Executive Functions Training-oriented Digital Games: Effectiveness and Experience

Chi Fang Huang, Hui Ling Hsu, Zhi Hong Chen

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

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.

Original languageEnglish
Title of host publication31st International Conference on Computers in Education, ICCE 2023 - Proceedings
EditorsJu-Ling Shih, Akihiro Kashihara, Weiqin Chen, Weiqin Chen, Hiroaki Ogata, Ryan Baker, Ben Chang, Seb Dianati, Jayakrishnan Madathil, Ahmed Mohamed Fahmy Yousef, Yuqin Yang, Hafed Zarzour
PublisherAsia-Pacific Society for Computers in Education
Pages589-594
Number of pages6
ISBN (Electronic)9786269689019
Publication statusPublished - 2023 Dec
Event31st International Conference on Computers in Education, ICCE 2023 - Matsue, Shimane, Japan
Duration: 2023 Dec 42023 Dec 8

Publication series

Name31st International Conference on Computers in Education, ICCE 2023 - Proceedings
Volume1

Conference

Conference31st International Conference on Computers in Education, ICCE 2023
Country/TerritoryJapan
CityMatsue, Shimane
Period2023/12/042023/12/08

Keywords

  • Digital games
  • Executive functions
  • Situational
  • Training-oriented game

ASJC Scopus subject areas

  • Computer Science (miscellaneous)
  • Education

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