Cognitive Training of Attention and Memory of College Students With Eletronic Games
DOI:
https://doi.org/10.15448/1980-8623.2019.4.29466Keywords:
video game, attention, memory, young adult.Abstract
Previous studies have shown the potential of video games to train cognitive skills. The present study verified the effectiveness of a training with electronic games to improve the attention and memory skills of undergraduated students. Twenty-five students aged between 18 and 29, of both genders participated the study. It was used Track tests, Boston Naming, Word List, Subtest digits of the Wechsler Adult Intelligence Assessment Scales, Clock Drawing Test, Verbal Fluency: Animals, and Subjective Memory Complaint Questionnaire. Electronic game training used commercial games, chosen by the research team. The training lasted between 5 and 16 weeks, with progressive training time ranging from 10 to 60 minutes. The participants had equivalent cognitive functions pre-test, but differences in immediate memory, late memory, recognition, recall of digits in reverse order, attention, and naming were observed after the intervention. The results indicate that electronic games may be useful tools for training cognitive skills, but because the sample is small, future studies are needed to expand knowledge in the field.
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