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15 Cards in this Set

  • Front
  • Back
Research to study sound is rare despite frequency
Bishop (2008). sound isn't applied consistently
what do educ games do?
opportunities for engaging learning / collaborative play
no guidelines to help designers to use sound
but...quick look at game sound theory as starting point.
Collins (2008) - sound in commercial games - framework
adaptive/non-adaptive, acoustimatic or non/diegetic. address these
Jorgensen (2008)
extends Collin's work into player experiences. highlight change b-t initial player perceptions and "losing a leg"
Jorgensen & Whalen
role of music - to support visual movement, foreshadowing, affective overtones,
Film music studies
Marshall & Cohen - meaning applied to visual events through music. all consistent with Chion's synchresis. say how.
bishop's framework
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.
bishop's framework - disadvan
no player perspectives.
additional research in sound for ed
cognitive load; auditory input and cognitive resources (moreno & mayer; chandler; sweller). how can auditory input be paired with visuals? modality effect.
Moreno & Mayer - what & why
cognitive load studies - ligtening & car braking. conclusion - music is bad don't use it. say why.
moreno & Mayer - what's the problem
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?
cog load studies can't address...
player experiences esp when sound is triggered by player or changes in game state.
THUS, sound research in ed games must...
be based on frameworks from game sound and film. informed by sound perception (Chen & Spence) and music perception (Marshall & Cohen)
goal of research
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.