Consiglio Nazionale delle Ricerche

Tipo di prodottoArticolo in rivista
TitoloNeurophysiological methods for monitoring brain activity in serious games and virtual environments: A review
Anno di pubblicazione2014
FormatoCartaceo
Autore/iManuel Ninaus, Silvia Erika Kober and Elisabeth V.C. Friedrich Ian Dunwell, Sara de Freitas and Sylvester Arnab , Michela Ott , Milos Kravcik Theodore Lim
Affiliazioni autoriManuel Ninaus, Silvia Erika Kober and Elisabeth V.C. Friedrich Department of Psychology, Section Neuropsychology, University of Graz Ian Dunwell, Sara de Freitas and Sylvester Arnab The Serious Games Institute, Coventry University Technology Michela Ott Istituto Tecnologie Didattiche (ITD), Consiglio Nazionale delle Ricerche (CNR), Milos Kravcik Informatik 5 - Information Systems, RWTH Aachen University, Theodore Lim School of Engineering & Physical Sciences, Department of Mechanical Engineering, Heriot-Watt University,
Autori CNR e affiliazioni
  • MICHELA OTT
Lingua/e
  • inglese
AbstractThe use of serious games and virtual environments for learning is increasing worldwide. These technologies have the potential to collect live data from users through game play and can be combined with neuroscientific methods such as EEG, fNIRS and fMRI. The several learning processes triggered by serious games are associated with specific patterns of activation that distributed in time and space over different neural networks. This paper explores the opportunities offered and challenges posed by neuroscientific methods when capturing user feedback and using the data to create greater user adaptivity in game. Existing neuroscientific studies examining cortical correlates of game-based learning do not form a common or homogenous field. In contrast, they often have disparate research questions and are represented through a broad range of study designs and game genres. In this paper, the range of studies and applications of neuroscientific methods in game-based learning are reviewed.
Lingua abstractinglese
Altro abstract-
Lingua altro abstract-
Pagine da78
Pagine a103
Pagine totali-
RivistaInternational journal of technology enhanced learning (Print)
Attiva dal 2008
Editore: Inderscience, - Olney
Paese di pubblicazione: Regno Unito
Lingua: inglese
ISSN: 1753-5255
Titolo chiave: International journal of technology enhanced learning (Print)
Titolo proprio: International journal of technology enhanced learning. (Print)
Titolo abbreviato: Int. j. of technol. enhanc. learn. (Print)
Numero volume della rivista6
Fascicolo della rivista1
DOI10.1504/IJTEL.2014.060022
Verificato da refereeSì: Internazionale
Stato della pubblicazione-
Indicizzazione (in banche dati controllate)-
Parole chiaveNeuroscience, Serious games, Technology enhanced learning
Link (URL, URI)http://inderscience.metapress.com/content/k438406646013112/
Titolo parallelo-
Licenza-
Scadenza embargo-
Data di accettazione-
Note/Altre informazioni-
Strutture CNR
  • ITD — Istituto per le tecnologie didattiche
Moduli/Attività/Sottoprogetti CNR
  • IC.P03.005.001 : La scuola del futuro: tecnologie didattiche per la qualità dell'educazione
Progetti Europei-
Allegati
Neurophysiological methods for monitoring brain activity in serious games and virtual environments: a review
Descrizione: The use of serious games and virtual environments for learning is increasing worldwide. These technologies have the potential to collect live data from users through game play and can be combined with neuroscientific methods such as EEG, fNIRS and fMRI. The several learning processes triggered by serious games are associated with specific patterns of activation that distributed in time and space over different neural networks. This paper explores the opportunities offered and challenges posed by neuroscientific methods when capturing user feedback and using the data to create greater user adaptivity in game. Existing neuroscientific studies examining cortical correlates of game-based learning do not form a common or homogenous field. In contrast, they often have disparate research questions and are represented through a broad range of study designs and game genres. In this paper, the range of studies and applications of neuroscientific methods in game-based learning are reviewed.
Tipo documento: application/pdf