TY - GEN
T1 - Executive Functions Training-oriented Digital Games
T2 - 31st International Conference on Computers in Education, ICCE 2023
AU - Huang, Chi Fang
AU - Hsu, Hui Ling
AU - Chen, Zhi Hong
N1 - Publisher Copyright:
© 2023 Asia-Pacific Society for Computers in Education.
PY - 2023/12
Y1 - 2023/12
N2 - Executive function governs important cognitive abilities such as cognitive resource allocation, which is related to daily life and can affect learning performance. However, current executive function training mostly relies on self-administered tests, which leads to a dull process, and low interest, thereby influencing training effectiveness. To assist the affective domain during training, previous research attempted to gamify the training. However, prior studies indicated that the training intention might be influenced by the game-based design, and the game scenario also impacts the training process. Therefore, we developed a training-oriented digital game that closely simulates real-life situations to train executive function based on classic training, and discussed its effectiveness, and user experience. 38 college students were recruited to experience the training-oriented digital game and classic games and found that the training-oriented digital game effectively improved inhibition ability in executive function. Additionally, the game developed in this study showed significantly higher confidence and satisfaction than the classic game, while there was no significant difference in flow, positive affect, and behavioral intention. This indicates that the game developed in this study could be used to train executive function while maintaining support for the affective domain of gaming. We discuss further implications in the study.
AB - Executive function governs important cognitive abilities such as cognitive resource allocation, which is related to daily life and can affect learning performance. However, current executive function training mostly relies on self-administered tests, which leads to a dull process, and low interest, thereby influencing training effectiveness. To assist the affective domain during training, previous research attempted to gamify the training. However, prior studies indicated that the training intention might be influenced by the game-based design, and the game scenario also impacts the training process. Therefore, we developed a training-oriented digital game that closely simulates real-life situations to train executive function based on classic training, and discussed its effectiveness, and user experience. 38 college students were recruited to experience the training-oriented digital game and classic games and found that the training-oriented digital game effectively improved inhibition ability in executive function. Additionally, the game developed in this study showed significantly higher confidence and satisfaction than the classic game, while there was no significant difference in flow, positive affect, and behavioral intention. This indicates that the game developed in this study could be used to train executive function while maintaining support for the affective domain of gaming. We discuss further implications in the study.
KW - Digital games
KW - Executive functions
KW - Situational
KW - Training-oriented game
UR - http://www.scopus.com/inward/record.url?scp=85181538198&partnerID=8YFLogxK
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M3 - Conference contribution
AN - SCOPUS:85181538198
T3 - 31st International Conference on Computers in Education, ICCE 2023 - Proceedings
SP - 589
EP - 594
BT - 31st International Conference on Computers in Education, ICCE 2023 - Proceedings
A2 - Shih, Ju-Ling
A2 - Kashihara, Akihiro
A2 - Chen, Weiqin
A2 - Chen, Weiqin
A2 - Ogata, Hiroaki
A2 - Baker, Ryan
A2 - Chang, Ben
A2 - Dianati, Seb
A2 - Madathil, Jayakrishnan
A2 - Yousef, Ahmed Mohamed Fahmy
A2 - Yang, Yuqin
A2 - Zarzour, Hafed
PB - Asia-Pacific Society for Computers in Education
Y2 - 4 December 2023 through 8 December 2023
ER -