A Data-Driven, Player-Centric Approach to Evaluating Spatial Skill Training Games

H. Wauck, B. Woodard, Ziang Xiao, T. Li, B. Bailey
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引用次数: 5

Abstract

Certain commercial games train spatial skills, a subset of cognitive skills used in school, the workplace, and everyday life. However, it is difficult to design spatial skill training games without knowing why some games are effective. In addition, existing game training studies do not analyze motivational factors for critical target populations. We conducted a study comparing spatial skill training effects and enjoyment for low spatial skill students on three training interventions: the computer game Homeworld Bound: Redux, digital spatial workbook exercises, and an active control group. We found no training effects for any intervention, but performance in certain game levels predicted spatial skill, and low spatial skill students enjoyed the game more than the workbook exercises. We provide three design recommendations for spatial skill training games based on our findings: use asymmetry for object manipulation tasks, require explicit 2D to 3D representation translation, and employ time pressure for navigation tasks.
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评估空间技能训练游戏的数据驱动、以玩家为中心的方法
某些商业游戏训练空间技能,这是在学校、工作场所和日常生活中使用的认知技能的子集。然而,如果不知道某些游戏为何有效,就很难设计空间技能训练游戏。此外,现有的游戏训练研究没有分析关键目标人群的动机因素。我们进行了一项研究,比较了低空间技能学生在三种训练干预下的空间技能训练效果和享受程度:电脑游戏Homeworld Bound: Redux、数字空间练习册练习和积极对照组。我们发现任何干预都没有训练效果,但在某些游戏关卡中的表现可以预测空间技能,而空间技能较低的学生更喜欢游戏而不是练习本练习。基于我们的发现,我们为空间技能训练游戏提供了三个设计建议:在物体操作任务中使用不对称性,要求明确的2D到3D表示转换,以及在导航任务中使用时间压力。
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