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What is Procedural Memory

Handbook of Research on Serious Games for Educational Applications
Memory for information that cannot be called into consciousness. Memory for skills, priming, and classical conditioning are all procedural in nature (e.g., how to ride a bicycle).
Published in Chapter:
What Cognitive Psychology Can Tell Us About Educational Computer Games
Michael K. Gardner (The University of Utah, USA) and David L. Strayer (University of Utah, USA)
Copyright: © 2017 |Pages: 18
DOI: 10.4018/978-1-5225-0513-6.ch001
Abstract
Developers of educational computer games often have incomplete knowledge of the cognitive abilities of learners, yet this knowledge can be useful in informing game design. This chapter reviews two important cognitive abilities that underlie learning: working memory and attentional capacity/executive function. From a description of the developmental course of each ability, we derive a set of recommendations for game developers to follow when designing games for learners of different ages. The chapter next reviews the psychology of transfer of training, including two major theories on the issue. The doctrine of identical elements appears to give the better description of how transfer occurs from training environment (the educational computer game) to target environment (real world performance of the learned skill). It is recommended that games embody, as closely as possible, the end behavior they hope to produce, as this will produce maximal transfer. Finally, we review some controversial research demonstrating distant transfer in computer video gaming.
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