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Game-based learning environments affect frontal brain activity

Kober, Silvia Erika; Wood, Guilherme; Kiili, Kristian; Moeller, Korbinian; Ninaus, Manuel (2020-11)

 
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pone.0242573.pdf (1.694Mt)
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Kober, Silvia Erika
Wood, Guilherme
Kiili, Kristian
Moeller, Korbinian
Ninaus, Manuel
11 / 2020

PLoS ONE
e0242573
doi:10.1371/journal.pone.0242573
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202012168913

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Peer reviewed
Tiivistelmä
Inclusion of game elements in learning environments to increase motivation and learning outcome is becoming increasingly popular. However, underlying mechanisms of game-based learning have not been studied sufficiently yet. In the present study, we investigated effects of game-based learning environments on a neurofunctional level. In particular, 59 healthy adults completed a game-based version (including game elements such as a narrative and virtual incentives) as well as a non-game-based version of a number line estimation task, to improve fractional knowledge, while their brain activity was monitored using near-infrared spectroscopy. Behavioral performance was comparable across the two versions, although there was a tendency that less errors were made in the game-based version. However, subjective user experience differed significantly between versions. Participants rated the game-based version as more attractive, novel, and stimulating but less efficient than the non-game-based version. Additionally, positive affect was reported to be higher while engaging in the game-based as compared to the non-game-based task version. Corroborating these user reports, we identified increased brain activation in areas associated with emotion and reward processing while playing the game-based version, which might be driven by rewarding elements of the game-based version. Moreover, frontal areas associated with attention were also more activated in the game-based version of the task. Hence, we observed converging evidence on a user experience and neurofunctional level indicating that the game-based version was more rewarding as well as emotionally and attentionally engaging. These results underscore the potential of game-based learning environments to promote more efficient learning by means of attention and reward up-tuning.
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PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste