| Literature DB >> 27615029 |
Bruce E Wexler1, Markus Iseli2, Seth Leon2, William Zaggle3, Cynthia Rush4, Annette Goodman5, A Esat Imal1, Emily Bo2.
Abstract
Cognitive operations are supported by dynamically reconfiguring neural systems that integrate processing components widely distributed throughout the brain. The inter-neuronal connections that constitute these systems are powerfully shaped by environmental input. We evaluated the ability of computer-presented brain training games done in school to harness this neuroplastic potential and improve learning in an overall study sample of 583 second-grade children. Doing a 5-minute brain-training game immediately before math or reading curricular content games increased performance on the curricular content games. Doing three 20-minute brain training sessions per week for four months increased gains on school-administered math and reading achievement tests compared to control classes tested at the same times without intervening brain training. These results provide evidence of cognitive priming with immediate effects on learning, and longer-term brain training with far-transfer or generalized effects on academic achievement.Entities:
Mesh:
Year: 2016 PMID: 27615029 PMCID: PMC5018694 DOI: 10.1038/srep32859
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Cognitive Priming Effects (Standard Errors) on Reading Performance.
| Cognitive Priming Game | Accuracy | Speed and Accuracy |
|---|---|---|
| General Executive Function | 0.105 (0.029) p < 0.001 | 0.204 (0.049) p < 0.0001 |
| Categories | 0.051 (0.029) p = 0.078 | 0.099 (0.051) p = 0.052 |
| Pattern Recognition | 0.098 (0.029) p < 0.001 | 0.227 (0.053) p < 0.0001 |
| Spatial Working Memory | 0.080 (0.031) p = 0.010 | 0.185 (0.046) p < 0.0001 |
Cognitive Priming Effects (Standard Errors) on Math Performance.
| Cognitive Priming Game | Accuracy | Speed and Accuracy |
|---|---|---|
| General Executive Function | 0.108 (0.060) p = 0.072 | 0.184 (0.038) p = 0.000001 |
| Categories | 0.101 (0.056) p = 0.071 | 0.223 (0.036) p < 0.000001 |
| Pattern Recognition | 0.205 (0.057) p < 0.001 | 0.115 (0.036) p = 0.001 |
| Spatial Working Memory | 0.067 (0.060) p = 0.26 | 0.099 (0.037) p = 0.008 |
Figure 1School-administered test of math achievement.
Left-side bars are Winter and Spring scores of children in control classes that did not do the brain training. Right-side bars are Winter and Spring scores for classes that did the brain training between the two test dates. The school sets the cut-off scores for proficiency and below.
Figure 2Two User Interfaces for the General Executive Function Brain Training Game.
Left panel is the version where the child follows the moving light and clicks on it when it turns into a jewel that meets the criteria for being a target. There are two moving lights at the game level shown, and at the moment of the screen shot one has just turned to a blue jewel. The clue at the top of the screen shows that the target is blue jewels. The right panel is second user interface for the same cognitive demands and computer code. At the moment of the screen shot, the moving lens (yellow circle) has just revealed a target monkey in the crate, the child has clicked on it and monkey is freed from the crate and is running away. Computer code for the games was created with the text editor Sublime (https://www.sublimetext.com/) and art work created in Photoshop (http://www.photoshop.com/).