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- Title
- A STUDY ON THE PERCEPTION OF BRAIN GAMES AND THEIR EFFECT ON MEMORY AND COGNITIVE SKILLS.
- Creator
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Heiman, Sheila, Smither, Janan, University of Central Florida
- Abstract / Description
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In this thesis, a literature review was conducted in order to analyze the numerous sources that investigated the effects memory games may have on participants. Each study covered different scopes and methods in the field of cognitive improvement, which gave way to a variety of results used to create a comprehensive literature review. The experiments included in the literature review gathered evidence to find the effect that "brain" games had on memory and cognitive skills. An explanation and...
Show moreIn this thesis, a literature review was conducted in order to analyze the numerous sources that investigated the effects memory games may have on participants. Each study covered different scopes and methods in the field of cognitive improvement, which gave way to a variety of results used to create a comprehensive literature review. The experiments included in the literature review gathered evidence to find the effect that "brain" games had on memory and cognitive skills. An explanation and analysis were made on the brain's deterioration as it ages and the varying amounts of plasticity it contains. The overall perspective gained from the literature review allowed for a better understanding of the results of the surveys conducted for this thesis. The distinctive ways to encourage and improve brain health were researched, and a particular focus was placed on memory games regarding brain health factors. Overall, the benefits identified covered an increase in working memory, skills, and processing speed. However, there was an indication that the improvements were only for the tasks at hand. When research was conducted on transferable activities, there was little to no proof of the transferability of measured improvements. During the research portion of the thesis, a survey was conducted that involved 90 participants from the age of 60 and older on their perception of brain games. The results of the 9-question survey showed statistically significant correlations between the amount of times individuals had played memory games and their perception of both the simplicity and effectiveness of these games. Participants who had played games more frequently viewed the games as both more effective and simpler. Similarly, participants with more education perceived the games as being simpler. The male participants in this study were found to play memory games more frequently than the women. Overall, the correlations drawn from the results of the survey promote the enriched discussion on the subject of memory games and cognitive improvement.
Show less - Date Issued
- 2014
- Identifier
- CFH0004607, ucf:45261
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFH0004607
- Title
- The Effects of Narrative and Achievements on Learning in a 2D Platformer Video Game.
- Creator
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Fanfarelli, Joseph, McDaniel, Rudy, Smith, Peter, Bowers, Clint, Vie, Stephanie, University of Central Florida
- Abstract / Description
-
Game design is a rigorous practice rife with complexity. The design of learning games is similarly complex to the design of their entertainment-based relatives. This complexity is partially due to the many interacting components that comprise games. The impacts of these individual components are not well understood. Advancing the understanding of how such component parts contribute to the formed game will inform decisions related to their inclusion and subsequent design within games....
Show moreGame design is a rigorous practice rife with complexity. The design of learning games is similarly complex to the design of their entertainment-based relatives. This complexity is partially due to the many interacting components that comprise games. The impacts of these individual components are not well understood. Advancing the understanding of how such component parts contribute to the formed game will inform decisions related to their inclusion and subsequent design within games. Achievements and narrative are two such components. They have been examined within gamified systems, but little research has studied them within the context of a serious game. The interactions between such elements and other game elements could produce results that diverge from the results of their use in isolation of a complete gaming framework. This dissertation selectively incorporates or excludes narrative and achievements within a two-dimensional platformer serious game to understand their impact on learning, flow, engagement, narrative transportation, and intrinsic motivation. Conditions are examined individually as well as in a combined condition. A control condition is maintained for comparison. Results indicate that narrative and achievements were not effective in improving the effectiveness of the game. Potential causes are discussed in tandem with the implications for the design and integration within a gaming framework. While the manipulations did not improve effectiveness, the game was responsible for substantially increased knowledge acquisition, as determined by pre and posttest results.
Show less - Date Issued
- 2014
- Identifier
- CFE0005490, ucf:50341
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005490