利用游戏式学习量化大脑活动差异的神经技术研究

IF 1.4 Q2 EDUCATION & EDUCATIONAL RESEARCH International Journal of Game-Based Learning Pub Date : 2024-07-17 DOI:10.4018/ijgbl.349219
David Juárez-Varón, Manuel Ángel Juárez-Varón, Ana Mengual-Recuerda, Beatriz Andres
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引用次数: 0

摘要

本研究深入探讨了课堂游戏化与传统教学中大脑活动的对比分析。本研究旨在利用神经技术记录和分析传统大学教育环境下主动游戏化方法对学习过程中相关变量的影响,为现有文献做出创新性贡献。神经科学技术已被用于测量大学硕士班中为学术体验量身定制的刺激物的认知处理过程。通过仔细检查与注意力、兴趣、长期兴奋、压力、放松和参与度有关的大脑记录,研究结果通过大脑信号对关键学习变量进行了量化评估。游戏化是一种积极的方法,神经科学技术的应用有助于了解学生大脑激活水平的变化,从而揭示这种积极的教学方法对学习过程的贡献。
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A Neurotechnological Study to Quantify Differences in Brain Activity Using Game-Based Learning
This research delves into the comparative analysis of brain activity using gamification in the classroom versus traditional teaching. This study aims to employ neurotechnology to record and analyse the impact of active gamification methodology on relevant variables in the learning process within a traditional university education setting, presenting an innovative contribution to the existing literature. Neuroscience technology has been utilized to gauge cognitive processing of stimuli tailored for an academic experience in a university master's class. By scrutinizing brain recordings related to attention, interest, long term excitement, stress, relaxation, and engagement, the findings provide a quantitative assessment of key learning variables through brain signals. Gamification is the active methodology employed, and the application of neuroscience technologies facilitates an understanding of the variations in levels of brain activation among students, shedding light on the contributions of this active teaching methodology to the learning process.
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来源期刊
International Journal of Game-Based Learning
International Journal of Game-Based Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.20
自引率
0.00%
发文量
21
期刊介绍: The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.
期刊最新文献
Repurposing Video Games as Discussion Tools A Neurotechnological Study to Quantify Differences in Brain Activity Using Game-Based Learning A Hybrid Escape Room to Foster Motivation and Programming Education for Pre-Service Teachers ImGame Project ImGame Project
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