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Título: Can digital games in school improve attention? A study of Brazilian elementary school students
Autor(es): Ramos, DK (Ramos, Daniela Karine); Melo, HM (Melo, Hiago Murilo)
Fonte: JOURNAL OF COMPUTERS IN EDUCATION Volume: 6 Edição: 1 Edição especial: SI Páginas: 5-19 DOI: 10.1007/s40692-018-0111-3 Publicado: MAR
2019
Resumo: Several studies suggest that digital game routine can improve cognitive performance. Most of these studies are performed at laboratory setting and
the training occurs individually, while this study aims to evaluate the effect of digital game routine on attention performance of elementary school students.
Thirty students played digital games daily (15min) at the beginning of class for 6weeks, while a group of 41 students had the normal school routine. The
students' attention performance was assessed by the D2 test before and after the training period. A repeated measures ANOVA suggests that main effect of
period (pre and post comparison) has significant influence on D2 total score (F=39.43, p=0.0001), but the interaction between period and group shows that
training group has a greater improvement than control group (F=9.91, p=0.002). These findings suggest that the use of digital games in school routine can
enhance the cognitive improvement that is already obtained in the normal school routine, creating an enriched environment to stimulate students' cognitive
development.
Número de acesso: WOS:000462961100002
Identificados de autor:
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ISSN: 0885-2014
eISSN: 1879-226X
Registro 4 de 12
Título: Learning to Detect Cognitive Impairment through Digital Games and Machine Learning Techniques: A Preliminary Study
Autor(es): Valladares-Rodriguez, S (Valladares-Rodriguez, Sonia); Perez-Rodriguez, R (Perez-Rodriguez, Roberto); Fernandez-Iglesias, JM (Manuel Fernandez-
Iglesias, J.); Anido-Rifon, LE (Anido-Rifon, Luis E.); Facal, D (Facal, David); Rivas-Costa, C (Rivas-Costa, Carlos)
Fonte: METHODS OF INFORMATION IN MEDICINE Volume: 57 Edição: 4 Páginas: 197-207 DOI: 10.3414/ME17-02-0011 Publicado: SEP 2018
Resumo: Objective: Alzheimer's disease (AD) is one of the most prevalent diseases among the adult population. The early detection of Mild Cognitive
Impairment (MCI), which may trigger AD, is essential to slow down the cognitive decline process. Methods: This paper presents a suit of serious games that
aims at detecting AD and MCI overcoming the limitations of traditional tests, as they are time-consuming, affected by confounding factors that distort the
result and usually administered when symptoms are evident and it is too late for preventive measures. The battery, named Panoramix, assesses the main
early cognitive markers (i.e., memory, executive functions, attention and gnosias). Regarding its validation, it has been tested with a cohort study of 16
seniors, including AD, MCI and healthy individuals. Results: This first pilot study offered initial evidence about psychometric validity, and more specifically
about construct, criterion and external validity. After an analysis using machine learning techniques, findings show a promising 100% rate of success in
classification abilities using a subset of three games in the battery. Thus, results are encouraging as all healthy subjects were correctly discriminated from
those already suffering AD or MCI. Conclusions: The solid potential of digital serious games and machine learning for the early detection of dementia
processes is demonstrated. Such a promising performance encourages further research to eventually introduce this technique for the clinical diagnosis of
cognitive impairment.
Número de acesso: WOS:000446517300005
ID PubMed: 30248709
Identificados de autor:
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there is a tremendous interest in developing Kinect educational games. In this paper, we present the innovative Kinems learning games which have been
developed for helping children with learning disabilities such as autism, dyspraxia and ADHD improve their skills. The paper contains the outcomes of a
recent study, which was to investigate and measure the Kinems learning effectiveness. The research hypotheses were examined through an educational
intervention that lasted about one month and was implemented with 11 children with ADHD of 4-8 years old. The study was conducted at the premises of the
ADHD unit of the children's university hospital in Athens, Greece. The statistical analysis of pre & post tests showed children' statistical significance
improvement of their "Non-verbal intelligence". Furthermore, the results of an in-depth examination of learning and kinetic analysis of children's interaction
that showed improvement of their executive functions and cognitive skills. Finally, based on the qualitative comments made by the behavior analysts and
researchers, interest and the level children's motivation was high.
Número de acesso: WOS:000351435200058
Título da conferência: 8th European Conference on Games Based Learning (ECGBL)
Data da conferência: OCT 09-10, 2014
Local da conferência: Univ Appl Sci, Res & Training Ctr Culture & Comp Sci, Berlin, GERMANY
Anfitrião da conferência: Univ Appl Sci, Res & Training Ctr Culture & Comp Sci
ISSN: 2049-0992
eISSN: 2049-100X
ISBN: 978-1-910309-57-5
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