Game Development Reference
In-Depth Information
to the subway train, for example, is easier to process and
remember than putting it in the restroom.
Redundancy Principle: This principle dictates that good teaching
requires multimedia presentations like games to choose either
onscreen text or narrated audio, but not both at the same
time. Because video and audio are processed differently, this
will just increase cognitive load unnecessarily.
Schemata: The plural of the word schema .
Segmenting Principle: The segmenting principle indicates that all
tutorial information should be broken down to as small a
degree as is reasonably possible. Don't just show the NPC
shooting the gun; instead, show him selecting his weapon,
raising it, loading it, aiming, and firing.
Structured Sound Functions Model: An instructional design theory
that provides clear uses for sound. The details of it are beyond
the scope of this topic, but it is referenced a lot in reading
about audio. More about this can be found in the Appendix.
Visuospatial Sketchpad: The portion of working memory dedicated
to processing visual information. If I ask you to picture a
pumpkin, the part of your mind being used is the visuospatial
sketchpad. Visual traces here are added to total cognitive load.
Von Restorff Effect: The effect of increasing memory when some-
thing “stands out.” For example, if I were to place a bucket of
applesauce in the middle of a hospital, you are more likely to
remember it than, say, a medical cart.
Working Memory: A theory of Beddeley's. It is the portion of
your brain that is essentially a “processor.” Everything upon
which you are currently concentrating occurs in the work-
ing memory. Both auditory and visual traces enter the
working memory and contribute to overall cognitive load.
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