Executive Functions Training-oriented Digital Games: Effectiveness and Experience

Authors

  • Chi-Fang HUANG Author
  • Hui-Ling HSU Author
  • Zhi-Hong CHEN Author

DOI:

https://doi.org/10.58459/icce.2023.1038

Abstract

Executive function governs important cognitive abilities such as cognitive resource allocation, which is related to daily life and can affect learning performance. However, current executive function training mostly relies on self-administered tests, which leads to a dull process, and low interest, thereby influencing training effectiveness. To assist the affective domain during training, previous research attempted to gamify the training. However, prior studies indicated that the training intention might be influenced by the game-based design, and the game scenario also impacts the training process. Therefore, we developed a training-oriented digital game that closely simulates real-life situations to train executive function based on classic training, and discussed its effectiveness, and user experience. 38 college students were recruited to experience the training-oriented digital game and classic games and found that the training-oriented digital game effectively improved inhibition ability in executive function. Additionally, the game developed in this study showed significantly higher confidence and satisfaction than the classic game, while there was no significant difference in flow, positive affect, and behavioral intention. This indicates that the game developed in this study could be used to train executive function while maintaining support for the affective domain of gaming. We discuss further implications in the study.

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Published

2023-12-04

How to Cite

Executive Functions Training-oriented Digital Games: Effectiveness and Experience. (2023). International Conference on Computers in Education. https://doi.org/10.58459/icce.2023.1038