MétaCan
Menu
Back to cohort
Record W2015142353 · doi:10.5901/jesr.2013.v3n8p83

Gamification of Life: Playing Computer Games to Learn, Train, and Improve Cognitively

2013· article· en· W2015142353 on OpenAlexaff
Dragana Martinović, Robert Whent, Atinuke Adeyemi, Yuqi Yang, C. I. Ezeife, Chrispina Lekule, Chantal M. Pomerleau, Richard Frost

Bibliographic record

VenueJournal of Educational and Social Research · 2013
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsOTI Lumionics (Canada)University of Windsor
Fundersnot available
KeywordsStrengths and weaknessesCognitionPsychologyTerm (time)Short-term memoryWork (physics)DemographicsComputer scienceCognitive psychologySubject (documents)Applied psychologyMultimediaWorking memorySocial psychology

Abstract

fetched live from OpenAlex

This paper describes various ways in which computer games may be used throughout life to achieve goals such as improved reaction time, reduced memory loss, or improved understanding of subject-related concepts. It also describes project conducted in our research lab, where we work on finding ways to measure and potentially improve children’s cognitive processing (e.g., visual, auditory, and conceptual) through playing computer games. Our goals are to find the kind of cognitive effects, both major and minor, that specific computer games in our repository may have on children; find ways to evaluate a child’s performance during play, taking into account the child’s demographics, the gaming scores achieved, and time spent playing; relate the characteristics of the games and the child’s performance in play to possible strengths and weaknesses in the child’s cognitive processing; and to recommend remediation, in terms of the types of games that may be useful for the child to play next. Present state of our work is described, together with our short term and long term plans. DOI: 10.5901/jesr.2013.v3n8p83

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.002
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Review · Consensus signal: none
Teacher disagreement score0.003
Threshold uncertainty score0.011

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.002
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0010.000
Science and technology studies0.0000.001
Scholarly communication0.0020.002
Open science0.0010.002
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0030.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.102
GPT teacher head0.431
Teacher spread0.330 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreReview

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations2
Published2013
Admission routes1
Has abstractyes

Explore more

Same venueJournal of Educational and Social ResearchSame topicEducational Games and GamificationFrench-language works237,207