In 2012, Nouchi et al. conducted a study in which older adults had to play either a Nintendo brain training game called Brain Age or Tetris. The participants had to play their assigned game for 4 weeks 15 minutes per day. The aim of the study was to investigate the possible effects of a brain training game on the cognitive functioning of older adults. As expected, the results showed that both groups performed significantly better at playing their game during the last time playing compared to the first time playing. However, did the participants only get better at playing their game or was there more at play? Further analyses showed that playing Brain Age caused greater effects on all applied measures of executive functioning and processing
Triggering brain functions, “visual motor tracking” or maneuvering through obstacles, Reaction time and memory. The purpose of this game is to strengthen the mind as we get older. Supported by the article “Beginning in our late 40s and 50s, our working memory dims, and we lose the ability to juggle simultaneous tasks. It becomes harder to screen out distractions, to stay focused while reading or shopping. Processing speed — that is, the brain’s ability to react to stimuli — slows.”
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This paper examined the age groups for learning and playing the board games as about 13 or more. This was an important finding as the age group in which children are keen to learn and can adapt to the teachings needs to match with the age of playing these board games. This comes out to 13 and above. Cranium has been identified for adults by the Hasbro website how Boardgaming.com recognizes it for kids 13 and above. Now, substance abuse as well all know affects the brain and the need to experiment with drugs is ordered by the brain. Therefore to combat the problem, we need to focus on games which involve a lot of brain activity. Cranium seems to fit the example perfectly.
As part of our training for the month of March, I watched Philip Zelazo’s talk on executive function (EF) and the developing brain. I learned that EF is different from “intelligence” (although it is related), and refers to using knowledge in service of goals. EF has three main components: cognitive flexibility, working memory, and inhibitory control. By looking at these components in early childhood, researchers can predict outcomes such as social understanding, school readiness, and SAT scores. Zelazo pointed out that EF is a better measure of school readiness than an IQ test because the education system enforces children to pay attention, follow rules, and sit still. Furthermore, EF in childhood can predict physical health, drug use, criminal
Yes, the researchers took the correct measures throughout their investigation of cognitive brain training. A number of methods were used to test the hypothesis that cognitive brain training does make immense improvement to brain function. Through the use of brain training systems such as simple brain training games, researchers were able to test the memory and focus of the elderly population and used surveys and questionnaires to gain feedback and make an accurate evaluation of the improvements made on the cognitive function of the elderly.
In a study conducted by Andrew K. Przybyliski(2014), the author states the correlation between the amount of time children spend playing electronic games each day and the effect on the way children adjust psychologically. The researcher proposes three different hypotheses in which he wants to prove this claim. In his first hypothesis he states that low levels of play, one hour, will enable a child to adjust more easily than other children. While his second hypothesis states that moderate levels of play, one to three hours, leads to both positive and negative adjustment. The final hypothesis states that high levels of play, three or more hours, most likely cause negative effects on the way children adjust.
Many people spend a fair amount of time on their computers, tablets, and smartphones playing games. So why not use it as an opportunity to exercise your brain? Brain training games are easy to do and offer a wide variety of simple puzzles that can be played for just a few minutes or a couple of hours at a time. They’re specifically designed to help sharpen the mind and ultimately may help players deter the development of cognitive diseases like dementia and Alzheimer’s.
Kids to adults, when? The question of maturity is as vexed as the answer. Brain maturity plays a part as different areas of the brain mature at various points. Society provides another answer as responsibility is presented at unique times as well.
A study was done at the University of Zurich that followed a group of golf novices and took MRI’s of their brains (Bezzola, Merillat, & Jancke, 2012). In this study, they found that doing this complex activity increased the neuroplasticity of their brains. This is a really interesting finding because it shows the importance for this age group to stay active and challenge themselves. The more they skillfully challenge themselves, the better brain their brain will perform. Also, having new neural connections allows for people to process information faster. So, these leisure physical activities could lead to this age group having an increased ability to learn new information and retain it. Todd does do leisure activities such as golf and ATV riding so, he is on a good path for his
The researchers, led by California neuroscientist Richard Haier, PhD, studied the effects of Tetris on brain activity in adolescent girls using MRI. The girls who played Tetris for 30 minutes daily for 3 months demonstrated improved efficiency in parts of the brain associated with those mentioned characteristics.”
In my experiment, “How Much Does Physical Exercise Affect the Brain?”, I determined if exercise really affects the brain, and if it is really worth it. This information can show those who are kinesthetic learners, see how movement improves their learning experience. This may also motivate others to live a healthier lifestyle, seeing how much it would affect their brain. Everyone knows that physical exercise is good for you but I wanted to see it for myself. I thought that, if we had three groups of people, active, inactive, and normal routines, then those who are active will have a better response to questions asked because of the increased white matter in the brain. I asked people to be active, inactive, or act normal, so I could ask them
12 studies were eligible for inclusion. All study designs were randomised controlled studies, with one being quasi-experimental. The sample size of the included studies ranged from 10 to 60 participants with mean age ranging from 62.5 to 73.8 years living in municipal senior centres, institutions, or were community-dwelling. Relevant conditions reported were dementia and MCI. However, the majority of participants were healthy older adults. The interventions utilised included the Nintendo WiiTM, Xbox 360, non-action video games, exergames, online game suites, exercise programs used on iPads, and cognitive training programs. Furthermore, the frequency of the interventions ranged from 3 to 24 weeks, and lasted 20 to 90 minutes per session. The outcome measures used included attention, processing speed, working and episodic memory, executive functioning, reaction time, balance, functional ability, and physical functioning. Due to the large variation in interventions and outcome measures, data pooling was predominantly impossible. Selection bias was only detected in one study (Lee et al., 2016), in which a quasi-experimental design was used. Despite that, survivorship bias was recurrent amongst the studies, possibly leading to overly optimistic conclusions.
In recent years brain training games have become a topic of interest among both researchers and common people alike. Researchers are interested in the healing properties of brain training while normal people are looking to brain training as a way to improve their performance and get a leg up on the competition in school, work, and life. Up until recently, it was believed that the brain was unchangeable in terms of memory capacity. Researchers were well aware of the fact that the brain can change and form new connections when brain damage occurs. However, the idea that humans can train their brains to be more efficient and stronger seemed like a far-fetched cry from reality up until the late 1990’s (Weicker, Villringer & Thöne-Otto, 2016). As time went on and more research was conducted in the field of brain training, it became clear that brain training is not an exact science but, it does have real cognitive benefits.
They stated that the brain games have not shown a clear benefit so far in the study but they are not sure where the study really went wrong he thinks it is more of the way the participates went about the study. One overall finding was that people do not work the brain hard enough or over a long enough time period, “ it takes mental effort to practice to be able to see results” (Rebok). Rebok says if we can implement that long range, I think that there will be a big dividend eventually. Simons stated they did find a few good studies, which showed that brain games do help people get better at a specific task. He then gave the example of scanning baggage at an airport and looking for a knife. He says “ you get really, really good at spotting that knife” (Simons). Overall they got an even handed amount of results so some would say it would help and others would say it did not, I think for them to be able to say brain games helped they would need it to work for more than half of their participates.
Multiple studies have shown that if “brain games” are used daily one can improve their performance in few tasks.