The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills
In this study, we tested 77 undergraduates who were randomly assigned to play either a popular video game (Portal 2) or a popular brain training game (Lumosity) for 8 h. Before and after gameplay, participants completed a set of online tests related to problem solving, spatial skill, and persistence...
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Veröffentlicht in: | Computers and education 2015-01, Vol.80, p.58-67 |
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description | In this study, we tested 77 undergraduates who were randomly assigned to play either a popular video game (Portal 2) or a popular brain training game (Lumosity) for 8 h. Before and after gameplay, participants completed a set of online tests related to problem solving, spatial skill, and persistence. Results revealed that participants who were assigned to play Portal 2 showed a statistically significant advantage over Lumosity on each of the three composite measures—problem solving, spatial skill, and persistence. Portal 2 players also showed significant increases from pretest to posttest on specific small- and large-scale spatial tests while those in the Lumosity condition did not show any pretest to posttest differences on any measure. Results are discussed in terms of the positive impact video games can have on cognitive and noncognitive skills.
•We tested subjects randomly assigned to play Portal 2 or Lumosity for 8 h.•All were pre/post tested on problem solving, spatial skills, and persistence.•Portal 2 players scored higher than Lumosity on all three constructs.•Portal 2 players also showed significant gains on spatial tests.•Lumosity subjects showed no gains on any measure. |
doi_str_mv | 10.1016/j.compedu.2014.08.013 |
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•We tested subjects randomly assigned to play Portal 2 or Lumosity for 8 h.•All were pre/post tested on problem solving, spatial skills, and persistence.•Portal 2 players scored higher than Lumosity on all three constructs.•Portal 2 players also showed significant gains on spatial tests.•Lumosity subjects showed no gains on any measure.</description><identifier>ISSN: 0360-1315</identifier><identifier>EISSN: 1873-782X</identifier><identifier>DOI: 10.1016/j.compedu.2014.08.013</identifier><language>eng</language><publisher>Elsevier Ltd</publisher><subject>Assessment ; Brain ; Education ; Electronic & video games ; Games ; Online ; Persistence ; Problem solving ; Skills ; Spatial skills ; Training ; Videogames</subject><ispartof>Computers and education, 2015-01, Vol.80, p.58-67</ispartof><rights>2014 Elsevier Ltd</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c408t-d083fdecd8f6960ee45ad64e8cc27b4d11bdea6c6a482125a66f922d2e0f167e3</citedby><cites>FETCH-LOGICAL-c408t-d083fdecd8f6960ee45ad64e8cc27b4d11bdea6c6a482125a66f922d2e0f167e3</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://www.sciencedirect.com/science/article/pii/S0360131514001869$$EHTML$$P50$$Gelsevier$$H</linktohtml><link.rule.ids>314,776,780,3537,27901,27902,65306</link.rule.ids></links><search><creatorcontrib>Shute, Valerie J.</creatorcontrib><creatorcontrib>Ventura, Matthew</creatorcontrib><creatorcontrib>Ke, Fengfeng</creatorcontrib><title>The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills</title><title>Computers and education</title><description>In this study, we tested 77 undergraduates who were randomly assigned to play either a popular video game (Portal 2) or a popular brain training game (Lumosity) for 8 h. Before and after gameplay, participants completed a set of online tests related to problem solving, spatial skill, and persistence. Results revealed that participants who were assigned to play Portal 2 showed a statistically significant advantage over Lumosity on each of the three composite measures—problem solving, spatial skill, and persistence. Portal 2 players also showed significant increases from pretest to posttest on specific small- and large-scale spatial tests while those in the Lumosity condition did not show any pretest to posttest differences on any measure. Results are discussed in terms of the positive impact video games can have on cognitive and noncognitive skills.
•We tested subjects randomly assigned to play Portal 2 or Lumosity for 8 h.•All were pre/post tested on problem solving, spatial skills, and persistence.•Portal 2 players scored higher than Lumosity on all three constructs.•Portal 2 players also showed significant gains on spatial tests.•Lumosity subjects showed no gains on any measure.</description><subject>Assessment</subject><subject>Brain</subject><subject>Education</subject><subject>Electronic & video games</subject><subject>Games</subject><subject>Online</subject><subject>Persistence</subject><subject>Problem solving</subject><subject>Skills</subject><subject>Spatial skills</subject><subject>Training</subject><subject>Videogames</subject><issn>0360-1315</issn><issn>1873-782X</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2015</creationdate><recordtype>article</recordtype><recordid>eNqFkEtLAzEUhYMoWKs_QcjSzYw3mZlM6kZEfEFBFxVcCCFNbjR1OhmTaaX_3r7ApasL555z4HyEnDPIGTBxOctNmHdoFzkHVuYgc2DFARkwWRdZLfnbIRlAISBjBauOyUlKMwAoRVkNyPvkE2kXfjDS4GjX6NUV3UjoHJo-bcSXEHvdUE51a-l4MQ_J9ysaWmrCR-t7v8Ttpw3tn5C-fNOkU3LkdJPwbH-H5PX-bnL7mI2fH55ub8aZKUH2mQVZOIvGSidGAhDLSltRojSG19PSMja1qIURupSc8UoL4UacW47gmKixGJKLXW8Xw_cCU6_mPhlsGt1iWCTFhFjvrTkr1tZqZzUxpBTRqS76uY4rxUBtaKqZ2tNUG5oKpIJt7nqXw_WOpceokvHYGrQ-rkEpG_w_Db_meIFl</recordid><startdate>201501</startdate><enddate>201501</enddate><creator>Shute, Valerie J.</creator><creator>Ventura, Matthew</creator><creator>Ke, Fengfeng</creator><general>Elsevier Ltd</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>201501</creationdate><title>The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills</title><author>Shute, Valerie J. ; Ventura, Matthew ; Ke, Fengfeng</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c408t-d083fdecd8f6960ee45ad64e8cc27b4d11bdea6c6a482125a66f922d2e0f167e3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2015</creationdate><topic>Assessment</topic><topic>Brain</topic><topic>Education</topic><topic>Electronic & video games</topic><topic>Games</topic><topic>Online</topic><topic>Persistence</topic><topic>Problem solving</topic><topic>Skills</topic><topic>Spatial skills</topic><topic>Training</topic><topic>Videogames</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Shute, Valerie J.</creatorcontrib><creatorcontrib>Ventura, Matthew</creatorcontrib><creatorcontrib>Ke, Fengfeng</creatorcontrib><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>Computers and education</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Shute, Valerie J.</au><au>Ventura, Matthew</au><au>Ke, Fengfeng</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills</atitle><jtitle>Computers and education</jtitle><date>2015-01</date><risdate>2015</risdate><volume>80</volume><spage>58</spage><epage>67</epage><pages>58-67</pages><issn>0360-1315</issn><eissn>1873-782X</eissn><abstract>In this study, we tested 77 undergraduates who were randomly assigned to play either a popular video game (Portal 2) or a popular brain training game (Lumosity) for 8 h. Before and after gameplay, participants completed a set of online tests related to problem solving, spatial skill, and persistence. Results revealed that participants who were assigned to play Portal 2 showed a statistically significant advantage over Lumosity on each of the three composite measures—problem solving, spatial skill, and persistence. Portal 2 players also showed significant increases from pretest to posttest on specific small- and large-scale spatial tests while those in the Lumosity condition did not show any pretest to posttest differences on any measure. Results are discussed in terms of the positive impact video games can have on cognitive and noncognitive skills.
•We tested subjects randomly assigned to play Portal 2 or Lumosity for 8 h.•All were pre/post tested on problem solving, spatial skills, and persistence.•Portal 2 players scored higher than Lumosity on all three constructs.•Portal 2 players also showed significant gains on spatial tests.•Lumosity subjects showed no gains on any measure.</abstract><pub>Elsevier Ltd</pub><doi>10.1016/j.compedu.2014.08.013</doi><tpages>10</tpages></addata></record> |
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subjects | Assessment Brain Education Electronic & video games Games Online Persistence Problem solving Skills Spatial skills Training Videogames |
title | The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills |
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