Abstract
Many great scholars in education, cognition, and psychology have worked tirelessly on educational games over the years. Others have looked at the implications of commercial games on learning, attitudes, and efficacy, three area most reported. Others have created games and studied the impact of those games on learning, attitudes, and efficacy. This chapter will delve into learning theory, assess how cognitive psychology impacts learning in virtual environments, and discuss the implications of Flow theory on learning indicators such as engagement and interactivity.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Annetta, L. A., Cook, M. P., & Schultz, M. (2007). Video games and universal design: A vehicle for problem-based learning. Journal of Instructional Science and Technology, 10(1). Retrieved from http://www.usq.edu.au/electpub/e-jist/docs/vol10_no1/papers/current_practice/annetta_cook_schultz.htm
Annetta, L. A., Minogue, J. A., Holmes, S., & Cheng, M. T. (2009). Investigating the Impact of Video Games on High School Students’ Engagement and Learning about Genetics. Computers & Education, doi:10.1016/j.compedu.2008.12.020; 54 (1), 74–85.
Baddeley, A. (1999). Human memory. Boston, MA: Allyn & Bacon.
Bodemer, D., Ploetzner, R., Bruchmüller, K., & Hacker, S. (2005). Supporting learning with interactive multimedia through active integration of representations. Instructional Science, 33(1), 73–95.
Bowman, R. F. (1982). A Pac-Man theory of motivation: Tactical implications for classroom instruction. Educational Technology, 22(9), 14–17.
Bransford, J. D., Brown, A. L., & Cocking, R. R. (2000). How people learn: Brain, mind, experience, and school (Expanded Edition). Washington, DC: National Academy Press.
Bunge, S. A., Klingberg, T., Jacobsen, R. B., & Gabrieli, J. D. E. (2000). A resource model of the neural basis of executive working memory. Proceedings of the National Academy of Sciences of the United States of America, 97(7), 3573–3578.
Carpenter, P. A., & Shah, P. (1998). A model of the perceptual and conceptual processes in graph comprehension. Journal of Experimental Psychology: Applied, 4(2), 75–100.
Cook, M. B. (2007). Problem-based learning as the backbone for educational game design. In L. A. Annetta (Ed.), Serious educational games: From theory to practice (pp. 57–64). Amsterdam, The Netherlands: Sense Publishers.
Csikszentmihalyi, M. (1990). Flow. New York: Harper & Row.
Deubel, P. (2006). Game on! T.H.E. Journal (Technological Horizons in Education), 33(6), pp. 30–35.
Edelson, D. C., Gordin, D., & Pea, R. (1997, March 20–24). Creating Science Learning Tolls from Experts’ Investigation Tools: A Design Framework. Paper presented at the the annual meeting of the National Association for Research in Science Teaching, Oak Brook, IL.
Engeström, Y., & Miettinen, R. (1999). Introduction. In Y. Engeström., R. Miettinen, & R.-L. Punamäki (Eds.), Perspectives on activity theory. Cambridge: Cambridge University Press.
Finneran, C. M., & Zhang, P. (2005). Flow in computer-mediated environments: Promises and challenges. Communications of the Association for Information System, 15, 82–101.
Forman, G., & Pufall, P. (Eds.). (1988). Constructivism in the computer age. Hillsdale, NJ: Lawrence Erlbaum Associates.
Garfinkel, H. (1967). Studies in ethnomethodology. Englewood Cliffs, NJ: Prentice Hall.
Gee, J. P. (1999). An introduction to discourse analysis: Theory and method. New York: Routledge.
Gee, J. P. (2003). Video games in the classroom? Retrieved February 10, 2004.
Gibson, J. J. (1979). The ecological approach to visual perception. Boston: Houghton Mifflin. ISBN 0898599598 (1986).
Gibson, J. J. (1986). The ecological approach to visual perception. Hillsdale, NJ: Erlbaum.
Greeno, J. G. (1997). On claims that answer the wrong question. Educational Research, 26(1), 5–17.
Greeno, J. G., & Moore, J. L. (1993). Situativity and symbols. Cognitive Science, 17, 49–59.
Hegarty, M. (1992). Mental animation: Inferring motion from static diagrams of mechanical systems. Journal of Experimental Psychology: Learning, Memory and Cognition, 18(5), 1084–1102.
Hegarty, M. (2004). Dynamic visualizations and learning: Getting to the difficult questions. Learning and Instruction, 14, 343–351.
Hutcheson, T. D., Dillon, R. F., Herdman, C. M., & Wood, J. (1997). To animate or not to animate, that is the question. Paper presented at the Proceedings of the Human Factors and Ergonomics Society 41st annual meeting – 1997, Albuquerque, NM.
Hutchins, E. (1995). Cognition in the wild. Cambridge, MA: The MIT Press.
Johnson, S. (2005, July). Your brain on video games. Discover, 26(7), 39–44.
Just, M. A., & Varma, S. (2002). A hybrid architecture for working memory. Psychological Review, 109, 54–64.
Kiili, K. (2005). Digital game-based learning: Toward an experiential gaming model. Internet and Higher Education, 8, 13–24.
Kolodner, J. L., Owensby, J. N., & Guzdial, M. (2003). Case-based learning aids. In D. H. Jonassen (Ed.), Handbook of research on educational communications and technology: A project of the Association for Educational Communications and Technology (2nd ed., pp. 829–861). Mahwah, NJ: Lawrence Erlbaum Associates.
Kurtz, K. J., Miao, C., & Gentner, D. (2001). Learning by analogical bootstrapping. Journal of the Learning Sciences, 10(4), 417–446.
Lave, J. (1988). Cognition in practice. Cambridge, UK: Cambridge University Press.
Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge: Cambridge University Press.
Lim, C. P., Nonis, D., & Hedberg, J. (2006). Gaming in a 3D multiuser virtual environment: Engaging students in science lessons. British Journal of Educational Technology, 37(2), 211–231.
Lowe, R. K. (1999). Extracting information from an animation during complex visual learning. European Journal of Psychology of Education, 14, 225–244.
Lowe, R. K. (2003). Animation and learning: Selective processing of information in dynamic graphics. Learning and Instruction, 13(2), 157–176.
March, T. (2003). The learning power of WebQuests. Educational Leadership, 61(4), 42–47.
Mayer, R. E. (1997). Mulitmedia learning: Are we asking the right questions? Education Psychologist, 32, 1–19.
Mayer, R. E. (2001). Multimedia learning. New York: Cambridge University Press.
Mayer, R. E., & Moreno, R. (2003). Nine ways to reduce cognitive load in multimedia learning. Educational Psychologist, 38, 43–52.
McLellan, H. (1985). Situated learning perspectives. Englewood Cliffs, NJ: Educational Technology Publications.
Merriam, S. B., & Cafarella, R. S. (1991). Learning in adulthood. San Francisco: Jossey-Bass.
Mitchell, A., & Savill-Smith, C. (2004). The use of computer and video games for learning: A review of the literature. London: The Learning and Skills Development Agency.
Moreno, R. (2002). Who learns best with multiple representations? Cognitive theory implications for individual differences in multimedia learning (pp. 1380–1385). ED-MEDIA 2002 Proceedings. Charlottesville, VA: AACE Press.
Newell, A., & Simon, H. A. (1972). Human problem solving. Englewood Cliffs, NJ: Prentice Hall.
Norman, D. A., & Draper, S. W. (Eds.). (1985) User centered system design: New perspectives on human-computer interaction. Hillsdale, NJ: Lawrence Erlbaum Associates.
Paas, F., Renkl, A., & Sweller, J. (2003). Cognitive load theory and instructional design: Recent developments. Educational Psychologist, 38, 1–4.
Paas, F., Tuovinen, J., Tabbers, H., & Van Gerven, P. W. M. (2003). Cognitive load measurement as a means to advance cognitive load theory. Educational Psychologist, 38, 63–72.
Paivio, A. (1986). Mental representations: A dual coding approach. Oxford: Oxford University Press.
Phillips, J. L. (1981). Piaget’s theory: A primer. San Francisco: W.H. Freeman.
Piaget, J.(1951). Play, dreams, and imitation in childhood ((G. Gattegno and F. M. Hodgson, Trans.)). New York: Norton.
Piaget, J. (1952). The origins of intelligence. Madison, CT: International Universities Press.
Piaget, J. (1962). Play, dreams, and imitation in childhood New York: Norton. (C. Gattegno & F. M. Hodgson, Trans.).(Original work published 1951).
Pilke, E. M. (2004). Flow experiences in information technology use. International Journal of Human-Computer Technology, 61, 347–357.
Ploetzner, R., & Lowe, R. K. (2004). Special issue dynamic visualizations and learning. Learning and Instruction, 14(3), 235–240.
Rieber, L. P. (1995). A historical review of visualization in human cognition. Educational Technology Research and Development, 43, 45–56.
Rieber, L. P., Tzeng, S., & Tribble, K. (2004). Discovery learning, representation, and explanation within a computer-based simulation: Finding the right mix. Learning and Instruction, 14, 307–323.
Ryan, M. L. (2001). Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Baltimore, MD: Johns Hopkins Press.
Seufert, T. (2003). Supporting coherence formation in learning from multiple representations. Learning and Instruction, 13, 227–237.
Soloway, E., Guzdial, M., & Hay, K. E. (1994). Learner-centered design: The challenge for HCI in the 21st century. Interactions, 1(2), 36–48.
Srinivasan, S., & Crooks, S. (2005). Using a metacognitive scaffold to support critical thinking about web content. Paper presented in Society for Information Technology & Teacher Education, March 1–5, 2005, Phoenix, AZ.
Sweller, J., van Merrienboer, J., & Paas, F. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10, 251–296.
Taradi, S. K., Taradi, M., Radic, K., & Pokrajac, N. (2005). Blending problem-based learning with Web technology positively impacts student learning outcomes in acid-base physiology. Journal of Advanced Pysiological Education, 29, 35–39.
Treagust, D. F., Chittleborough, G., & Mamialo, T. L. (2002). Students’ understanding of the role of scientific models in learning science. International Journal of Science Education, 24(4), 357–368.
Turner, M., & Fauconier, G. (1998). Metaphor, metonymy, and binding. In A. Barcelona (Ed.), Metonymy and metaphor. Berlin, Germany: Mouton de Gruyter.
Turvey, K. (2006). Towards deeper learning through creativity within online communities in primary education. Computers & Education, 46, 309–321.
Vygotsky, L. S. (1934) Understanding vygotsky. Retrieved March 13, 2009 from http://www.indiana.edu/∼intell/vygotsky.shtml
Vygotsky, L. S. (1962). Thought and language. Cambridge, MA: MIT Press.
Vygotsky, L. S. (1967). Play and its role in the mental development of chil. Soviet Pschology, 5(3), 6–18.
Vygotsky, L. (1978). Mind and society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
Whitmer, B., & Singer, M. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225–240.
Wertsch, J. (1998). Mind as action. New York: Oxford University Press.
Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoperators and Virtual Environments, 15, 309–329.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2010 Springer Science+Business Media B.V.
About this chapter
Cite this chapter
Annetta, L.A., Folta, E., Klesath, M. (2010). Learning, Psycho-Cognition, and Flow. In: V-Learning. Springer, Dordrecht. https://doi.org/10.1007/978-90-481-3627-8_9
Download citation
DOI: https://doi.org/10.1007/978-90-481-3627-8_9
Published:
Publisher Name: Springer, Dordrecht
Print ISBN: 978-90-481-3620-9
Online ISBN: 978-90-481-3627-8
eBook Packages: Humanities, Social Sciences and LawEducation (R0)