2016
DOI: 10.1016/j.chb.2016.02.063
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Computer games that exercise cognitive skills: What makes them engaging for children?

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Cited by 32 publications
(24 citation statements)
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“…According to the literature, a promising way to improve EFs in children is related to the use of computerized programs, probably because computerized training, for children, could be as motivating as playing a videogame. As Martinovic et al (2016) demonstrated, videogames are engaging if they are simple and rewarding, but they are not motivating if they ask the children to improve their attention and problem-solving skills. Moreover, in their meta-analysis concerning computerized EF training programs, Webb et al (2018) found a small effect on the three EF factors (Inhibition, Updating, and Shifting): Hedges' g effect size ranged from 0.005 (Updating) to 0.16-0.17 (Shifting and Inhibition).…”
Section: Discussionmentioning
confidence: 99%
“…According to the literature, a promising way to improve EFs in children is related to the use of computerized programs, probably because computerized training, for children, could be as motivating as playing a videogame. As Martinovic et al (2016) demonstrated, videogames are engaging if they are simple and rewarding, but they are not motivating if they ask the children to improve their attention and problem-solving skills. Moreover, in their meta-analysis concerning computerized EF training programs, Webb et al (2018) found a small effect on the three EF factors (Inhibition, Updating, and Shifting): Hedges' g effect size ranged from 0.005 (Updating) to 0.16-0.17 (Shifting and Inhibition).…”
Section: Discussionmentioning
confidence: 99%
“…Some of the more rigorous empirical studies, using objective measures of learning rather than self-reports, do find that flow enhances task performance within a game (Engeser & Rheinberg, 2008;Keller & Bless, 2008;Lee & Chen, 2009;Liu, Cheng, & Huang, 2011). A recent study that used an observational method of both engagement (flow) and performance also found them to be positively related in children in a variety of different types of games (Martinovic, Burgess, Pomerleau, & Marin, 2016).…”
Section: Presence Flow and Identification And Learning From Gamesmentioning
confidence: 95%
“…However, they did not found an effect of enjoyment on self-assessed or tested learning gains. Martinovic et al (2016) concluded that children performed better on games that exercise cognitive skills in which they were more engaged. Similarly, Hsieh, Lin, and Hou's (2016) findings implied that students who had higher flow experiences, especially a timedistortion experience, tended to have higher learning performances.…”
Section: Introductionmentioning
confidence: 99%