Participants in the rule-based simulation game perceived it as demanding, and learning and applying its procedures and rules hindered investment in their learning goals¶
Claim · All claims
Evidence · 1 study · qualitativer?·q2
Currency · newest study 2025 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Participants experienced the rule-based serious game as demanding, with its procedures and rules often hindering effort investment in learning goals; this extraneous cognitive load triggered more first-order responses from both participants and facilitators. → Marieke de Wijse-van Heeswijk 2025
Evidence¶
Marieke de Wijse-van Heeswijk 2025¶
Marieke de Wijse-van Heeswijk, Etienne A. J. A. Rouwette, Sander V. Meijerink. (2025). The learning effects of first, second, and third order interventions in a rule-based and open simulation game. Instructional Science. https://doi.org/10.1007/s11251-025-09715-w
q2 · i? · qualitative · r?
Qualitative finding from the two-case study comparing an extreme rule-based SG and a positive open SG. The article reports participants "perceived the rule-based serious game as demanding" because learning and applying procedures and rules hindered effort on learning goals.
"Participants perceived the rule-based serious game as demanding, as learning and applying its procedures and rules often hindered them from investing their efforts in achieving their learning goals."
Discussion¶
Learner Variables¶
- Working Memory — outcome: instruction changes it
Related Claims¶
- Struggling participants in the rule-based game initiated emergent facilitation — self-organized peer facilitation — which was fuelled by cognitive load, scope disturbances and high distance and supported first- and second-order learning — related
- Extraneous cognitive load arising from limited scope and high distance in the rule-based game pushed the facilitator toward first- and second-order interventions instead of the third-order interventions the learning goal required — a broader claim this one bears on
- In a rule-based simulation game with narrow scope and high distance, facilitator interventions were predominantly first- and second-order and participant learning was mainly first- and second-order — related
- Increased perceptual fidelity fails to reliably improve serious game learning outcomes (the fidelity fallacy) — related
- ARPG+ shifts cognitive load composition toward productive effort and reduces overload frequency in simulation — related
- In an open simulation game with wide scope and low distance, second-order interventions effectively elicited second-order responses — related
- High task variability can overload working memory and reduce learning efficiency in some cases — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
rule-based-sg-procedures-hindered-learning-goals |
title |
Participants in the rule-based simulation game perceived it as demanding, and learning and applying its procedures and rules hindered investment in their learning goals |
description |
Participants in the rule-based simulation game perceived it as demanding, and learning and applying its procedures and rules hindered investment in their learning goals |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2025 |
generated |
by process:wiki-ingest on 2026-10-18 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — marieke-de-wijse-van-heeswijk-2025 |
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