Is a Change as Good as a Rest? Comparing Break Types for Spaced Practice in a Platformer Game
summary
Built a custom 2D platformer with wall-jump swing and grapple mechanics and run two experiments: one compares spaced versus continuous practice across four 5-minute sessions with three breaks between sessions, the other tests four in-game break activities (low-sim low-intensity cutscene, low-sim high-intensity maze, high-sim high-intensity grapple mini, high-sim low-intensity slow-motion grapple). Spaced practice yields much better improvement than continuous play, all four break types outperform continuous, gains persist in a retention at one week, and none of the breaks disrupt flow.
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