TY - JOUR
T1 - Can gamification improve children's performance in mental rotation?
AU - Zakrzewski, Samantha
AU - Merrill, Edward
AU - Yang, Yingying
N1 - Publisher Copyright:
© 2024 Elsevier Inc.
PY - 2025/4
Y1 - 2025/4
N2 - A common obstacle in cognitive development research is that many cognitive tasks can be long, repetitive, and hence seemingly boring for children. The current study examined whether incorporating gamification elements could make a classic mental rotation task more child-friendly and engaging for young children. A total of 100 children aged 6 to 9 years participated in two mental rotation tasks, where one included gamification elements and the other did not. Results showed that gamification indeed improved performance on the task. Furthermore, this effect did not vary as a function of age, gender, or task difficulty. However, it interacted with testing order, such that those children who received the baseline condition first improved their performance in the gamification condition later on, whereas those children who received the gamification condition first were able to maintain a good performance in the baseline condition later on. Lastly, although some personality factors (e.g., Agreeableness, Openness to Experience) correlated with the overall performance, they did not predict the gamification effects. Therefore, our results have practical implications for using gamification in designing cognitively demanding tasks for children. Theoretically, they help to further understand how gamification affects cognition.
AB - A common obstacle in cognitive development research is that many cognitive tasks can be long, repetitive, and hence seemingly boring for children. The current study examined whether incorporating gamification elements could make a classic mental rotation task more child-friendly and engaging for young children. A total of 100 children aged 6 to 9 years participated in two mental rotation tasks, where one included gamification elements and the other did not. Results showed that gamification indeed improved performance on the task. Furthermore, this effect did not vary as a function of age, gender, or task difficulty. However, it interacted with testing order, such that those children who received the baseline condition first improved their performance in the gamification condition later on, whereas those children who received the gamification condition first were able to maintain a good performance in the baseline condition later on. Lastly, although some personality factors (e.g., Agreeableness, Openness to Experience) correlated with the overall performance, they did not predict the gamification effects. Therefore, our results have practical implications for using gamification in designing cognitively demanding tasks for children. Theoretically, they help to further understand how gamification affects cognition.
KW - Children
KW - Feedback
KW - Gamification
KW - Mental rotation
KW - Personality traits
KW - Reward
UR - http://www.scopus.com/inward/record.url?scp=85215600897&partnerID=8YFLogxK
U2 - 10.1016/j.jecp.2024.106169
DO - 10.1016/j.jecp.2024.106169
M3 - Article
C2 - 39847897
AN - SCOPUS:85215600897
SN - 0022-0965
VL - 252
JO - Journal of Experimental Child Psychology
JF - Journal of Experimental Child Psychology
M1 - 106169
ER -