For example, this information can be applied to adults who need to learn new wayfinding and workflow changes tied to new physical space or process redesign.
"There are other theories that can account for the cognitive benefits of games. Jean Piaget's theories about children and learning include the concepts of assimilation and accommodation. With assimilation, we attempt to fit new information into existing slots or categories. An example of an adult assimilating information might be that when a man turns the key in the ignition of his car and the engine does not turn over, and in the past this has been due to a dead battery, he is now likely to identify the problem as a dead battery. Accommodation involves the process whereby we must modify our existing model of the world to accommodate new information that does not fit into an existing slot or category. This process is the result of holding two contradictory beliefs. In the previous example, should the man replace the battery and experience the same problem, he finds that the engine not starting both means and does not mean a dead battery. This process is often referred to as cognitive disequilibrium. Accordingly, our stranded motorist must adjust his mental model to include other problems like alternators and voltage regulators (although perhaps only after an expensive trip to his auto mechanic). Piaget believed that intellectual maturation over the lifespan of the individual depends on the cycle of assimilation and accommodation and that cognitive disequilibrium is the key to this process."
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