Video Games As Tools To Achieve Insight Into Cognitive Processes
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Video Games as Tools to Achieve Insight into Cognitive Processes
Author | : Walter R. Boot |
Publsiher | : Frontiers Media SA |
Total Pages | : 89 |
Release | : 2015-06-04 |
Genre | : Cognition |
ISBN | : 9782889195534 |
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Though traditionally designed for entertainment, video games are being used more and more by psychologists to understand topics such as skill acquisition, cognitive capacity and plasticity, aging, individual differences, and development. The appeal of using video games over simpler laboratory paradigms partly comes from their ability to present rich and complex cognitive challenges more representative of the demands of the complex everyday tasks we perform outside of the laboratory. However, this complexity also presents a host of methodological and analytic challenges. This Research Topic brings together research using games to explore cognitive processes, with a special focus on the challenges of this approach. Challenges are in terms of design, implementation, or data analysis.
Adaptive Instructional Systems
Author | : Robert A. Sottilare,Jessica Schwarz |
Publsiher | : Springer |
Total Pages | : 664 |
Release | : 2019-07-10 |
Genre | : Computers |
ISBN | : 9783030223410 |
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This book constitutes the refereed proceedings of the First International Conference on Adaptive Instructional Systems, AIS 2019, held in July 2019 as part of HCI International 2019 in Orlando, FL, USA. HCII 2019 received a total of 5029 submissions, of which 1275 papers and 209 posters were accepted for publication after a careful reviewing process. The 50 papers presented in this volume are organized in topical sections named: Adaptive Instruction Design and Authoring, Interoperability and Standardization in Adaptive Instructional Systems, Instructional Theories in Adaptive Instruction, Learner Assessment and Modelling, AI in Adaptive Instructional Systems, Conversational Tutors.
Progress in Computer Gaming and Esports Neurocognitive and Motor Perspectives
Author | : Mark J. Campbell,David Putrino,Cornelia Frank,Adam Joseph Toth |
Publsiher | : Frontiers Media SA |
Total Pages | : 117 |
Release | : 2021-06-16 |
Genre | : Science |
ISBN | : 9782889668816 |
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Sports Vision
Author | : Graham B. Erickson |
Publsiher | : Elsevier Health Sciences |
Total Pages | : 294 |
Release | : 2020-11-24 |
Genre | : Medical |
ISBN | : 9780323755443 |
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From basic eye care services to visual performance training, this evidence-based resource explores a range of sports vision services, including assessment and treatment procedures, outcome expectations, and applications to a variety of sports. Optometrists, ophthalmologists, and sports medicine practitioners will find a thorough review and discussion of the role of vision care in an athlete's performance, as well as practical recommendations for applying current research findings to clinical practice. Contains practical, clinically oriented chapters on visual assessment, prescribing, and ocular injuries in athletes. Takes a task analysis approach allowing the reader to develop solid reasoning skills and evaluate information needed for clinical practice. Includes a new chapter on Assessment and Management of Sports-Related Concussion. Features visual aids throughout including photographs, tables, and boxes to help clarify and visualize important concepts. Addresses sports vision training approaches and updated digital options reflecting the collaboration between athletic trainers, optometrists, and ophthalmologists in helping optimize vision in athletes.
Twenty Ways to Assess Personnel
Author | : Adrian Furnham |
Publsiher | : Cambridge University Press |
Total Pages | : 557 |
Release | : 2021-07 |
Genre | : Business & Economics |
ISBN | : 9781108844680 |
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We have many ways to assess people, but which method is best? Discover psychology-based methods optimized for accuracy.
Handbook of the Psychology of Aging
Author | : K Warner Schaie,Sherry Willis |
Publsiher | : Academic Press |
Total Pages | : 550 |
Release | : 2015-08-19 |
Genre | : Psychology |
ISBN | : 9780124115231 |
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Handbook of the Psychology of Aging, Eighth Edition, tackles the biological and environmental influences on behavior as well as the reciprocal interface between changes in the brain and behavior during the course of the adult life span. The psychology of aging is important to many features of daily life, from workplace and the family, to public policy matters. It is complex, and new questions are continually raised about how behavior changes with age. Providing perspectives on the behavioral science of aging for diverse disciplines, the handbook explains how the role of behavior is organized and how it changes over time. Along with parallel advances in research methodology, it explicates in great detail patterns and sub-patterns of behavior over the lifespan, and how they are affected by biological, health, and social interactions. New topics to the eighth edition include preclinical neuropathology, audition and language comprehension in adult aging, cognitive interventions and neural processes, social interrelations, age differences in the connection of mood and cognition, cross-cultural issues, financial decision-making and capacity, technology, gaming, social networking, and more. Tackles the biological and environmental influences on behavior as well as the reciprocal interface between changes in the brain and behavior during the course of the adult life span Covers the key areas in psychological gerontology research in one volume Explains how the role of behavior is organized and how it changes over time Completely revised from the previous edition New chapter on gender and aging process
Handbook of Research on Serious Games as Educational Business and Research Tools
Author | : Cruz-Cunha, Maria Manuela |
Publsiher | : IGI Global |
Total Pages | : 1434 |
Release | : 2012-02-29 |
Genre | : Education |
ISBN | : 9781466601505 |
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"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
Brainplay
Author | : Michael John Saiger |
Publsiher | : Unknown |
Total Pages | : 0 |
Release | : 2018 |
Genre | : Electronic Book |
ISBN | : OCLC:1417575334 |
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Video games are a growing industry, one that is exploring markets such as education, healthcare and society. The problem is that video games, or serious games, for health have yet to make an impact in a commercial market. The question that arises is why healthcare has not adopted video games in health care? Previous work in health and psychology has explored the benefits video games can have on the following: cognitive processes; behaviour; and quality of life. However, the gap in previous research does not consider the development of a serious game for health by commercial game developers or investigate what healthcare professionals perceive a serious game to offer. To approach this gap, this research reviewed the literature on game design frameworks and utilised one specific framework, the mechanics dynamics aesthetics (MDA) framework, to design a set of serious games for health referred to as Brainplay. The study involved three user studies to explore the potential usability and perceived usefulness of the games in the intended context: (i) to understand whether Brainplay was still perceived by the general public as a game and elicited 'play' using a quantitative user experience survey; (ii) to understand whether the MDA framework could be understood by commercial game developers through thematic analysis of one-to-one interviews; (iii) to understand whether healthcare professionals would perceive a potential use for Brainplay in healthcare, again through thematic analysis of one-to-one interviews. The conclusions this thesis can make is that Brainplay still elicited play with the public. Yet, when commercial game developers were interviewed, knowledge and usage of the MDA, or other game design frameworks, did not seem necessary to developing games for health. This thesis also concluded that the three healthcare professionals interviewed, from different background of healthcare, perceived different purposes for Brainplay within healthcare.