Abstract The research presented in this paper investigated the changes that occur in the prefrontal cortex (PFC) when new ideas are introduced during engineering design. Undergraduate and graduate engineering students (n = 25) were outfitted with a functional near-infrared spectroscopy (fNIRS) headband. Students were asked to design a personal entertainment system while thinking aloud. New ideas were timestamped with the fNIRS data across 48 channels grouped into eight regions within the PFC. The data were preprocessed using temporal derivative distribution repair motion correction, finite impulse response bandpass filter, and the modified beer-lambert law to convert optical density into hemoglobin concentration. Baseline neurocognitive activation and physiological noise were removed. The study found a significant decrease in oxygenated hemoglobin in the left dorsolateral prefrontal cortex and a subregion of the left ventrolateral prefrontal cortex when new ideas were introduced during design. This finding begins to provide a neurocognitive signature of what a new idea looks like as it arises in the brain. This could be used to develop tools and techniques to inhibit this brain region or use this insight to predict when designers will experience a new idea based on their neural activation.
more »
« less
Cognitive Engagement for STEM+C Education: Investigating Serious Game Impact on Graph Structure Learning with fNIRS
For serious games on education, understanding the effectiveness of different learning methods in influencing cognitive processes remains a significant challenge. In particular, limited research addresses the comparative effectiveness of serious games and videos in analyzing brain behavior for graph structure learning, which is an important part of the Science, Technology, Engineering, Math, and Computing (STEM+C) disciplinary education. This study investigates the impact of serious games on graph structure learning. For this, we compared our in-house game-based learning (GBL) and video-based learning (VBL) methodologies by evaluating their effectiveness on cognitive processes by oxygenated hemoglobin levels using functional near-infrared spectroscopy (fNIRS). We conducted a 2×1 between-subjects preliminary study with twelve participants, involving two conditions: game and video. Both groups received equivalent content related to the basic structure of a graph, with comparable session lengths. The game group interacted with a quiz-based game, while the video group watched a pre-recorded video. The fNIRS was employed to capture cerebral signals from the prefrontal cortex, and participants completed pre- and post-questionnaires capturing user experience and knowledge gain. In our study, we noted that the mean levels of oxygenated hemoglobin (delta HbO) were higher in the GBL group, suggesting the potential enhanced cognitive involvement. Our results show that the lateral prefrontal cortex (LPFC) has greater hemodynamic activity during the learning period. Moreover, knowledge gain analysis showed an increase in mean score in the GBL group compared to the VBL group. Although we did not observe statistically significant changes due to participant variability and sample size, this preliminary work contributes to understanding how GBL and VBL impact cognitive processes, providing insights for enhanced instructional design and educational game development. Additionally, it emphasizes the necessity for further investigation into the impact of GBL on cognitive engagement and learning outcomes.
more »
« less
- PAR ID:
- 10555507
- Publisher / Repository:
- IEEE
- Date Published:
- Journal Name:
- IEEE International Conference on Artificial Intelligence and Virtual Reality
- ISSN:
- 2771-7453
- ISBN:
- 979-8-3503-7202-1
- Page Range / eLocation ID:
- 195 to 204
- Subject(s) / Keyword(s):
- Cognitive processes Education Games User experience Hemodynamics Functional near-infrared spectroscopy Videos serious game game-based learning video-based learning brain activity fNIRS hemodynamic response oxygenated and deoxygenated hemoglobin
- Format(s):
- Medium: X
- Location:
- Los Angeles, CA, USA
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
This Research Full paper focuses on perceptions and experiences of freshman and sophomore engineering students when playing an online serious engineering game that was designed to improve engineering intuition and knowledge of statics. Use of serious educational engineering games has increased in engineering education to help students increase technical competencies in engineering disciplines. However, few have investigated how these engineering games are experienced by the students; how games influence students' perceptions of learning, or how these factors may lead to inequitable perspectives among diverse populations of students. Purpose/Hypothesis: The purpose of this study was to explore the perceptions, appeal, and opinions about the efficacy of educational online games among a diverse population of students in an engineering mechanics statics course. It was hypothesized that compared to majority groups (e.g., men, White), women of color who are engineering students would experience less connections to the online educational game in terms of ease of use and level of frustration while playing. It is believed that these discordant views may negatively influence the game's appeal and efficacy towards learning engineering in this population of students. Design/Method: The Technology Acceptance Model (TAM) is expanded in this study, where the perspectives of women of colour (Latinx, Asian and African American) engineering students are explored. The research approach employed in this study is a mixed-method sequential exploratory design, where students first played the online engineering educational game, then completed a questionnaire, followed by participation in a focus group. Responses were initially analyzed through open and magnitude coding approaches to understand whether students thought these educational games reflected their personal culture. Results: Preliminary results indicate that though the majority of the students were receptive to using the online engineering software for their engineering education, merely a few intimated that they would use this software for engineering exam or technical job interview preparation. A level-one categorical analysis identified a few themes that comprised unintended preservation of inequality in favor of students who enjoyed contest-based education and game technology. Competition-based valuation of presumed mastery of course content fostered anxiety and intimidation among students, which caused some to "game the game" instead of studying the material, to meet grade goals. Some students indicated that they spent more time (than necessary) to learn the goals of the game than engineering content itself, suggesting a need to better integrate course material while minimizing cognitive effort in learning to navigate the game. Conclusions: Preliminary results indicate that engineering software's design and the way is coupled with course grading and assessment of learning outcomes, affect student perceptions of the technology's acceptance, usefulness, and ease of use as a "learning tool." Students were found to have different expectations of serious games juxtaposed software/apps designed for entertainment. Conclusions also indicate that acceptance of inquiry-based educational games in a classroom among diverse populations of students should clearly articulate and connect the game goals/objectives with class curriculum content. Findings also indicate that a multifaceted schema of tools, such as feedback on game challenges, and explanations for predictions of the game should be included in game/app designs.more » « less
-
Game-based learning (GBL) has increasingly been used to promote students’ learning engagement. Although prior GBL studies have highlighted the significance of learning engagement as a mediator of students’ meaningful learning, the existing accounts failed to capture specific evidence of how exactly students’ in-game actions in GBL enhance learning engagement. Hence, this mixed-method study was designed to examine whether middle school students’ in-game actions are likely to promote certain types of learning engagement (i.e., content and cognitive engagement). This study used and examined the game E-Rebuild, a single-player three-dimensional architecture game that requires learners’ application of math knowledge. Using in-depth gameplay behavior analysis, this study sampled a total of 92 screen-recorded and video-captured gameplay sessions attended by 25 middle school students. We adopted two analytic approaches: sequential analysis and thematic analysis. Whereas sequential analysis explored which in-game actions by students were likely to promote each type of learning engagement, the thematic analysis depicted how certain gameplay contexts contributed to students’ enhanced learning engagement. The study found that refugee allocation and material trading actions promoted students’ content engagement, whereas using in-game building tools and learning support boosted their cognitive engagement. This study also found that students’ learning engagement was associated with their development of mathematical thinking in a GBL context.more » « less
-
The quest to incorporate digital games into US classrooms has been pervasive in educational communities over the last two decades. Educational video games have been studied as a mechanism for enhancing the engagement and performance of underrepresented groups (UGs) in spatial learning, physics, computer science, general engineering, software and electrical engineering, mechanical engineering (ME) computer aided design, and aerospace engineering. Less than a handful of these studies have explored games’ appeal, efficacy or UG performance as a function of gender. Preliminary findings on a study that explores the appeal, efficacy, and performance of UGs in engineering-based educational video games as a function of gender and those of intersectional backgrounds is discussed. Emphasis is placed on elucidating these students' perceptions of serious game structure, design and content, and how these factors motivate their learning of engineering concepts and self-identification as engineers. This work builds upon the Technology Acceptance Model.more » « less
-
Functional near infrared spectroscopy (fNIR) is a noninvasive, portable optical imaging tool to monitor changes in hemodynamic responses (i.e., oxygenated hemoglobin (HbO)) within the prefrontal cortex (PFC) in response to sensory, motor or cognitive activation. We used fNIR for monitoring PFC activation during learning of simulated laparoscopic surgical tasks throughout 4 days of training and testing. Blocked (BLK) and random (RND) practice orders were used to test the practice schedule effect on behavioral, hemodynamic responses and relative neural efficiency (EFFrel-neural) measures during transfer. Left and right PFC for both tasks showed significant differences with RND using less HbO than BLK. Cognitive workload showed RND exhibiting high EFFrel-neural across the PFC for the coordination task while the more difficult cholecystectomy task showed EFFrel-neural differences only in the left PFC. Use of brain activation, behavioral and EFFrel-neural measures can provide a more accurate depiction of the generalization or transfer of learning.more » « less
An official website of the United States government

