2015
DOI: 10.1016/j.chb.2015.03.039
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Comparison of children’s gaming scores to NEPSY-II scores: Validation of computer games as cognitive tools

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Cited by 20 publications
(6 citation statements)
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References 31 publications
(43 reference statements)
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“…Regarding mood, we would like to note that we measured it by observing positive mood signals such as smiling or laughing, children' verbal expressions of happiness, their weekly level of excitement or energy, their interest in the content being taught, etc. Table 5 includes a definition of all behavioral parameters used in this study, which have been also used in related research works (Boot, Kramer, Simons, Fabiani, & Gratton, 2008;Campigotto, McEwen, & Demmans Epp, 2013;Dobrowolski, Hanusz, Sobczyk, Skorko, & Wiatrow, 2015; Fern andez-L opez, Rodríguez-F ortiz, Rodríguez-Almendros, & Martínez-Segura, 2013; Helms & Sawtelle, 2007;Karal, Kokoç, & Ayyildiz, 2010;Martinovic, Burgess, Pomerleau, & Marin, 2015;Nouchi et al, 2013). Perceptual and cognitive observations, i.e., attention, memory, reasoning, easiness to handle the program, and intuition were included because engagement with music plays a major role in developing perceptual processing systems that facilitate the encoding and identification of speech sounds and patterns (Azizinezhad, Hashemi, & Darvishi, 2013), thus being used in other works from the related literature as mentioned above.…”
Section: Data Collectionmentioning
confidence: 99%
“…Regarding mood, we would like to note that we measured it by observing positive mood signals such as smiling or laughing, children' verbal expressions of happiness, their weekly level of excitement or energy, their interest in the content being taught, etc. Table 5 includes a definition of all behavioral parameters used in this study, which have been also used in related research works (Boot, Kramer, Simons, Fabiani, & Gratton, 2008;Campigotto, McEwen, & Demmans Epp, 2013;Dobrowolski, Hanusz, Sobczyk, Skorko, & Wiatrow, 2015; Fern andez-L opez, Rodríguez-F ortiz, Rodríguez-Almendros, & Martínez-Segura, 2013; Helms & Sawtelle, 2007;Karal, Kokoç, & Ayyildiz, 2010;Martinovic, Burgess, Pomerleau, & Marin, 2015;Nouchi et al, 2013). Perceptual and cognitive observations, i.e., attention, memory, reasoning, easiness to handle the program, and intuition were included because engagement with music plays a major role in developing perceptual processing systems that facilitate the encoding and identification of speech sounds and patterns (Azizinezhad, Hashemi, & Darvishi, 2013), thus being used in other works from the related literature as mentioned above.…”
Section: Data Collectionmentioning
confidence: 99%
“…Additionally, children from the age of 2 years on have been shown to interact meaningfully with touch-screen tablets, understand rules of playing digital games and provide appropriate responses through gestures such as taps and drags, providing a unique opportunity to use gamified neuropsychological tasks for directly assessing children's developmental abilities (Semmelmann et al, 2016). The emerging literature demonstrates that computerized neuropsychological assessments are reliable and valid (Martinovic et al, 2015), and the introduction of "gamification" increases participant engagement and ecological validity (Lumsden et al, 2016;Pitchford and Outhwaite, 2016). The advantages of data in digital format, beyond improvements in efficiency and accuracy, can be further complemented by the use of advanced analytics such as machine learning, which has the potential to predict outcomes using a data-driven approach (Anzulewicz et al, 2016;Bosl et al, 2018), and continually update algorithms to iteratively improve the accuracy of these predictions as more relevant data become available.…”
Section: Introductionmentioning
confidence: 99%
“…Also, video games involve complex cognitive skills that better reflect everyday cognitive function than simple cognitive tasks (Boot et al, 2013). To date, several studies demonstrated associations between video game performance measures and performance on specific cognitive tests, suggesting that video games measure relevant cognitive abilities (Baniqued et al, 2013;Oei and Patterson, 2013;Martinovic et al, 2015) and are feasible to assess cognitive function in older adults (Thompson et al, 2012;Tong et al, 2016).…”
Section: Introductionmentioning
confidence: 99%