For researchers interested in exploring the cognitive and metacognitive processes involved in problem-solving, one obstacle has been the difficulty of creating engaging and ecologically valid situations in which to observe these skills in practice. Computer games can provide a rich environment for research on such skills. I present a HyperCard example of an adventure game that serves as an environment for research on analogy in problem-solving. The design of the game and interface is detailed, and initial results of and suggestions for extensions to this work are presented. © 1991 Psychonomic Society, Inc.
CITATION STYLE
Quinn, C. N. (1991). Computers for cognitive research: A HyperCard adventure game. Behavior Research Methods, Instruments, & Computers, 23(2), 237–246. https://doi.org/10.3758/BF03203371
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