Video game have surged in popularity and usefulness in education; higher-education institutions have seen an increment in student's interest on interactive content for learning complex subjects, especially in the field of engineering. This study explored the effects of emotions and cognitive performance during the use of serious games. Methodology: A quasi-experimental approach was used to assess cognitive processing during the execution of a challenging matrix-related activity within undergraduate engineering students (n=9). An initial baseline was made on emotional dimensions through the EMOTIV software and later analyzed to evaluate student's cognitive load through a semi-structured interview. Results: Six basic emotions were identified: commitment (24.31%), relaxation (21.7%), emotion (21.04%), interest (12.43%), focus (16.31%), stress (9.25%). Cognitive dimensions emerge such as effort, frustration, performance, mental demand, physical demand and temporal demand. Conclusion: higher task commitment is identified when students utilize serious games and cognitive performance is mediated by individual adjustments to video game's complexity.
|Title of host publication||CITIE 2020 - Proceedings of the 3rd Congreso Internacional de Tendencias en Innovacion Educativa 2020|
|Editors||Klinge Orlando Villalba-Condori, Jari Lavonen, Lung Hsiang Wong, Aman Yadav|
|Number of pages||11|
|State||Published - 2020|
|Event||3rd Congreso Internacional de Tendencias en Innovacion Educativa, CITIE 2020 - 3rd International Conference on Trends in Educational Innovation, CITIE 2020 - Arequipa, Peru|
Duration: 9 Dec 2020 → 11 Dec 2020
|Name||CEUR Workshop Proceedings|
|Conference||3rd Congreso Internacional de Tendencias en Innovacion Educativa, CITIE 2020 - 3rd International Conference on Trends in Educational Innovation, CITIE 2020|
|Period||9/12/20 → 11/12/20|
Bibliographical noteFunding Information:
This study was part of a series of research on games in education. We thank the students who were involved in the development of the platform. The authors declare no conflict of interest.
© 2020 for this paper by its authors.
- Cognitive Load
- Educational videogames
- Emotiv EPOC
- User Experience