Developing ACT-R Model for Key Concept Recall in a Multilayered K-12 Educational Game

Educational games, while widely used to enhance engagement and motivation, often struggle to balance instructional content with compelling gameplay. Although integrating learning and gameplay within a unified structure is theoretically effective, it presents practical challenges in achieving both high engagement and instructional impact. To address this, the current study introduces an intertwined Multilayered Educational Game – Computer-based Framework (iMEG C-Framework) and an ACT-R cognitive model to simulate the recall process. These models will be evaluated across three instructional conditions (Traditional Learning, Classic Educational Game, and iMEG) targeting K–12 students in both short- and long-term memory tasks. Cognitive modeling is particularly valuable in K–12 contexts where large-scale studies are often difficult. The iMEG framework separates game mechanics, instructional content, and feedback to create a more adaptive and organized learning experience. ACT-R modeling supports analysis of how students encode, store, and retrieve key concepts, enabling real-time adaptive feedback and instructional refinement. A within-subjects experiment will be conducted with 39 seventh-grade students across three counterbalanced conditions, each involving a 75-minute session on board game design, followed by retention assessments one and seven days later. By combining experimental data with ACT-R modeling, this study explores predictive capabilities and the impact of different game-based learning structures on student trajectories, contributing to the design of motivation-driven learning environments in K–12 education.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2025-09-26
DOI
https://doi.org/10.34190/ecgbl.19.2.3965
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Developing ACT-R Model for Key Concept Recall in a Multilayered K-12 Educational Game

Farshid Farzan, Paria Bikdeli
European Conference on Games Based Learning
Educational Games and Gamification
article

Developing ACT-R Model for Key Concept Recall in a Multilayered K-12 Educational Game

Farshid Farzan, Paria Bikdeli
article en

Abstract

Educational games, while widely used to enhance engagement and motivation, often struggle to balance instructional content with compelling gameplay. Although integrating learning and gameplay within a unified structure is theoretically effective, it presents practical challenges in achieving both high engagement and instructional impact. To address this, the current study introduces an intertwined Multilayered Educational Game – Computer-based Framework (iMEG C-Framework) and an ACT-R cognitive model to simulate the recall process. These models will be evaluated across three instructional conditions (Traditional Learning, Classic Educational Game, and iMEG) targeting K–12 students in both short- and long-term memory tasks. Cognitive modeling is particularly valuable in K–12 contexts where large-scale studies are often difficult. The iMEG framework separates game mechanics, instructional content, and feedback to create a more adaptive and organized learning experience. ACT-R modeling supports analysis of how students encode, store, and retrieve key concepts, enabling real-time adaptive feedback and instructional refinement. A within-subjects experiment will be conducted with 39 seventh-grade students across three counterbalanced conditions, each involving a 75-minute session on board game design, followed by retention assessments one and seven days later. By combining experimental data with ACT-R modeling, this study explores predictive capabilities and the impact of different game-based learning structures on student trajectories, contributing to the design of motivation-driven learning environments in K–12 education.

European Conference on Games Based LearningVol. 19(2)
University of Memphis (US)
Openalex Percentile: Top 37%
Educational Games and Gamification
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