id paper:paper_00278424_v111_n17_p6443_Goldin
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spelling paper:paper_00278424_v111_n17_p6443_Goldin2023-06-08T14:54:30Z Far transfer to language and math of a short software-based gaming intervention Attention Network Test Cognitive training intervention School attendance School grades Working memory academic achievement article child computer program controlled study executive function experimental design female game human human experiment Internet language male mathematics normal human pattern recognition priority journal school social aspect training working memory Attention Network Test cognitive training intervention school attendance school grades working memory Attention Child Female Humans Language Male Mathematics Neuropsychological Tests Reaction Time Schools Social Class Software Students Task Performance and Analysis Video Games Executive functions (EF) in children can be trained, but it remains unknown whether training-related benefits elicit far transfer to real-life situations. Here, we investigate whether a set of computerized games might yield near and far transfer on an experimental and an active control group of low-SES otherwise typically developing 6-y-olds in a 3-mo pretest-training-posttest design that was ecologically deployed (at school). The intervention elicits transfer to some (but not all) facets of executive function. These changes cascade to real-world measures of school performance. The intervention equalizes academic outcomes across children who regularly attend school and those who do not because of social and familiar circumstances. 2014 https://bibliotecadigital.exactas.uba.ar/collection/paper/document/paper_00278424_v111_n17_p6443_Goldin http://hdl.handle.net/20.500.12110/paper_00278424_v111_n17_p6443_Goldin
institution Universidad de Buenos Aires
institution_str I-28
repository_str R-134
collection Biblioteca Digital - Facultad de Ciencias Exactas y Naturales (UBA)
topic Attention Network Test
Cognitive training intervention
School attendance
School grades
Working memory
academic achievement
article
child
computer program
controlled study
executive function
experimental design
female
game
human
human experiment
Internet
language
male
mathematics
normal human
pattern recognition
priority journal
school
social aspect
training
working memory
Attention Network Test
cognitive training intervention
school attendance
school grades
working memory
Attention
Child
Female
Humans
Language
Male
Mathematics
Neuropsychological Tests
Reaction Time
Schools
Social Class
Software
Students
Task Performance and Analysis
Video Games
spellingShingle Attention Network Test
Cognitive training intervention
School attendance
School grades
Working memory
academic achievement
article
child
computer program
controlled study
executive function
experimental design
female
game
human
human experiment
Internet
language
male
mathematics
normal human
pattern recognition
priority journal
school
social aspect
training
working memory
Attention Network Test
cognitive training intervention
school attendance
school grades
working memory
Attention
Child
Female
Humans
Language
Male
Mathematics
Neuropsychological Tests
Reaction Time
Schools
Social Class
Software
Students
Task Performance and Analysis
Video Games
Far transfer to language and math of a short software-based gaming intervention
topic_facet Attention Network Test
Cognitive training intervention
School attendance
School grades
Working memory
academic achievement
article
child
computer program
controlled study
executive function
experimental design
female
game
human
human experiment
Internet
language
male
mathematics
normal human
pattern recognition
priority journal
school
social aspect
training
working memory
Attention Network Test
cognitive training intervention
school attendance
school grades
working memory
Attention
Child
Female
Humans
Language
Male
Mathematics
Neuropsychological Tests
Reaction Time
Schools
Social Class
Software
Students
Task Performance and Analysis
Video Games
description Executive functions (EF) in children can be trained, but it remains unknown whether training-related benefits elicit far transfer to real-life situations. Here, we investigate whether a set of computerized games might yield near and far transfer on an experimental and an active control group of low-SES otherwise typically developing 6-y-olds in a 3-mo pretest-training-posttest design that was ecologically deployed (at school). The intervention elicits transfer to some (but not all) facets of executive function. These changes cascade to real-world measures of school performance. The intervention equalizes academic outcomes across children who regularly attend school and those who do not because of social and familiar circumstances.
title Far transfer to language and math of a short software-based gaming intervention
title_short Far transfer to language and math of a short software-based gaming intervention
title_full Far transfer to language and math of a short software-based gaming intervention
title_fullStr Far transfer to language and math of a short software-based gaming intervention
title_full_unstemmed Far transfer to language and math of a short software-based gaming intervention
title_sort far transfer to language and math of a short software-based gaming intervention
publishDate 2014
url https://bibliotecadigital.exactas.uba.ar/collection/paper/document/paper_00278424_v111_n17_p6443_Goldin
http://hdl.handle.net/20.500.12110/paper_00278424_v111_n17_p6443_Goldin
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