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15 Cards in this Set
- Front
- Back
Research to study sound is rare despite frequency
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Bishop (2008). sound isn't applied consistently
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what do educ games do?
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opportunities for engaging learning / collaborative play
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no guidelines to help designers to use sound
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but...quick look at game sound theory as starting point.
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Collins (2008) - sound in commercial games - framework
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adaptive/non-adaptive, acoustimatic or non/diegetic. address these
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Jorgensen (2008)
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extends Collin's work into player experiences. highlight change b-t initial player perceptions and "losing a leg"
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Jorgensen & Whalen
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role of music - to support visual movement, foreshadowing, affective overtones,
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Film music studies
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Marshall & Cohen - meaning applied to visual events through music. all consistent with Chion's synchresis. say how.
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bishop's framework
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how sound is used in educ s-ware. mainly narration/sound effects used in s-ware. used a knowledge processing framework. sound used typically in intros and assessments.
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bishop's framework - disadvan
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no player perspectives.
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additional research in sound for ed
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cognitive load; auditory input and cognitive resources (moreno & mayer; chandler; sweller). how can auditory input be paired with visuals? modality effect.
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Moreno & Mayer - what & why
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cognitive load studies - ligtening & car braking. conclusion - music is bad don't use it. say why.
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moreno & Mayer - what's the problem
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they addressed q's about cognitive load and although problematic they driving at information processing & retrieval. BUT no information about how sound can be used to create immersive environments to support intrinsic motivation (Malone & Lepper, Garris). why fantasy?
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cog load studies can't address...
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player experiences esp when sound is triggered by player or changes in game state.
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THUS, sound research in ed games must...
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be based on frameworks from game sound and film. informed by sound perception (Chen & Spence) and music perception (Marshall & Cohen)
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goal of research
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to help build a framework to help other researchers/designers make decisions about how to use and not to use sound to affect learner experiences w/n games.
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