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Cognitive Load and Situational Interest in Physics Laboratories: A Comparative Study Across Three Instructional Modalities

This study demonstrates that among inquiry-based, design-based, and game-based instructional modalities for non-STEM physics laboratory students, game-based learning most effectively reduces cognitive load while maximizing situational interest, highlighting the importance of strategically selecting teaching methods to balance mental effort and engagement.

Original authors: Razan Hamed, N. Sanjay Rebello

Published 2026-02-09
📖 4 min read☕ Coffee break read

Original authors: Razan Hamed, N. Sanjay Rebello

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are trying to learn how to cook a complex meal. You could do it in three different ways:

  1. The "Inquiry" Chef: You are given a blank kitchen and told, "Figure out how to make a soufflé." You have to read, guess, experiment, and figure out the rules yourself.
  2. The "Design" Architect: You are told, "Build a machine that bakes a perfect cookie." You have to sketch, build, break, fix, and rebuild until it works.
  3. The "Game" Player: You are handed a board game where you roll dice, draw cards, and solve cooking puzzles to move your piece toward the finish line.

This paper is a study about which of these three "kitchen styles" works best for students who aren't planning to become professional chefs (non-STEM majors) when they are learning physics. The researchers wanted to know two things:

  • How hard is the mental work? (Cognitive Load: Is your brain feeling like it's carrying a heavy backpack?)
  • How much do you enjoy it? (Situational Interest: Are you having fun and wanting to keep going?)

The Setup: Two Different "Kitchens"

The researchers ran two separate experiments, like two different cooking classes:

  1. Mechanics: This is like learning about how things move in the real world (pushing a cart, dropping a ball). It's something you can feel with your body.
  2. Circuits: This is like learning about electricity. You can't see it or touch it easily; it's more abstract and invisible.

In both classes, every student tried all three cooking styles (Inquiry, Design, and Game) one after another. After each session, they filled out a survey to rate how tired their brains felt and how interested they were.

The Results: The "Game" Wins the Popularity Contest

The study found a clear pattern across both classes:

1. The Game-Based Lab (The Board Game)

  • Brain Load: This was the lightest. Students felt like they were carrying a feather instead of a backpack. The game rules and structure made the hard physics concepts feel easier to digest.
  • Interest: This was the highest. Students were the most engaged, excited, and interested.
  • The Takeaway: When the "backpack" is light, the "fun" is high. The game made the learning feel like play, which kept the students' brains fresh and their interest high.

2. The Design-Based Lab (The Roller Coaster/Alarm Clock Project)

  • Brain Load: This was the heaviest (in the Mechanics class) or second heaviest (in the Circuits class). Students had to juggle many variables at once (safety, cost, physics rules, materials). It was like trying to build a house while also painting the walls and calculating the mortgage.
  • Interest: This was in the middle. It was more interesting than the pure research style, but the heavy mental work made it a bit exhausting.

3. The Inquiry-Based Lab (The Self-Guided Exploration)

  • Brain Load: This was very heavy, often the heaviest (especially in the Circuits class). Because students had to figure out the rules themselves without a clear path, their brains had to work overtime to organize the information.
  • Interest: This was the lowest. When the brain is struggling just to understand the basics, there is less energy left to feel excited or interested.

The Big Picture: The "Backpack" and the "Fun"

The most important finding is a simple trade-off: The heavier the mental backpack, the less fun the activity feels.

  • In the Mechanics class: The "Design" project (building a roller coaster) was the most mentally exhausting because it required complex system thinking.
  • In the Circuits class: The "Inquiry" project (figuring out electricity on your own) was the most exhausting because electricity is abstract and hard to visualize without guidance.

However, in both classes, the Game approach consistently kept the mental load low and the interest high.

What This Means for Teachers

The paper concludes that there is no single "best" way to teach physics. Instead, teachers should be like smart packers:

  • If a topic is very hard and abstract (like electricity), using a Game or a structured Design approach might be better than letting students figure it out entirely on their own (Inquiry), because the "Inquiry" method might overload their brains.
  • The goal is to find the right mix of methods to keep the "backpack" light enough so students can actually enjoy the journey and learn deeply.

In short: For students new to physics, turning the lesson into a well-designed game or a structured challenge helps their brains work less hard and makes them want to learn more. Letting them struggle alone to figure out the rules often makes their brains tired and their interest fade.

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