Gamification of learning deactivates the Default Mode Network

We hypothesised 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,...

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Main Authors: Paul Alexander Howard-Jones, Tim eJay, Alice eMason, Harvey eJones
Format: Article
Language:English
Published: Frontiers Media S.A. 2016-01-01
Series:Frontiers in Psychology
Subjects:
Online Access:http://journal.frontiersin.org/Journal/10.3389/fpsyg.2015.01891/full
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spelling doaj-69ff09d35a66477993e7920baf45aea72020-11-24T22:50:34ZengFrontiers Media S.A.Frontiers in Psychology1664-10782016-01-01610.3389/fpsyg.2015.01891162828Gamification of learning deactivates the Default Mode NetworkPaul Alexander Howard-Jones0Tim eJay1Alice eMason2Harvey eJones3University of BristolSheffield Hallam UniversityUniversity of BristolUniversity of BristolWe hypothesised 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.http://journal.frontiersin.org/Journal/10.3389/fpsyg.2015.01891/fullRewardworking memoryDefault Mode Networklearning and memorygames for learning
collection DOAJ
language English
format Article
sources DOAJ
author Paul Alexander Howard-Jones
Tim eJay
Alice eMason
Harvey eJones
spellingShingle Paul Alexander Howard-Jones
Tim eJay
Alice eMason
Harvey eJones
Gamification of learning deactivates the Default Mode Network
Frontiers in Psychology
Reward
working memory
Default Mode Network
learning and memory
games for learning
author_facet Paul Alexander Howard-Jones
Tim eJay
Alice eMason
Harvey eJones
author_sort Paul Alexander Howard-Jones
title Gamification of learning deactivates the Default Mode Network
title_short 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_sort gamification of learning deactivates the default mode network
publisher Frontiers Media S.A.
series Frontiers in Psychology
issn 1664-1078
publishDate 2016-01-01
description We hypothesised 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.
topic Reward
working memory
Default Mode Network
learning and memory
games for learning
url http://journal.frontiersin.org/Journal/10.3389/fpsyg.2015.01891/full
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