Cargando…
Gamification of Learning Deactivates the Default Mode Network
We hypothesized that embedding educational learning in a game would improve learning outcomes, with increased engagement and recruitment of cognitive resources evidenced by increased activation of working memory network (WMN) and deactivation of default mode network (DMN) regions. In an fMRI study,...
Autores principales: | , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2016
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4705349/ https://www.ncbi.nlm.nih.gov/pubmed/26779054 http://dx.doi.org/10.3389/fpsyg.2015.01891 |
_version_ | 1782409002960814080 |
---|---|
author | Howard-Jones, Paul A. Jay, Tim Mason, Alice Jones, Harvey |
author_facet | Howard-Jones, Paul A. Jay, Tim Mason, Alice Jones, Harvey |
author_sort | Howard-Jones, Paul A. |
collection | PubMed |
description | We hypothesized that embedding educational learning in a game would improve learning outcomes, with increased engagement and recruitment of cognitive resources evidenced by increased activation of working memory network (WMN) and deactivation of default mode network (DMN) regions. In an fMRI study, we compared activity during periods of learning in three conditions that were increasingly game-like: Study-only (when periods of learning were followed by an exemplar question together with its correct answer), Self-quizzing (when periods of learning were followed by a multiple choice question in return for a fixed number of points) and Game-based (when, following each period of learning, participants competed with a peer to answer the question for escalating, uncertain rewards). DMN hubs deactivated as conditions became more game-like, alongside greater self-reported engagement and, in the Game-based condition, higher learning scores. These changes did not occur with any detectable increase in WMN activity. Additionally, ventral striatal activation was associated with responding to questions and receiving positive question feedback. Results support the significance of DMN deactivation for educational learning, and are aligned with recent evidence suggesting DMN and WMN activity may not always be anti-correlated. |
format | Online Article Text |
id | pubmed-4705349 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-47053492016-01-15 Gamification of Learning Deactivates the Default Mode Network Howard-Jones, Paul A. Jay, Tim Mason, Alice Jones, Harvey Front Psychol Psychology We hypothesized that embedding educational learning in a game would improve learning outcomes, with increased engagement and recruitment of cognitive resources evidenced by increased activation of working memory network (WMN) and deactivation of default mode network (DMN) regions. In an fMRI study, we compared activity during periods of learning in three conditions that were increasingly game-like: Study-only (when periods of learning were followed by an exemplar question together with its correct answer), Self-quizzing (when periods of learning were followed by a multiple choice question in return for a fixed number of points) and Game-based (when, following each period of learning, participants competed with a peer to answer the question for escalating, uncertain rewards). DMN hubs deactivated as conditions became more game-like, alongside greater self-reported engagement and, in the Game-based condition, higher learning scores. These changes did not occur with any detectable increase in WMN activity. Additionally, ventral striatal activation was associated with responding to questions and receiving positive question feedback. Results support the significance of DMN deactivation for educational learning, and are aligned with recent evidence suggesting DMN and WMN activity may not always be anti-correlated. Frontiers Media S.A. 2016-01-07 /pmc/articles/PMC4705349/ /pubmed/26779054 http://dx.doi.org/10.3389/fpsyg.2015.01891 Text en Copyright © 2016 Howard-Jones, Jay, Mason and Jones. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Psychology Howard-Jones, Paul A. Jay, Tim Mason, Alice Jones, Harvey Gamification of Learning Deactivates the Default Mode Network |
title | Gamification of Learning Deactivates the Default Mode Network |
title_full | Gamification of Learning Deactivates the Default Mode Network |
title_fullStr | Gamification of Learning Deactivates the Default Mode Network |
title_full_unstemmed | Gamification of Learning Deactivates the Default Mode Network |
title_short | Gamification of Learning Deactivates the Default Mode Network |
title_sort | gamification of learning deactivates the default mode network |
topic | Psychology |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4705349/ https://www.ncbi.nlm.nih.gov/pubmed/26779054 http://dx.doi.org/10.3389/fpsyg.2015.01891 |
work_keys_str_mv | AT howardjonespaula gamificationoflearningdeactivatesthedefaultmodenetwork AT jaytim gamificationoflearningdeactivatesthedefaultmodenetwork AT masonalice gamificationoflearningdeactivatesthedefaultmodenetwork AT jonesharvey gamificationoflearningdeactivatesthedefaultmodenetwork |