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Playing Smarter in a Digital World:
Improving Attention and Executive
Functioning Through Technology
Randy Kulman, Ph.D
President LearningWorks for Kids
Gary Stoner, Ph.D.
University of Rhode Island
Disclaimer
Randy Kulman is President of LearningWorks for
Kids, Inc. and a Cogmed provider.
Introduction
• Terminology- Games, Apps, Digital media,
screen time, technologies- interchangeable
• Making the best of technology--with concern
• Research-based, practical approaches
• Games, Tech, media are forms of digital play-
and play=learning for children
• We want you to have fun and learn today
Finding Angry Birds and Amazing Alex
• How to find Angry Birds on your device:
• iPhone, iPad: Go to App store, search on
bottom of screen, type Angry Birds on top of
screen, go to Free version, tap and download
• Android Phone/ Tablets: Go to Google Play,
search Angry Birds go to Free version, tap free
and then download
• Do the same for Amazing Alex
Children with ADHD and academics, continued:
• As many as 80% of students with ADHD exhibit
academic difficulties, including lower than
expected work completion rates
• Approximately 20-30% are identified with
learning difficulties due to problems with
acquisition of academic skills
• Recent studies show literacy/reading skill
acquisition problems relative to matched peers
as early as Kindergarten
• These risks and outcomes suggest need for
effective educational interventions
ADHD in School Contexts: Reasons for Concern
• School success is both critical and potentially
elusive for students with ADHD
• Increasing numbers of children who are
“difficult-to-teach” and “difficult-to-manage”
• Need to expand the range of intervention
“agents” and strategies
Children with ADHD are at higher than average
risk for:
• As many as 80% of students with ADHD exhibit
academic difficulties, including lower than
expected work completion rates
• Approximately 20-30% are identified with
learning difficulties due to problems with
acquisition of academic skills
• Recent studies show literacy/reading skill
acquisition problems relative to matched peers
as early as Kindergarten
• These risks and outcomes suggest need for
effective educational interventions
How Much Do They Play?
• 10- to 12-year-olds in France are
exactly like their peers (Bioulac
2008)
• Milwaukee study of teens, same
amounts with more variability
(Fischer and Barkley 2006)
• More video-game play than music,
in contrast to peers (LearningWorks
for Kids 2011)
• 90% of ADHD rather than 80% of
TD kids spend more than one hour
a day on computer (Linginerni,
2012)
Do children with ADHD play video games
the same amount as their TD peers?
• Clinical and anecdotal observations -
too much!
• No evidence of difference concerning
frequency or duration of play between
ADHD and typically-developing children
ages 10 to 12.
• Similar enjoyment for the same types of
games (Bioulac 2008).
• South County Child and Family
Consultants Data
How Much Do They Play?
Activity Mean (N = 65) Standard Deviation
Watching TV 2.8 .96
Reading or doing homework 1.37 .96
Playing outdoors or sports 2.31 1.34
Talking/texting on cell phone .63 1.10
Doing homework on the computer .51 .83
Listening to music 1.86 1.26
Using the Internet 1.49 1.31
Playinng organized sports 1.05 1.32
Playing video games 2.05 1.27
Playing with toys/board games 2.14 1.40
On a typical weekend or vacation, about how much time does your child
spent with the following technologies and activities:
LearningWorks for Kids 2013 Study
0
None
1
<30
2
30-60
3
60-120
4
>120 minutes
Approach Percentage
1. No access to games or the Internet 3.1
2. Only on weekends and vacations 10.9
3. After homework is completed 40.6
4. Limited number of hours a day 14.1
5. Do well in school and play games 14.1
6. No specific rules 17.2
Parenting strategies with children with ADHD:
1. Do you monitor the length of time your child plays with video games and is on the
computer?
Never Sometimes Often Always
6.2% 18.8% 28.1% 46.9%
2. What best describes your approach to setting limits for your child with digital
media?
LearningWorks for Kids 2013 Study
Activity Mean SD
1. Playing video games 1.59, N = 64 1.87
2. Doing homework 5.89, N = 64 2.24
3. Having a conversation with you or other 4.14, N = 64 2.16
4. Doing chores 5.51, N = 64 2.42
5. Watching TV 2.32, N = 64 1.96
6. Reading 3.67, N = 64 2.34
7. Playing with Legos or blocks 2.23, N = 62 2.12
8. Playing with action figures/dolls 2.30, N = 63 2.16
9. Playing on the Internet/computer 1.94, N = 64 1.76
LearningWorks for Kids 2013 Study
How often does your child show signs of ADHD such as loss of focus, fidgeting, and
disorganization while: (Scale 0 to 9 with 0 meaning never, 9 always)
• May not always perform as well as their typically-developing
peers (Lawrence, et al 2002)
• May process information somewhat slowly on video games.
(Lawrence et al. 2002, 2004).
• Perform as well as their peers in simple games but problems
applying executive and problem-solving skills to complex
video games (Lawrence et al. 2004).
• Less success when navigating challenges, developing novel
problem-solving (Lawrence 2004)
• Perform poorly in neuropsychologically-based game
mechanics such as working-memory and cognitive-flexibility
tasks
How do children with ADHD perform on
video games?
• More than one hour a day is associated with short term
increased signs of inattention (Taharoglu)
• Increased difficulty in transitioning and stopping video-
game play, resulting in more oppositionalism
• More video-game time is associated with increasing signs
of inattention (Mazurek and Engelhardt 2013 study)
• Video-game play can be associated with video-game
addiction related to Dopamine release in the brain (Han
and colleagues 2009)
Problematic behavior in video-game play
in children with ADHD
• Total time spent with screen media is positively associated
with attention problems (Swing, Gentile, et al. 2010).
• Four-year-olds watching Spongebob can have an
immediate negative effect on children’s executive-
functioning skills (Lillard 2011).
• Television/Video-game use along with exposure to violent
content not predictive of attention problems or grade point
average (Ferguson 2010)
• Are digital media the cause of increasing rates of ADHD?
Do Video/Computer Games and Television Impact
Attention Span?
• ABSTRACT. Young people with developmental disorders
experience difficulties with many cognitive and perceptual
tasks, and often suffer social impairments. Yet, like typical
youth, many appear to enjoy playing videogames. …
Durkin, K. (2010). Videogames and young people with
developmental disorders, Review of General Psychology,
14(2), 122-140.
• Why should videogames appeal to children with disorders,
who often struggle with many other tasks?
• Even if the games do have attractions for these individuals,
how do their conditions affect their abilities to engage with
them?
• What is the nature of their uses and experiences with the
medium?
• Can their interactions with games help us to learn more about
their disorders, needs and potentialities?
• Is game playing advantageous to them or harmful?
• Could their interests be built upon for developmental,
cognitive, educational, social, or therapeutic benefit?
Durkin (Continued); Questions posed:
• Exploiting videogames to support and extend the development of
young people with disorders, and to enhance their leisure time, is an
attractive prospect not least because it affords means of delivering
or supplementing interventions and of stimulating play in a relatively
cost-efficient manner. It is not a substitute for other forms of
support, nor is it likely to prove a panacea for all the difficulties
that these children face. Overall, considerable evidence indicates
that videogames can be as engaging for children with disorders as
they are for other players, and several studies indicate benefits in
respect of cognitive or social functioning. There is little evidence to
indicate that children with developmental disorders are harmed by
playing videogames, though a cautious interpretation could be that
this is partly because the question has not been addressed
extensively.
Durkin (Continued) :
Cautions Solutions
Children with ADHD or attention problems
may become “hyper-focused” on video games
and other digital media, neglecting other
important responsibilities.
Require that your child complete all of her
homework, chores, or other responsibilities
before being allowed some digital play time. By
making him put-off these fun activities until
after her work is done, he won’t be able to use
digital play as a means of procrastination.
Kids with ADHD or attention problems often
become so absorbed with activities they find
interesting, that they may lose track of how
much time they have spent on their digital
play.
Use a timer if you need to limit your child with
ADHD. Time management and having a sense
of time are often significant deficits for children
with attention problems. You can use online
timers such as TabTimer.com or even an
everyday kitchen timer to keep your child on
track.
Kids with ADHD or attention problems may
choose to engage with digital play instead of
the physical activities that are part of a
healthy treatment process.
Exercise has been shown to improve Focus and
learning in children with attentional problems.
Tell your child to go out and run around before
playing video games, and to play active games
such as Wii Tennis or Kinect Adventures.
• Point of performance interventions
• Immediacy of feedback
• Powerful and engaging feedback and
meaningful consequences
• Multimodal presentations and multiple
intervention agents
• Individualized to child’s capacities
• Strategic teaching principles including:
previewing, setting explicit goals,
partnering, metacognition, and
generalization strategies
What are the characteristics of interventions that
work best with children With ADHD?
Why use video games and digital media to
help children with ADHD?
• Both simple and complex video games
regularly use skills such as planning,
cognitive flexibility, self-control, and time
management.
• Many games specifically tax working
memory skills and attention skills.
• Video game play requires the use of executive functioning skills.
• Other skills such as organization and metacognitive skills are
required for success.
• It is engaging and sustains attention.
• It practices a specific skill the child needs to improve such
as focus, planning, or time management.
• It promotes persistence of effort and a willingness to
overcome obstacles.
• It is complex and interesting enough to result in duration
and intensity of game play.
• Generalization of game-based skills can be applied to the
real world.
What makes a game or app a good
teaching tool for children with
ADHD?
• Birds are used as
projectiles to hit pigs that
are protected by
structures.
• Players plan out each shot
and predict the
consequences of his shot.
• Each level is set out
uniquely so the player to
flexibly change strategies.
Angry Birds
Strategies for Improving Executive
Functioning Skills and Attention
• Traditional behavioral, classroom, and cognitive strategies
• Medication and brain-based strategies
• Organizational, study skills, and executive function coaching
approaches
• Meditation, mindfulness training, yoga
• Physical exercise
• Technology-based interventions
What Skills Can You Learn from Video
Games and Technology?
• Focus and attention
• Knowledge acquisition
• Social awareness
• Spatial reasoning skills
• Fluid reasoning skills
• Executive functions and executive control
Poor Executive Functions
• LWK pilot research on differentiated instruction, targeting areas
of EF weakness with video games
• Combination of board and video games improve fluid reasoning
and processing speed (Mackey, 2011)
• Working memory video games improve WM, fluid reasoning
skills (Cogmed ) Intensity/duration
• Computer-based training improves executive attention in
preschoolers (Rueda, 2005)
• Video game like math and reading programs improves learning,
reduces attention symptoms
• Games (non video) increase cognitive load teaching tool by
parents reduce ADHD signs in Preschoolers (Halperin, 2012)
• Dovis (2011) study on games to improve working memory
Research on Executive/Thinking Skills and
Video Games
What Tech Tools are Used to Teach Attention
and other Skills?
• Working memory training programs- Cogmed
• Neurofeedback/ biofeedback
• Attention trainers- Akilli, Play Attention
• Brain Training suites such as Lumosity and Fit Brains
• Apps and games designed for special needs kids with Autism
ADHD, LD
• Popular games, apps, and technologies
How Popular Games and Apps Improve
Executive Functions
• Support, primarily apps where a
skill is scaffold it by the
functionality
• Practice – primarily with games with the
scale is used repeatedly in order to
achieve goals
• Mastery, primarily apps and
games that built in
generalizability and practice
Why Use Popular Games, Apps and Technologies
to Improve Executive Functions
• Engagement, fun, attention, and persistence
• Many games use the same types of activities and exercises that
are used in brain training games
• Game mechanics- adaptive, challenges adapt to mastery level
• Variability- an opportunity to practice similar, but complementary
skills with different games
• Quality and depth of many of the games
• Low-cost and accessibility
Limitations of using popular games and
technologies to prove executive functions
• Lack of peer-reviewed research
• Difficulty in tracking engagement and progress in the game and relating
it to real world skills and improvement
• Skills that are practiced may be less focused or lack intensity and
duration
• Extraneous information and objectives that occur within the game
• Focuses on fun and not skill development
• Attitude of educators and researcher is often negative and skeptical
• No evidence of generalizability
Improving Generalization by Building it into the
Games
• New games such as IF (If You Can)
o For improving social awareness and self-control skills
• Innovations in technology to create
brain change such as a Akili and
other potential tools
• Cogmed working memory training
• Luminosity/ other brain training tools
• Still very limited and the critics of
brain training tools are quite vocal
• Game play alone results in modest improvements in real-
world executive skills
• Children with learning and attention problems have
problems in generalizing strategies
• Kids like to talk about playing video games and may be
willing to learn from that
• Games prompt partnering and motivation to learn
executive skills
• Practice and rehearsal of executive skills
How well do game based skills
transfer to the real world?
• The key to success is effective teaching or mediation
(can be done in the game)
• Teachers (including peers, parents, and imbedded
instruction) make the connection between game-based
learning and real-world skills
• Actual learning requires knowledge of the skill,
understanding how and when to use it, and practice
across many situations
BUT…games are not enough!!!
Strategies for using popular games and apps
to improve executive functioning skills
• Typically requires more than game play alone
• Modeled after the SharpBrains method of effective brain
training
• Training engages a specific brain-based
skill such as speed of processing or
working memory
• Training targets an area of weakness,
assessed by tools such as the TEAS
(Test of Executive and Academic Skills)
• Adaptive- games and prescriptions increase the demands on
cognitive resources
Strategies for using popular games and apps to
improve executive functioning skills- 2
• Dosage and intensity -needs to be sufficient
minimum dose of (Approx 15 hours per target
area over eight weeks)
• Choose games that target slightly different
aspects of the same skill, similar to doing a
variety of exercises to build biceps
• Continued long-term practice is necessary to maintain benefits
• Additional training outside of the game using metacognition and
practice opportunities improves generalization
Implementing a game and app
prescription
• Assess the executive functioning skills
• Choose a variety of games that practice targeted skills, or apps to
support the skills
• Create a prescription of games and apps that is age appropriate,
adaptable, enduring, and intense
• Provide specific instructions on how much to play
• Use generalization and metacognitive strategies proven to be
successful in the classroom to promote real world learning
• Identify a variety of sub skills that can build on the initial
prescriptions
• Detect, Reflect, and Connect
LearningWorks for Kids Prescription Model
• Talk before, during, and after gameplay. Choose
gameplay goals with your child.
• Have fun playing the game with your child!
• Reflect on gameplay, emphasizing the use of
the targeted thinking or academic skills.
• Direct your discussion to how these same skills
are useful in daily activities.
Play Together
• Explain the benefits of digital play, and introduce
the skills being exercised in the game.
• Encourage non-digital activities that use the
same skills.
• Regularly connect game-based skills to things
your child is struggling with in the real-world.
• Try different games and skills
Make it Work
Minecraft
Building a Home
Amazing Alex
– Physics-based puzzle game
where players create chain
reactions using everyday
items
– Skills of planning, flexibility,
and focus
– Foresight and working
memory in order to succeed
– Attention to detail is important
in order to obtain perfect
score across many levels
Games for practicing executive skills
Amazing Alex
Evernote
• A smartpen that records voice notes that is connected to
written notes
• Child takes notes on digitally-equipped paper and when
going over those notes can listen to
• Recordings of lectures
• Helps with children who
struggle with working
memory
• Very helpful for children who
process information or have
slow clerical motor speed
LiveScribe
LiveScribe
• 50+ peer review studies -
demonstrated to improve
reading, math, and sustained
attention
• Generalization is improved
by using additional tools and
strategies in conjunction with
Cogmed
• Research-based, clinically-proven computer program to
improve working-memory capacities of
• Targeted regimented exercises
• Demonstrated to promote structural changes in the brain
based upon principles of neuroplasticity
Cogmed Working Memory training
Cogmed Working Memory training
Learning and brain final draft for slideshare
• Players use tennis rackets and can get vigorous
exercise
• Self-control and flexibility required while playing
the game
• Primarily the game is good
for children with ADHD,
as it promotes vigorous
exercise using complex
body movements when
done properly
Wii Sports: Tennis
Learning and brain final draft for slideshare
Thank You
• Randy Kulman, Ph.D
• randy@learningworksforkids.com
• @lw4k and @rkulman on Twitter
• www.pinterest.com/lw4k
• www.learningworksforkids.com
• Gary Stoner, Ph.D.
• Gstoner@uri.edu

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Learning and brain final draft for slideshare

  • 1. Playing Smarter in a Digital World: Improving Attention and Executive Functioning Through Technology Randy Kulman, Ph.D President LearningWorks for Kids Gary Stoner, Ph.D. University of Rhode Island
  • 2. Disclaimer Randy Kulman is President of LearningWorks for Kids, Inc. and a Cogmed provider.
  • 3. Introduction • Terminology- Games, Apps, Digital media, screen time, technologies- interchangeable • Making the best of technology--with concern • Research-based, practical approaches • Games, Tech, media are forms of digital play- and play=learning for children • We want you to have fun and learn today
  • 4. Finding Angry Birds and Amazing Alex • How to find Angry Birds on your device: • iPhone, iPad: Go to App store, search on bottom of screen, type Angry Birds on top of screen, go to Free version, tap and download • Android Phone/ Tablets: Go to Google Play, search Angry Birds go to Free version, tap free and then download • Do the same for Amazing Alex
  • 5. Children with ADHD and academics, continued: • As many as 80% of students with ADHD exhibit academic difficulties, including lower than expected work completion rates • Approximately 20-30% are identified with learning difficulties due to problems with acquisition of academic skills • Recent studies show literacy/reading skill acquisition problems relative to matched peers as early as Kindergarten • These risks and outcomes suggest need for effective educational interventions
  • 6. ADHD in School Contexts: Reasons for Concern • School success is both critical and potentially elusive for students with ADHD • Increasing numbers of children who are “difficult-to-teach” and “difficult-to-manage” • Need to expand the range of intervention “agents” and strategies
  • 7. Children with ADHD are at higher than average risk for: • As many as 80% of students with ADHD exhibit academic difficulties, including lower than expected work completion rates • Approximately 20-30% are identified with learning difficulties due to problems with acquisition of academic skills • Recent studies show literacy/reading skill acquisition problems relative to matched peers as early as Kindergarten • These risks and outcomes suggest need for effective educational interventions
  • 8. How Much Do They Play?
  • 9. • 10- to 12-year-olds in France are exactly like their peers (Bioulac 2008) • Milwaukee study of teens, same amounts with more variability (Fischer and Barkley 2006) • More video-game play than music, in contrast to peers (LearningWorks for Kids 2011) • 90% of ADHD rather than 80% of TD kids spend more than one hour a day on computer (Linginerni, 2012) Do children with ADHD play video games the same amount as their TD peers?
  • 10. • Clinical and anecdotal observations - too much! • No evidence of difference concerning frequency or duration of play between ADHD and typically-developing children ages 10 to 12. • Similar enjoyment for the same types of games (Bioulac 2008). • South County Child and Family Consultants Data How Much Do They Play?
  • 11. Activity Mean (N = 65) Standard Deviation Watching TV 2.8 .96 Reading or doing homework 1.37 .96 Playing outdoors or sports 2.31 1.34 Talking/texting on cell phone .63 1.10 Doing homework on the computer .51 .83 Listening to music 1.86 1.26 Using the Internet 1.49 1.31 Playinng organized sports 1.05 1.32 Playing video games 2.05 1.27 Playing with toys/board games 2.14 1.40 On a typical weekend or vacation, about how much time does your child spent with the following technologies and activities: LearningWorks for Kids 2013 Study 0 None 1 <30 2 30-60 3 60-120 4 >120 minutes
  • 12. Approach Percentage 1. No access to games or the Internet 3.1 2. Only on weekends and vacations 10.9 3. After homework is completed 40.6 4. Limited number of hours a day 14.1 5. Do well in school and play games 14.1 6. No specific rules 17.2 Parenting strategies with children with ADHD: 1. Do you monitor the length of time your child plays with video games and is on the computer? Never Sometimes Often Always 6.2% 18.8% 28.1% 46.9% 2. What best describes your approach to setting limits for your child with digital media? LearningWorks for Kids 2013 Study
  • 13. Activity Mean SD 1. Playing video games 1.59, N = 64 1.87 2. Doing homework 5.89, N = 64 2.24 3. Having a conversation with you or other 4.14, N = 64 2.16 4. Doing chores 5.51, N = 64 2.42 5. Watching TV 2.32, N = 64 1.96 6. Reading 3.67, N = 64 2.34 7. Playing with Legos or blocks 2.23, N = 62 2.12 8. Playing with action figures/dolls 2.30, N = 63 2.16 9. Playing on the Internet/computer 1.94, N = 64 1.76 LearningWorks for Kids 2013 Study How often does your child show signs of ADHD such as loss of focus, fidgeting, and disorganization while: (Scale 0 to 9 with 0 meaning never, 9 always)
  • 14. • May not always perform as well as their typically-developing peers (Lawrence, et al 2002) • May process information somewhat slowly on video games. (Lawrence et al. 2002, 2004). • Perform as well as their peers in simple games but problems applying executive and problem-solving skills to complex video games (Lawrence et al. 2004). • Less success when navigating challenges, developing novel problem-solving (Lawrence 2004) • Perform poorly in neuropsychologically-based game mechanics such as working-memory and cognitive-flexibility tasks How do children with ADHD perform on video games?
  • 15. • More than one hour a day is associated with short term increased signs of inattention (Taharoglu) • Increased difficulty in transitioning and stopping video- game play, resulting in more oppositionalism • More video-game time is associated with increasing signs of inattention (Mazurek and Engelhardt 2013 study) • Video-game play can be associated with video-game addiction related to Dopamine release in the brain (Han and colleagues 2009) Problematic behavior in video-game play in children with ADHD
  • 16. • Total time spent with screen media is positively associated with attention problems (Swing, Gentile, et al. 2010). • Four-year-olds watching Spongebob can have an immediate negative effect on children’s executive- functioning skills (Lillard 2011). • Television/Video-game use along with exposure to violent content not predictive of attention problems or grade point average (Ferguson 2010) • Are digital media the cause of increasing rates of ADHD? Do Video/Computer Games and Television Impact Attention Span?
  • 17. • ABSTRACT. Young people with developmental disorders experience difficulties with many cognitive and perceptual tasks, and often suffer social impairments. Yet, like typical youth, many appear to enjoy playing videogames. … Durkin, K. (2010). Videogames and young people with developmental disorders, Review of General Psychology, 14(2), 122-140.
  • 18. • Why should videogames appeal to children with disorders, who often struggle with many other tasks? • Even if the games do have attractions for these individuals, how do their conditions affect their abilities to engage with them? • What is the nature of their uses and experiences with the medium? • Can their interactions with games help us to learn more about their disorders, needs and potentialities? • Is game playing advantageous to them or harmful? • Could their interests be built upon for developmental, cognitive, educational, social, or therapeutic benefit? Durkin (Continued); Questions posed:
  • 19. • Exploiting videogames to support and extend the development of young people with disorders, and to enhance their leisure time, is an attractive prospect not least because it affords means of delivering or supplementing interventions and of stimulating play in a relatively cost-efficient manner. It is not a substitute for other forms of support, nor is it likely to prove a panacea for all the difficulties that these children face. Overall, considerable evidence indicates that videogames can be as engaging for children with disorders as they are for other players, and several studies indicate benefits in respect of cognitive or social functioning. There is little evidence to indicate that children with developmental disorders are harmed by playing videogames, though a cautious interpretation could be that this is partly because the question has not been addressed extensively. Durkin (Continued) :
  • 20. Cautions Solutions Children with ADHD or attention problems may become “hyper-focused” on video games and other digital media, neglecting other important responsibilities. Require that your child complete all of her homework, chores, or other responsibilities before being allowed some digital play time. By making him put-off these fun activities until after her work is done, he won’t be able to use digital play as a means of procrastination. Kids with ADHD or attention problems often become so absorbed with activities they find interesting, that they may lose track of how much time they have spent on their digital play. Use a timer if you need to limit your child with ADHD. Time management and having a sense of time are often significant deficits for children with attention problems. You can use online timers such as TabTimer.com or even an everyday kitchen timer to keep your child on track. Kids with ADHD or attention problems may choose to engage with digital play instead of the physical activities that are part of a healthy treatment process. Exercise has been shown to improve Focus and learning in children with attentional problems. Tell your child to go out and run around before playing video games, and to play active games such as Wii Tennis or Kinect Adventures.
  • 21. • Point of performance interventions • Immediacy of feedback • Powerful and engaging feedback and meaningful consequences • Multimodal presentations and multiple intervention agents • Individualized to child’s capacities • Strategic teaching principles including: previewing, setting explicit goals, partnering, metacognition, and generalization strategies What are the characteristics of interventions that work best with children With ADHD?
  • 22. Why use video games and digital media to help children with ADHD? • Both simple and complex video games regularly use skills such as planning, cognitive flexibility, self-control, and time management. • Many games specifically tax working memory skills and attention skills. • Video game play requires the use of executive functioning skills. • Other skills such as organization and metacognitive skills are required for success.
  • 23. • It is engaging and sustains attention. • It practices a specific skill the child needs to improve such as focus, planning, or time management. • It promotes persistence of effort and a willingness to overcome obstacles. • It is complex and interesting enough to result in duration and intensity of game play. • Generalization of game-based skills can be applied to the real world. What makes a game or app a good teaching tool for children with ADHD?
  • 24. • Birds are used as projectiles to hit pigs that are protected by structures. • Players plan out each shot and predict the consequences of his shot. • Each level is set out uniquely so the player to flexibly change strategies. Angry Birds
  • 25. Strategies for Improving Executive Functioning Skills and Attention • Traditional behavioral, classroom, and cognitive strategies • Medication and brain-based strategies • Organizational, study skills, and executive function coaching approaches • Meditation, mindfulness training, yoga • Physical exercise • Technology-based interventions
  • 26. What Skills Can You Learn from Video Games and Technology? • Focus and attention • Knowledge acquisition • Social awareness • Spatial reasoning skills • Fluid reasoning skills • Executive functions and executive control
  • 28. • LWK pilot research on differentiated instruction, targeting areas of EF weakness with video games • Combination of board and video games improve fluid reasoning and processing speed (Mackey, 2011) • Working memory video games improve WM, fluid reasoning skills (Cogmed ) Intensity/duration • Computer-based training improves executive attention in preschoolers (Rueda, 2005) • Video game like math and reading programs improves learning, reduces attention symptoms • Games (non video) increase cognitive load teaching tool by parents reduce ADHD signs in Preschoolers (Halperin, 2012) • Dovis (2011) study on games to improve working memory Research on Executive/Thinking Skills and Video Games
  • 29. What Tech Tools are Used to Teach Attention and other Skills? • Working memory training programs- Cogmed • Neurofeedback/ biofeedback • Attention trainers- Akilli, Play Attention • Brain Training suites such as Lumosity and Fit Brains • Apps and games designed for special needs kids with Autism ADHD, LD • Popular games, apps, and technologies
  • 30. How Popular Games and Apps Improve Executive Functions • Support, primarily apps where a skill is scaffold it by the functionality • Practice – primarily with games with the scale is used repeatedly in order to achieve goals • Mastery, primarily apps and games that built in generalizability and practice
  • 31. Why Use Popular Games, Apps and Technologies to Improve Executive Functions • Engagement, fun, attention, and persistence • Many games use the same types of activities and exercises that are used in brain training games • Game mechanics- adaptive, challenges adapt to mastery level • Variability- an opportunity to practice similar, but complementary skills with different games • Quality and depth of many of the games • Low-cost and accessibility
  • 32. Limitations of using popular games and technologies to prove executive functions • Lack of peer-reviewed research • Difficulty in tracking engagement and progress in the game and relating it to real world skills and improvement • Skills that are practiced may be less focused or lack intensity and duration • Extraneous information and objectives that occur within the game • Focuses on fun and not skill development • Attitude of educators and researcher is often negative and skeptical • No evidence of generalizability
  • 33. Improving Generalization by Building it into the Games • New games such as IF (If You Can) o For improving social awareness and self-control skills • Innovations in technology to create brain change such as a Akili and other potential tools • Cogmed working memory training • Luminosity/ other brain training tools • Still very limited and the critics of brain training tools are quite vocal
  • 34. • Game play alone results in modest improvements in real- world executive skills • Children with learning and attention problems have problems in generalizing strategies • Kids like to talk about playing video games and may be willing to learn from that • Games prompt partnering and motivation to learn executive skills • Practice and rehearsal of executive skills How well do game based skills transfer to the real world?
  • 35. • The key to success is effective teaching or mediation (can be done in the game) • Teachers (including peers, parents, and imbedded instruction) make the connection between game-based learning and real-world skills • Actual learning requires knowledge of the skill, understanding how and when to use it, and practice across many situations BUT…games are not enough!!!
  • 36. Strategies for using popular games and apps to improve executive functioning skills • Typically requires more than game play alone • Modeled after the SharpBrains method of effective brain training • Training engages a specific brain-based skill such as speed of processing or working memory • Training targets an area of weakness, assessed by tools such as the TEAS (Test of Executive and Academic Skills) • Adaptive- games and prescriptions increase the demands on cognitive resources
  • 37. Strategies for using popular games and apps to improve executive functioning skills- 2 • Dosage and intensity -needs to be sufficient minimum dose of (Approx 15 hours per target area over eight weeks) • Choose games that target slightly different aspects of the same skill, similar to doing a variety of exercises to build biceps • Continued long-term practice is necessary to maintain benefits • Additional training outside of the game using metacognition and practice opportunities improves generalization
  • 38. Implementing a game and app prescription • Assess the executive functioning skills • Choose a variety of games that practice targeted skills, or apps to support the skills • Create a prescription of games and apps that is age appropriate, adaptable, enduring, and intense • Provide specific instructions on how much to play • Use generalization and metacognitive strategies proven to be successful in the classroom to promote real world learning • Identify a variety of sub skills that can build on the initial prescriptions • Detect, Reflect, and Connect
  • 39. LearningWorks for Kids Prescription Model
  • 40. • Talk before, during, and after gameplay. Choose gameplay goals with your child. • Have fun playing the game with your child! • Reflect on gameplay, emphasizing the use of the targeted thinking or academic skills. • Direct your discussion to how these same skills are useful in daily activities. Play Together
  • 41. • Explain the benefits of digital play, and introduce the skills being exercised in the game. • Encourage non-digital activities that use the same skills. • Regularly connect game-based skills to things your child is struggling with in the real-world. • Try different games and skills Make it Work
  • 44. Amazing Alex – Physics-based puzzle game where players create chain reactions using everyday items – Skills of planning, flexibility, and focus – Foresight and working memory in order to succeed – Attention to detail is important in order to obtain perfect score across many levels Games for practicing executive skills
  • 47. • A smartpen that records voice notes that is connected to written notes • Child takes notes on digitally-equipped paper and when going over those notes can listen to • Recordings of lectures • Helps with children who struggle with working memory • Very helpful for children who process information or have slow clerical motor speed LiveScribe
  • 49. • 50+ peer review studies - demonstrated to improve reading, math, and sustained attention • Generalization is improved by using additional tools and strategies in conjunction with Cogmed • Research-based, clinically-proven computer program to improve working-memory capacities of • Targeted regimented exercises • Demonstrated to promote structural changes in the brain based upon principles of neuroplasticity Cogmed Working Memory training
  • 52. • Players use tennis rackets and can get vigorous exercise • Self-control and flexibility required while playing the game • Primarily the game is good for children with ADHD, as it promotes vigorous exercise using complex body movements when done properly Wii Sports: Tennis
  • 54. Thank You • Randy Kulman, Ph.D • randy@learningworksforkids.com • @lw4k and @rkulman on Twitter • www.pinterest.com/lw4k • www.learningworksforkids.com • Gary Stoner, Ph.D. • Gstoner@uri.edu

Editor's Notes

  • #15: Lawrence 2004 Study indicated that children with ADHD completed fewer challenges in a video game and had fewer items named correctly on the STROOP Color-Word Test.   Results: There were no group differences in executive function on the Stroop or zoo tasks, but the ADHD group exhibited deficits in set-shifting as assessed by the WCST (perseverative errors and responses) and videogame play (fewer challenges completed). Also, the ADHD group showed slowed processing speed on the Stroop (slower color naming) and zoo activity (longer time to complete task), as well as a slower rate of acquisition of the sorting rule on the WCST (more trials to complete first category). A second study that used Crash Bandicoot and Frogger investigated inhibitory performance of children with ADHD, and no difference was found between ADHD and typically- developing children (Shaw 2005). Comparing computer as opposed to analog technologies on neuropsychological testing - compared typically-developing children with atypically-developing children on the Wisconsin Card Sorting Test computerized version versus deck of cards, and there was a smaller difference on the computerized version (Oznoff 1995).
  • #17: Does a fast-paced video game (or for that matter movie, lifestyle, or presentation) make others less engaging in comparison. Does something need to be going on all the time. Look at kids and adults who are always checking their phone, looking for the next thing to do, easily bored Merzenich also argues that time spent playing games takes away from other school, social , and outdoor related activities that also offer cognitive gains. Gentile suggests that video game attention to the periphery is counterproductive to focusing on only one thing.
  • #22: General strategies that work with ADHD children… something to do, to be able to move, to be able to talk , or to be able to fidget when concentrating Research on ADHD and vigorous exercise (Verret et al 2010, Ratey in Spark)…what about exergames as a tool for increasing focusing skills Best (2011) Exergaming immediately enhance EFs
  • #29: LWK pilot research (N=10) that targeted areas of specific EF weakness resulted in gains in these areas, not in others, similar to what Mackey found where they targeted solely by the games played, =rather than by child’s needs and games/playbooks selected Other studies support targeted approaches, the use of mediators, the importance of intensity and duration (5-6 weeks 40 minutes per day)
  • #36: Games as a teaching tool, Building metacognition and generalization into process Targeting skills individually Hot vs. cold Efs, games seem to be better for cognitive than self control skills ( eg planning, cognitive flexibility, organization, time management, task initiation…than regulation of affect, response inhibition)
  • #41: Mediation, metacognition, goal setting, FUN!
  • #42: Far transfer and metacognition Practice across settings Expand the skill sets to other similar skills