Action video games as exemplary learning tool Daphne Bavelier Psychology & Education – Geneva Switzerland Campus Biotech – Geneva Switzerland Disclosure • Scien-fic Advisory Board, Co-‐founding Advisor, Akili Interac-ve, Boston MA • Product Partner, E-‐line Media Ac-on Video Games A tool to enhance learning and brain plas-city? BeGer Vision Image courtesy of Lydia Denworth Pwning Vision Pwn (Various pronunciations) – slang term derived from the verb “own” – Act of dominating an opponent – used in on-line games • Contrast Sensitivity (Li et al., 2009, Nature Neuroscience) Renjie Li Contrast sensitivity (log units) 2 1.8 VGP(16) nVGP(16) ** 1.6 *** 1.4 ** 1.2 * 1 0.8 0.6 0.4 0 3 6 9 Spatial frequency (cyc/deg) Effects can be trained 12 ACTION Medal of Honor UT Call of Duty SOCIAL Tetris the Sims Restaurant Empire Broad Transfer: Vision Improvement in in Contrast Improvement Contrast Sensitivity Sensitivity (log (log unit) unit) Long term reten-on following a 50 hours training study 0.2 0.2 0.15 0.15 0.1 0.1 Action Action group group Control Control group group 0.05 0.05 00 -0.05 -0.05 55 days days after after training training 55 months months after after training training >1 >1 year year after after training training Improvement in Contrast Sensi-vity at 6cy/degree as func-on of -me elapsed between training and test Amblyopia In collabora-on with Dennis Levi, UC Berkeley Mental Rota-on Mental Rota-on 1 2 3 4 Feng, PraG, Spence, 2007, Psych Science Action-Games: FPS Pretesting Training 10 hours of in labs training Post-testing 5 months later … 10 hours Ac-on Game Training Number of Correct Number of correct Responses items 2 weeks Pretesting Post-testing Post-testing 5 months later … 10 hours CONTROL Game Training Number of Correct Number of correct Responses items 2 weeks Pretesting Post-testing Post-testing Mechanism of broad transfer • Improvements go beyond the specifics of game play • Why is it surprising? • What are the mechanisms at play? Mechanism for broad transfer AGen-onal Control Test of Variables of AGen-on (T.O.V.A.®) http://www.tovatest.com/ - Target Frequent - Target Infrequent Dye, Green and Bavelier (2009) Current Directions in Psych. Science Sustained Impulsivity Sustained Impulsivity Gamers are faster but no less accurate No issue with impulsivity or sustained aGen-on Dye, Green & Bavelier (2009). Current Dirs. Psych. Sci. Increased AGen-onal Control • Test of Variables of AGen-on (T.O.V.A.®) • Selec-ve AGen-on to Objects • Selec-ve AGen-on in Space • Selec-ve AGen-on in Time Green, C.S. and Bavelier, D. (2003) Nature Green, C.S. and Bavelier, D. (2006) Cogni-on Green, C.S. and Bavelier, D. (2006) JEP:HPP Hubert-‐Wallander, Green & Bavelier (2010) Wire Cog.Sci Green, C.S. and Bavelier, D. (2012) Current Biology C. Shawn Green Right Neural Mechanisms – Cue-Target Trial Structure AGen-onal Control Network System Cue processing Julia Focker Stimulus processing + SOA: 4800 ms 7200 ms 9600 ms Target/ 12000 ms Noise Patch (100 ms) upwards downwards up/ down Mechanisms: AGen-onal Control Network System AVGPs NAVGPs Conjunction During s3mulus processing Better performance Greater recruitment in AVGP Mechanisms: AGen-onal Control Network System AVGPs NAVGPs Conjunction Cue processing Video Game Players Better performance Greater recruitment in NVGP The least recruitment during task preparation, the best performance Mechanisms of Broad Transfer • Ac-on game play enhances top-‐down aGen-onal control – in young adults AND children (7-‐17 years) • VGPs are beGer at selec-ng relevant informa-on for task at hand and ignoring distrac-ons when task is difficult (Mishra, Zinni, Bavelier, & Hillyard, J. Neuro, 2011) • Increase in signal-‐to-‐noise ra-o leads to more accurate inferences (Green, Pouget & Bavelier, 2010; Bejjanki, Zhang et al. 2014) Greater ability to learn task relevant sta3s3cs ‘Learning to learn’ -‐> broad transfer ‘Learning to learn’ • BeGer learners – Perceptual Learning (Bejjanki, Zhang et al., 2014) – Visuo-‐motor control learning (Gozli, Bavelier & PraG, 2014) – Cogni-ve Learning – Dual N-‐back task (Zhang, Jaeggi, Buschkuehl – submiGed) – Miniature language sta-s-cal learning (Newport, Aslin, Reeder, Altarelli, on-‐going) • Does it generalize to problem solving & thinking? • Game factors that foster learning Games for Learning Enabling factors: • • • • • Variable entry learning (lots of entry levels - novice to expert) Incremental learning (tune task to Ss; small learning steps, level of difficulty) Reward (DA) - as opposed to punishment Self-mastery and self-confidence (5HT) - desire to learn Motivation & Arousal (Ach) “Action” factors: • Pacing – work under time constraints • Load on divided attention: Dynamic display with many targets to attend to • Flexible shift of focus: Precise visuo-motor requirements in the context of divided attention • Need for prediction and thus error monitoring • Rich environment that prevents automatization • ….. Technology and academic/work performance Why so much confusion? Technology and academic/work performance More technology use, Less homework time, Less work drive, Worse academic performance Internet Usage in American UG: Landers and Lounsbury (2006-‐N=117); Kirschner and Karpinski (2010-‐N=219) ; Kubey, Lavin, and Barrows (2001-‐N=572) but see Stollak, Vandenberg, Burklund, and Weiss (2011–N=2100) Causal study in boys 6-‐9 years old -‐ Weis and Cerankosky (2010). Psych Science. Technology and academic/work performance Not all video games are created alike Not all technologies are created alike Pedro Cardoso-‐Leite Action video game play enhances attentional control Multi-media tasking often linked to poor attentional control Cardoso-Leite, P., Kludt, R., Vignola, G., Ma, WJ., Green, CS & Bavelier, D. (2015), Attention, Perception and Psychophysics Playing online games Using online social networks Extreme online gaming - worse academic performance Casual gaming - better math, reading and science scores Casual online social networks – worse math, reading, science DOES NOT DEMONSTRATE CAUSATION! Posso A. (2016-‐N=12’400), Internet Usage and Educa-onal Outcomes Among 15-‐Year-‐Old Australian Students ; Interna-onal Journal of Communica-on
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