Abstract:Computerized and non-computerized games are used in training designed to improve cognitive function. However, it is unclear which properties of the games influence the transfer of cognitive performance. This study aimed to examine the expandability of this transfer according to the properties of training tools. We introduced two training tools (virtual and standard Rubik's Cubes) and examined bidirectional transfer between the two cube types and transfer to other cognitive tasks. The results showed that transf… Show more
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