10.6084/m9.figshare.4733467.v2
Esko Lehtonen
Esko
Lehtonen
Jasmiina Airaksinen
Jasmiina
Airaksinen
Kaisa Kanerva
Kaisa
Kanerva
Anna Rissanen
Anna
Rissanen
Riikka Ränninranta
Riikka
Ränninranta
Veera Åberg
Veera
Åberg
Datasets and code for the statistical analyses from Game-based situation awareness training for child and adult cyclists
The Royal Society
2017
situational awareness
hazard perception
bicycling
serious games
eye movements
working memory
2017-03-16 14:45:53
Dataset
https://rs.figshare.com/articles/dataset/Datasets_and_code_for_the_statistical_analyses_from_Game-based_situation_awareness_training_for_child_and_adult_cyclists/4733467
Safe cycling requires situation awareness (SA), which is the basis for recognizing and anticipating hazards. Children have poorer SA than adults, which may put them at risk. This study investigates whether cyclists' SA can be trained with a video-based learning game. The effect of executive working memory on SA was also studied. Thirty-six children (9–10 years) and 22 adults (21–48 years) played the game. The game had 30 video clips filmed from a cyclist's perspective. Each clip was suddenly masked and two or three locations were presented. The player's task was to choose locations with a potential hazard and feedback was given for their answers. Working memory capacity (WMC) was tested with a counting span task. Children's and adults' performance improved while playing the game, which suggests that playing the game trains SA. Adults performed better than children, and they also glanced at hazards more while the video was playing. Children expectedly had a lower WMC than adults, but WMC did not predict performance within the groups. This indicates that SA does not depend on WMC when passively viewing videos.