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Exploring Cognitive Load in Immersive Educational Games: The SAVE Science Project

Exploring Cognitive Load in Immersive Educational Games: The SAVE Science Project
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Author(s): Brian C. Nelson (Arizona State University, USA), Diane Jass Ketelhut (Temple University, USA)and Catherine Schifter (Temple University, USA)
Copyright: 2012
Pages: 9
Source title: Interdisciplinary Advancements in Gaming, Simulations and Virtual Environments: Emerging Trends
Source Author(s)/Editor(s): Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA)and Sara de Freitas (Coventry University, UK)
DOI: 10.4018/978-1-4666-0029-4.ch003

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Abstract

SAVE Science is a research project focused on creating an innovative model for assessment of learning in STEM. In SAVE Science, we are implementing game-like modules for evaluating science content and inquiry in grades 7-8, using an assessment rubric of student interactions in a virtual environment designed to capture evolving patterns of scientific understanding among students. We are also investigating two “conditions for success” for virtual environment-based assessment: managing the effects of cognitive load students experience in complex virtual environments, and helping teachers integrate technology into their pedagogy. In this paper, we provide an overview of our design approaches aimed at helping students manage the high levels of cognitive load they report experiencing in virtual environments. By reducing the perceived complexity of virtual environment-based assessments, we hypothesize that learners will be better able to attend to the processes associated with the assessments, leading to more accurate evidentiary data.

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