PQDT)
ISBN:
9798379545383
The Impact of Game Design Elements on Adolescents' Motivation and Executive Function Skills in a Cognitive Skills Training Game.
Tam, Frankie L.
The Impact of Game Design Elements on Adolescents' Motivation and Executive Function Skills in a Cognitive Skills Training Game.
- 1 online resource (327 pages)
Source: Dissertations Abstracts International, Volume: 84-11, Section: B.
Thesis (Ph.D.)--New York University, 2023.
Includes bibliographical references
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results have shown promising results using custom-designed games for cognitive skills training. Cognitive skills training games can enhance cognitive skills training performance and outcomes through motivating and engaging learners in repeated practice and progressive challenges. However, research focus on understanding the impact of game design on motivation and performance in custom-designed cognitive skills training games is limited. This study examined the impact of two specific game design elements (star system and motivational agent) in a cognitive skills training game on adolescents' intrinsic motivation and executive function skills. Four versions of Gwakkamole, a digital game designed to train inhibition skill, a specific subskill of executive function, were played by adolescents (aged 9-14; N = 103) for 20 minutes, (1) star system only, (2) motivational agent only, (3) star system and motivational agent, and (4) no star system and motivational agent. Three levels of transfer Game log data were used for measuring in-game performance. Two EF measures were administered before and after the interventions: the Flanker task (inhibition skill measure) and the Dimensional Change Card Sort (DCCS) task (shifting skill measure) for understanding EF performances. Intrinsic Motivation Inventory was administered after the intervention for measuring intrinsic motivation. Controlling for pretest score, a significant higher in-game performance was found in the star system groups but no significant differences were found in executive functions performances. In addition, there were no significant differences in the level of intrinsic motivation across treatment conditions. These findings illustrate the potential of game design elements in improving game-based cognitive skills training outcomes. It provides a foundation for informing future research in designing and developing custom-designed cognitive skills training games.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798379545383Subjects--Topical Terms:
517670
Educational technology.
Subjects--Index Terms:
Executive functionsIndex Terms--Genre/Form:
542853
Electronic books.
The Impact of Game Design Elements on Adolescents' Motivation and Executive Function Skills in a Cognitive Skills Training Game.
LDR
:03814nmm a2200421K 4500
001
2360859
005
20231015185437.5
006
m o d
007
cr mn ---uuuuu
008
241011s2023 xx obm 000 0 eng d
020
$a
9798379545383
035
$a
(MiAaPQ)AAI30312794
035
$a
AAI30312794
040
$a
MiAaPQ
$b
eng
$c
MiAaPQ
$d
NTU
100
1
$a
Tam, Frankie L.
$3
3701495
245
1 4
$a
The Impact of Game Design Elements on Adolescents' Motivation and Executive Function Skills in a Cognitive Skills Training Game.
264
0
$c
2023
300
$a
1 online resource (327 pages)
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
500
$a
Source: Dissertations Abstracts International, Volume: 84-11, Section: B.
500
$a
Advisor: Plass, Jan.
502
$a
Thesis (Ph.D.)--New York University, 2023.
504
$a
Includes bibliographical references
520
$a
Executive functions (EF) are important cognitive processing skills required for planning, reasoning, problem solving and self-monitoring. It is vital to various aspects of human development from behavioral, social-emotional to academic. There is an increasing interest in identifying and developing cognitive skills training interventions. Results have shown promising results using custom-designed games for cognitive skills training. Cognitive skills training games can enhance cognitive skills training performance and outcomes through motivating and engaging learners in repeated practice and progressive challenges. However, research focus on understanding the impact of game design on motivation and performance in custom-designed cognitive skills training games is limited. This study examined the impact of two specific game design elements (star system and motivational agent) in a cognitive skills training game on adolescents' intrinsic motivation and executive function skills. Four versions of Gwakkamole, a digital game designed to train inhibition skill, a specific subskill of executive function, were played by adolescents (aged 9-14; N = 103) for 20 minutes, (1) star system only, (2) motivational agent only, (3) star system and motivational agent, and (4) no star system and motivational agent. Three levels of transfer Game log data were used for measuring in-game performance. Two EF measures were administered before and after the interventions: the Flanker task (inhibition skill measure) and the Dimensional Change Card Sort (DCCS) task (shifting skill measure) for understanding EF performances. Intrinsic Motivation Inventory was administered after the intervention for measuring intrinsic motivation. Controlling for pretest score, a significant higher in-game performance was found in the star system groups but no significant differences were found in executive functions performances. In addition, there were no significant differences in the level of intrinsic motivation across treatment conditions. These findings illustrate the potential of game design elements in improving game-based cognitive skills training outcomes. It provides a foundation for informing future research in designing and developing custom-designed cognitive skills training games.
533
$a
Electronic reproduction.
$b
Ann Arbor, Mich. :
$c
ProQuest,
$d
2023
538
$a
Mode of access: World Wide Web
650
4
$a
Educational technology.
$3
517670
650
4
$a
Instructional design.
$3
3172279
650
4
$a
Information technology.
$3
532993
650
4
$a
Experimental psychology.
$3
2144733
653
$a
Executive functions
653
$a
Game design elements
653
$a
Game-based cognitive skills training
653
$a
Motivational game design
653
$a
Transfer of learning
653
$a
Cognitive skills training game
655
7
$a
Electronic books.
$2
lcsh
$3
542853
690
$a
0710
690
$a
0447
690
$a
0489
690
$a
0623
710
2
$a
ProQuest Information and Learning Co.
$3
783688
710
2
$a
New York University.
$b
Administration, Leadership, and Technology.
$3
1673838
773
0
$t
Dissertations Abstracts International
$g
84-11B.
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30312794
$z
click for full text (PQDT)
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9483215
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入