Elena Patricia Nunez Castellar
Ghent University
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Featured researches published by Elena Patricia Nunez Castellar.
Cognitive, Affective, & Behavioral Neuroscience | 2010
Elena Patricia Nunez Castellar; Simone Kühn; Wim Fias; Wim Notebaert
A considerable number of studies have recently used event-related potentials (ERPs) to investigate the mechanisms underlying error processing. Nevertheless, how these mechanisms are associated with behavioral adjustments following errors remains unclear. In the present study, we investigated how posterror slowing is linked to outcome expectations and error feedback. We used an adaptive four-choice reaction time task to manipulate outcome expectancy. Behaviorally, the results show posterror slowing when errors are unexpected and postcorrect slowing when correct responses are unexpected, indicating that outcome expectancy is crucial for posterror slowing. ERP analyses revealed that the error-related negativity and the feedback-related negativity were not correlated with the behavioral reaction time pattern, whereas the P3 was. The results support the hypothesis that posterror slowing is caused by attentional orienting to unexpected events.
Computers in Education | 2016
Anissa All; Elena Patricia Nunez Castellar; Jan Van Looy
In recent years, research into the effectiveness of digital game-based learning (DGBL) has increased. However, a large heterogeneity in methods for assessing the effectiveness of DGBL exist, leading to questions regarding reliability and validity of certain methods. This has resulted in the need for a scientific basis to conduct this type of research, providing procedures, frameworks and methods that can be validated. The present study is part of a larger systematic process towards the development of a standardized procedure for conducting DGBL effectiveness studies. In a first phase, the variety in methods that are used for sampling, implementation of the interventions, measures and data analysis were mapped in a systematic literature review using Cochrane guidelines. The present paper reflects the second stage, where this variety in elements are presented to experts in psychology and pedagogy by means of semi-structured interviews, in order to define preferred methods for conducting DGBL effectiveness studies. The interview was structured according to five dimensions that were used in the literature review: 1) participants (e.g., characteristics of the sample involved) 2) intervention (e.g., contents, format, timings and treatment lengths, intervention(s) in control group(s)) 3) methods (sampling, assignment of participants to conditions, number of testing moments) 4) outcome measures (e.g., instruments used to measure a certain outcome) and 5) data-analysis. The interviews were transcribed and analyzed using qualitative software package nVivo. Our results show that areas for improvement involve the intervention dimension and the methods dimension. The proposed improvements relate to implementation of the interventions in both the experimental and control group, determining which elements are preferably omitted during the intervention (such as guidance by the instructor, extra elements that consist of substantive information) and which elements would be aloud (e.g., procedural help, training session). Also, variables on which similarity between experimental and control condition should be attained were determined (e.g., time exposed to intervention, instructor, day of the week). With regard to the methods dimension, proposed improvements relate to assignment of participants to conditions (e.g., variables to take into account when using blocked randomized design), general design (e.g. necessity of a pre-test and control group) test development (e.g., develop and pilot parallel tests) and testing moments (e.g., follow up after minimum 2 weeks). In sum, the present paper provides best practices that cover all aspects of the study design and consist of game specific elements. While several suggestions have been previously made regarding research design of DGBL effectiveness studies, these often do not cover all aspects of the research design. Hence, the results of this study can be seen as a base for a more systematic approach, which can be validated in the future in order to develop a standardized procedure for assessing the effectiveness of DGBL that can be applied flexibly across different contexts. Questions regarding current assessment practices of DGBL.Best practices for effectiveness assessment of educational games are defined.Interviews with experts in pedagogy/psychology were conducted.Areas for improvement and suggestions for improvement are defined.More systematic approach for effectiveness assessment in this field is recommended.
Computers in Education | 2015
Anissa All; Elena Patricia Nunez Castellar; Jan Van Looy
In recent years, interest has grown in the systematic assessment of the effectiveness of digital game-based learning (DGBL). A conceptual framework describing what effectiveness means in the context of DGBL and which are its subcomponents has hitherto been lacking however. Hence, the goal of this paper is to propose a conceptualization and operationalization of effectiveness rooted in social-cognitive theory. In order to identify desired outcomes and be able to operationalize effectiveness, focus groups were organized with three stakeholder groups following a user requirements analysis methodology.Results indicate that three categories of desired outcomes can be distinguished: learning, motivational and efficiency outcomes. For the different outcomes, different subcomponents can be extracted which can be organized hierarchically. Learning outcomes that are seen as relevant to the effectiveness of DGBL are 1) increased interest in the subject matter, 2) improvement in objective performance (e.g., in a test), and 3) transfer, referring to the players ability to apply acquired knowledge or skills to real-world situations. Relevant motivational outcomes concern 1) enjoyment, the extent to which playing the game evoked an enjoyable experience, and 2) increased motivation to learn using DGBL. Efficiency outcomes relevant to DGBL effectiveness, finally, are related to 1) time management and 2) cost-effectiveness. Overall, it can be stated that a DGBL intervention is effective when it achieves similar or higher scores compared to other instructional methods in relation to any of the above mentioned outcomes without significantly (in the common, not the statistical sense) diminishing any of the others. An operationalization of digital game-based learning effectiveness is provided.The operationalization is based on desired outcomes of digital game-based learning.A user requirements analysis among relevant stakeholders groups was conducted.Learning, motivational and efficiency outcomes can be distinguished.
Journal of cognitive psychology | 2012
Femke Houtman; Elena Patricia Nunez Castellar; Wim Notebaert
A slow-down in reaction time (RT) after committing an error is a well-known effect. Recently, Notebaert and colleagues (Notebaert et al., 2009; Núñez Castellar, Kuhn, Fias, & Notebaert, 2010) suggested that posterror slowing is a reaction to the infrequent nature of errors. After infrequent errors, posterror slowing was observed but after infrequent correct trials, postcorrect slowing was observed. These data were obtained in a paradigm with trial-by-trial feedback. In this study we tested whether posterror slowing was similar with and without immediate feedback. We manipulated the overall accuracy parametrically per condition (50%, 70%, and 90% accuracy) and predicted an increase in posterror slowing as the accuracy increased. This linear effect was observed with and without immediate feedback. The data are interpreted in terms of an orienting response towards unexpected events.
Computers in Education | 2015
Elena Patricia Nunez Castellar; Anissa All; Lieven De Marez; Jan Van Looy
Besides entertainment, games have shown to have the potential to impact a broader variety of cognitive abilities. Research has consistently shown that several aspects in cognition such as visual short-memory, multitasking and spatial skills can be enhanced by game play. In a previous study, it was found that playing Monkey Tales, a game aimed at training arithmetic skills, helped second grade pupils to increase their accuracy in mental calculation as compared to paper exercises. In this follow up study we explore whether traditional methods and game training differ in terms of the cognitive processes that both are able to impact. We incorporated standardized measures of working memory and visuo-motor skills. Additionally, the mathematics game was modified and its contents extracted to allow precise comparison between the gaming and paper exercises condition. Thus each single math exercise, type of question (e.g., multiple choice), quantity and order was perfectly matched in the game training and the traditional training conditions. Gains in arithmetical performance, and self-reported measures of enjoyment were also investigated. We found some evidence suggesting that arithmetic performance enhancement induced by game play and paper exercises differ not only in terms of enjoyment but also of working memory capacity improvements. We explore differences between traditional methods and game training.In both training conditions all math exercises were perfectly matched.We used standardized measures of working memory and visuo-motor skills.Differences in terms of enjoyment and working memory capacity were observed.
NeuroImage | 2014
Massimo Silvetti; Elena Patricia Nunez Castellar; Clémence Roger; Tom Verguts
The mammalian medial frontal cortex (MFC) is involved in reward-based decision making. In particular, in nonhuman primates this area constructs expectations about upcoming rewards, given an environmental state or a choice planned by the animal. At the same time, in both humans and nonhuman primates, the MFC computes the difference between such predictions and actual environmental outcomes (reward prediction errors). However, there is a paucity of evidence about the time course of MFC-related activity during reward prediction and prediction error in humans. Here we experimentally investigated this by recording the EEG during a reinforcement learning task. Our results support the hypothesis that human MFC codes for reward prediction during the cue period and for prediction error during the outcome period. Further, reward expectation (cue period) was positively correlated with prediction error (outcome period) in error trials but negatively in correct trials, consistent with updating of reward expectation by prediction error. This demonstrates in humans, like in nonhuman primates, a role of the MFC in the rapid updating of reward expectations through prediction errors.
Experimental Psychology | 2011
Elena Patricia Nunez Castellar; Wim Notebaert; Lisa Van den Bossche; Wim Fias
Monitoring of ones own and others performance during social interactions is crucial to efficiently adapt our behavior and to optimize task performance. In the present study we investigated to what extent social factors can modulate behavioral adjustments in performance. For this purpose, participants executed a flanker task and alternated either with a computer program or with a human partner in cooperative and competitive contexts. Modulations in reaction times (RTs) (post-error slowing) and error rates (post-error accuracy) after error observation were analyzed. The results revealed that these behavioral measures were differently affected by the social manipulations. Post-error slowing was modulated by the social context (cooperation vs. competition), while post-error accuracy was sensitive to the nature of the agent involved in the interaction (human vs. computer). The present findings provide evidence that behavioral adaptations in RTs and accuracy following error observation dissociate and are sensitive to different features of the social situation.
Cyberpsychology, Behavior, and Social Networking | 2014
Lotte Vermeulen; Elena Patricia Nunez Castellar; Jan Van Looy
Abstract The present study investigated the effect of opponent gender on the game experience of female players. Concretely, it looked into skill perception and player emotions of women in same gender and cross-gender game competition. We set up a 2×2×2 (male vs. female opponent×low vs. high competitive women×lost vs. won game) experimental design in which women were instructed to play against a proclaimed male and female competitor. Unknowingly, however, participants played against an AI, which was configured to produce a winning and a losing condition for each opponent by manipulating difficulty. Results indicated that opponent gender only had an effect on perceived stress, which was higher with male opponents. Moreover, players evaluated their own gaming skills as lower and the skills of presumed male opponents as higher when they thought they were playing against men. Importantly, our results also showed that the above described pattern for self-perceived skills and perceived opponent skills was modulated by trait competitiveness with a larger effect size for low competitive women. Overall, this study illustrates that gender dynamics affect the play experience of women in cross-gender gaming competition. Implications and suggestions for future research are discussed.
Computers in Human Behavior | 2016
Lotte Vermeulen; Elena Patricia Nunez Castellar; Dirk P. Janssen; Licia Calvi; Jan Van Looy
The present study assesses the impact of stereotype threat on how women experience digital gaming in an evaluative context. By means of a controlled lab experiment, this study tested the effects of reinforcing stereotypical information suggesting that women are less competent players versus the effects of countering this stereotype. In doing so, game leaderboard scores were manipulated distinguishing between Stereotype Neutral (high scores without gender cues), Stereotype Boost (female-dominated high scores) and Stereotype Threat (male-dominated high scores) conditions. Results indicated that gamer identity, trait competitiveness, and playing habits modulate the experience of social identity threat. Performance and affective responses elicited by the Stereotype Threat Condition were more negatively affected in case of strongly identified gamers, highly competitive women, and/or avid players when compared with the other conditions. However, virtually no differences were observed when comparing the Stereotype Neutral and Stereotype Boost conditions. Overall, the present study demonstrates the existence of the stereotype threat mechanism and how this undermines the game experience of female players within digital game culture. Investigating stereotype threat in the context of women playing games.Womens gamer identity and play habits as important moderators for threat effects.Worse performance in threat condition compared to neutral and boost conditions.Increased negative affect in threat condition compared to neutral and boost conditions.Female role modeling does not guarantee improved performance or affective responses.
International Journal of Game-Based Learning (IJGBL) | 2013
Anissa All; Jan Van Looy; Elena Patricia Nunez Castellar
This study explores the added value of co-design in addition to other innovation research methods in the process of developing a serious game design document for a road safety game. The sessions aimed at exploring 4 aspects of a location-based game experience: themes, game mechanics, mobile phone applications and locations for mini-games. In total, 72 adolescents between 15 and 18 years participated in five co-design sessions lead by a researcher and a professional game designer. The sessions provided useful input regarding the aspects the authors wished to explore. The sessions were especially useful in gathering input on scoring systems, ways to give instructions about next tasks and organizing level systems. In sum, their study indicates that co-design can be a source of additional ideas on top of other research methods such as state of the art analysis and expert consultation and thus lead to more effective interactive content creation.