Far transfer to language and math of a short software-based gaming intervention

Proc Natl Acad Sci U S A. 2014 Apr 29;111(17):6443-8. doi: 10.1073/pnas.1320217111. Epub 2014 Apr 7.

Abstract

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.

Keywords: Attention Network Test; cognitive training intervention; school attendance; school grades; working memory.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Attention / physiology
  • Child
  • Female
  • Humans
  • Language*
  • Male
  • Mathematics*
  • Neuropsychological Tests
  • Reaction Time / physiology
  • Schools
  • Social Class
  • Software*
  • Students
  • Task Performance and Analysis
  • Video Games*