2019
DOI: 10.1016/j.cogdev.2018.11.005
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Activating adolescents’ “hot” executive functions in a digital game to train cognitive skills: The effects of age and prior abilities

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Cited by 22 publications
(9 citation statements)
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“…Positive emotions can enhance basic cognitive mechanisms, such as attention (Park et al, 2015), memory (Madan et al, 2019) and perception (Izard, 2009), all of which are important factors contributing to learning. This proposition is supported by findings of studies conducted using digital learning environments (Mayer & Estrella, 2014;Plass et al, 2014;Um et al, 2012) and game-based learning environments (Homer et al, 2019), showing that emotional design that induces positive emotions enhances learning. Accordingly, we expect that learning with animated scaffolding agents will enhance learning outcomes when compared to learning with abstract mathematical notation scaffolds.…”
Section: Present Studymentioning
confidence: 65%
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“…Positive emotions can enhance basic cognitive mechanisms, such as attention (Park et al, 2015), memory (Madan et al, 2019) and perception (Izard, 2009), all of which are important factors contributing to learning. This proposition is supported by findings of studies conducted using digital learning environments (Mayer & Estrella, 2014;Plass et al, 2014;Um et al, 2012) and game-based learning environments (Homer et al, 2019), showing that emotional design that induces positive emotions enhances learning. Accordingly, we expect that learning with animated scaffolding agents will enhance learning outcomes when compared to learning with abstract mathematical notation scaffolds.…”
Section: Present Studymentioning
confidence: 65%
“…In fact, research findings have suggested that if instructional material induces positive emotions, it can enhance basic cognitive mechanics, such as attention (Park et al, 2015), memory (Madan et al, 2019) and perception (Izard, 2009). This can lead to increased learning (Brom et al, 2018; Loderer et al, 2020; Pekrun, 2006; Um et al, 2012), motivation (Erez & Isen, 2002; Loderer et al, 2020), situational interest (Endres et al, 2020), self‐efficacy (Usher & Pajares, 2008) and even improve executive functions that are crucial for learning and development (Homer et al, 2019). In digital learning environments, positive emotions can be induced by altering the representation of information (Plass et al, 2015).…”
Section: Introductionmentioning
confidence: 99%
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“…The video games Alien Game [ 122 ] and All you can ET [ 123 ] improved the change of tasks in healthy adolescents. Lumosity improved visual-spatial WM in adolescents with congenital or acquired brain damage [ 124 , 125 ].…”
Section: Resultsmentioning
confidence: 99%