Towards development of criteria for stimulation of cognitive flexibility through digital games: Empirically founded contributions

Main Article Content

Mauricio Cervigni
Franco Bruno
Guillermo Alfonso

Abstract

Stimulation of executive functions (EF) using digital games is a practice that has experienced significant growth in different areas. In view of the objective pursued, it is necessary to have clear criteria for selecting the software to use. This article focuses on a correlational study between different FE transversely evaluated in a pediatric population (N = 40) of the second degree of elementary education in the city of Rosario (Argentina). It intends to organize the data obtained with current theoretical models looking selection criteria applicable to the stimulation of cognitive flexibility videogames. Significant, altought moderate, correlations were found between this function and attention, memory and inhibitory control; links that underlie the lines suggested in the discussion.

Downloads

Download data is not yet available.

Article Details

How to Cite
Cervigni, M., Bruno, F., & Alfonso, G. (2016). Towards development of criteria for stimulation of cognitive flexibility through digital games: Empirically founded contributions. Argentinean Journal of Behavioral Sciences, 8(3), 72–81. https://doi.org/10.32348/1852.4206.v8.n3.10550
Section
Sección especial: Videojuegos y cognición
Author Biography

Mauricio Cervigni, Universidad Nacional de Rosario. Centro de Investigación en Neurociencias de Rosario

Director del Centro de Investigación en Neurociencias de Rosario (CINR-UNR). Departamento de Ciencia y Técnica. Facultad de Psicología. Universidad Nacional de Rosario.
Prof. Adjunto de Neuropsicología y Neurociencias aplicadas a la educación. Instituto Universitario del Gran Rosario (IUGR).

References

Aboalgasm, A. & Ward, R. (2014). The potential of digital tools in art lessons at junior school level to improve artistic ability using tamazight fonts. International Journal of Social, Management, Economics and Business Engineering, 8(3), 1-6.

Acosta López, J., Cervantes Henríquez, M., Sánchez Rojas, M., Núñez Barragán, M., & Puentes Rozo, P. (2010). Déficit en habilidades sociales en niños con Trastorno Por Déficit de Atención-Hiperactividad evaluados con la escala BASC. Psicogente, 13(24), 274-291. doi: 10.15446/rcp.v23n1.34332.

Álvarez, M. A. (2000). Sistema único de seguimiento para pacientes hipotiroideos (Manual y Software). Cuba: Universidad de La Habana.

Beversdorf, D. Q., Hughes, J. D., Steinberg, B. A., Lewis, L. D., & Heilman, K. M. (1999). Noradrenergic modulation of cognitive flexibility in problem solving. Neuroreport, 10(13), 2763-2767.

Blake, R. J. (2013). Brave new digital classroom: Technology and foreign language learning. Georgetown: University Press.

Blumberg, F. C., Blades, M., & Oates, C. (2013). Youth and new media: The appeal and educational ramifications of digital game play

for children and adolescents. Zeitschrift für Psychologie, 221(2), 67- 71. doi: 10.1027/2151 2604/a000133.

Cervigni M., Stelzer, F., Mazzoni, C., & Álvarez, M. Á. (2012). Desarrollo de las funciones ejecutivas en niños preescolares. Una revisión de su vínculo con el temperamento y el modo de crianza. Pensando Psicología, 8(15), 128-139.

Cervigni, M., Stelzer, F., Mazzoni, C., Gómez, C., & Martino, P. (2012) Funcionamiento ejecutivo y TDAH. Aportes teóricos para un diagnóstico diferenciado entre una población infantil y adulta. Revista Interamericana de Psicología, 46(2), 271- 276.

Colzato, L. S., van Leeuwen, P. J., van den Wildenberg, W., & Hommel, B. (2010). DOOM'd to switch: superior cognitive flexibility in players of first person shooter games. Frontiers in Psychology, 1(8), 1-5. doi: 10.3389/fpsyg.2010.00008.

Denckla, M. B. (1994). Measurement of executive function. En G. R. Lyon (Ed.), Frames of reference for the assessment of learning disabilities: new views on measurement issues (pp.117-142). Baltimore, MD: Paul H Brooks.

Diamond, A., Barnett, W. S., Thomas, J., & Munro, S. (2007). Preschool program improves cognitive control. Science, 318(5855), 1387-1388. doi: 10.1126/science.1151148.

Entertainment Software Association. (2015). Essential facts about the computer and video game industry. Recuperado de: http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf

Etchepareborda, M. C. & Mulas, F. (2004). Flexibilidad cognitiva, síntoma adicional del trastorno por déficit de atención con hiperactividad ¿Elemento predictor terapéutico? Revista de Neurología, 38(1), 97-102.

Galimberti, E., Martoni, R. M., Cavallini, M. C., Erzegovesi, S., & Bellodi, L. (2012). Motor inhibition and cognitive flexibility in eating disorder subtypes. Progress in Neuro-Psychopharmacology and Biological Psychiatry, 36(2), 307-312.

García-Coni, A., Canet-Juric, L., & Andrés, M. L. (2010). Desarrollo de la flexibilidad cognitiva y de la memoria de trabajo en niños de 6 a 9 años de edad. Revista Mexicana de Investigación en Psicología, 2(1), 12-19.

García-Molina, A., Enseñat-Cantallops, A., Tirapu-Ustárroz, J., & Roig-Rovira, T. (2009). Maduración de la corteza prefrontal y desarrollo de las funciones ejecutivas durante los primeros cinco años de vida. Revista de Neurología, 48(435), 40-45.

Goldberg, E. (2002). The executive brain: Frontal lobes and the civilized mind. Oxford: University Press.

González Rodríguez, B. & Muñoz Marrón, E. (2002). Estimulación cognitiva por ordenador. España: Universitat Oberta de Catalunya.

Graells, P. M. (2002). Evaluación y selección de software educativo. Recuperado de: http://dewey.uab.es/pmarques.

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66- 78. doi:

1037/a0034857

Goldin, A. P., Hermida, M. J., Shalom, D. E., Costa, M. E., Lopez-Rosenfeld, M., Segretin, M. S., & Sigman, M. (2014). Far transfer to language and math of a short software-based gaming intervention. Proceedings of the National Academy of Sciences, 111(17), 6443-

doi: 10.1073/pnas.1320217111.

Green, C. S. & Bavelier, D. (2006). The cognitive neuroscience of video games. En P. Messaris & L. Humphreys (Eds.), Digital media: Transformations in human communication (pp. 211-223). New York: Peter Lang Publishing, Inc.

Gros, B (2000). Del software educativo a educar con software. Quaderns Digital, 24, 440-482.

Gu, X., Zhu, Y., & Guo, X. (2013). Meeting the “Digital Natives”: Understanding the acceptance of technology in classrooms. Journal of

Educational Technology Society, 16(1), 392-402.

Hamlen, K. R. (2011). Children’s choices and strategies in video games. Computers in Human Behavior, 27(1), 532-539. doi: 10.1016/j.chb.2010.10.001.

Hudgins, T. R. & Anderson, G (2015). Digital Natives: The revolution in teacher education programs. National Social Science, 44(1), 20-28.

Instituto Nacional de Estadística y Censos (2001). Encuesta permanente de hogares. Recuperado de http://www.indec.gov.ar/redatam/NEW_EPH/EPH_hogar.pdf.

Irwin, A. R. & Gross, A. M. (1995). Cognitive tempo, violent video games, and aggressive behavior in young boys. Journal of family violence, 10(3), 337- 350. doi: 10.1007/BF02110997.

Lehto, J. E., Juujärvi, P., Kooistra, L., & Pulkkinen, L. (2003). Dimensions of executive functioning: Evidence from children. British Journal of Developmental Psychology, 21(1), 59-80. doi: 10.1348/026151003321164627.

Lima, M., Koehler, M. J., & Spiro, R. J. (2004). Collaborative interactivity and integrated thinking in brazilian business schools using cognitive flexibility hypertexts: The panteon project. Journal of Educational Computing Research, 31(4), 371-406. doi: 10.2190/TTK2-TDRP-D0DX-M8XN.

Miyake, A. & Friedman, N. P. (2012). The nature and organization of individual differences in executive functions: four general conclusions. Current Directions in Psychological Science, 21(1), 8–14. doi: 10.1177/0963721411429458.

O’Donovan, C. & Hussey, J. (2012). Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults. Physiotherapy, 98(3), 205-21. doi: 10.1016/j.physio.2012.05.001.

Oei, A. C. & Patterson, M. D. (2014). Are videogame training gains specific or general. Frontiers in Systems Neuroscience, 8(54), 1-9. doi: 10.3389/fnsys.2014.00054.

Organización Mundial de la Salud (2009). Patrones de peso infantil: peso y talla para la edad. Recuperado de: http://www.who.int/childgrowth/standards/es/

Papazian, O., Alfonso, I., & Luzondo, R. J. (2006). Trastornos de las funciones ejecutivas. Revista de Neurología, 42(3), 45-50.

Pías, N., Fernández, J., Robaina, R., & Álvarez, M. (2009). Evaluación del desarrollo neurocognitivo implementado mediante un sistema computarizado de pruebas psicométricas. Bioingeniería y Física Médica Cubana, 10(3), 23-27.

Raven, J. C. & Court, J. H. (2000). Test de matrices progresivas – Escala coloreada (manual). Buenos Aires: Paidós.

Rodriguez-Aranda, C. & Sundet, K. (2006). The frontal hypothesis of cognitive aging: Factor structure and age effects on four frontal tests among healthy individuals. Journal of Genetic Psychology, 167, 269-287. doi: 10.3200/GNTP.167.3.269-287.

Servera, M. & Llabrés, J. (2004). Tarea de Atención Sostenida en la Infancia. Islas Baleares: TEA Ediciones.

Sholberg, M. M. & Mateer, C. A. (1989) Remediation of executive functions impairments. En M.M. Sholberg & C. A. Mateer (Eds.), Introduction to cognitive rehabilitation (pp. 232- 263). New York: The Guilford Press.

Squire, K. (2003). Video games in education. International Journal of Intelligent Games & Simulation, 2(1), 49-62.

Stelzer, F., Mazzoni, C. C., & Cervigni, M. A. (2014). Cognitive models of executive functions development. Methodological limitations and theoretical challenges. Anales de Psicología, 30(1), 329-336.