2018
DOI: 10.1016/j.compedu.2017.09.011
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Improving high school students' executive functions through digital game play

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Cited by 76 publications
(38 citation statements)
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“…Broadly speaking, the findings from the current study add to the literature demonstrating the potential effectiveness of well-designed digital games for improving EF skills at different ages (Anguera et al, 2013;Homer et al, 2018;Parong et al, 2017). The findings also support the argument for consideration of the users' neurocognitive development, as well as prior EF skills, when designing games for learning and cognitive skills development.…”
Section: Discussionsupporting
confidence: 76%
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“…Broadly speaking, the findings from the current study add to the literature demonstrating the potential effectiveness of well-designed digital games for improving EF skills at different ages (Anguera et al, 2013;Homer et al, 2018;Parong et al, 2017). The findings also support the argument for consideration of the users' neurocognitive development, as well as prior EF skills, when designing games for learning and cognitive skills development.…”
Section: Discussionsupporting
confidence: 76%
“…In addition, the duration of the trainings was limited to one session lasting a total of 20 min, which is a brief exposure to treatment. Prior studies using games similar to the one in the current study have found effects with multiple brief exposures resulting in approximately 2 hr of intervention (Homer et al, ; Parong et al, ), and Bediou et al () recommend interventions with at least 30+ hr of game play. Therefore, more intervention time would most likely result in greater effects of the intervention and perhaps reveal a stronger interaction between age and the speed versus accuracy game designs.…”
Section: Discussionmentioning
confidence: 66%
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