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Parong, Jocelyn; Mayer, Richard E. – Applied Cognitive Psychology, 2020
Summary The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, "Cerevrum," on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing…
Descriptors: Cognitive Processes, Cognitive Development, Educational Games, Training
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Szafran, Robert F.; Mandolini, Ann F. – Simulation and Games, 1980
Describes a study designed to determine the effect of participation in a simulation game (SIMSOC: Simulated Society) on two types of cognitive knowledge: test performance and concept recognition ability. (Author/LLS)
Descriptors: Cognitive Measurement, Educational Games, Higher Education, Objective Tests