Gaming enhances learning-induced plastic changes in the brain
Bibliographic Data
| ID | 21425465 |
|---|---|
| Authors | Katja Junttila (0000-0003-1841-7560, University of Helsinki, corresponding author), Anna-Riikka Smolander (Tampere University), Reima Karhila (Aalto University), Anastasia Giannakopoulou (0000-0003-0698-1121, University of Bedfordshire), Maria Uther (0000-0002-7948-302X, University of Wolverhampton), Mikko Kurimo (0000-0001-5278-7974, Aalto University), Sari Ylinen (0000-0001-5897-3030, Tampere University) |
| Year | 2022 |
| Volume | 230 |
| Pages | 105124 |
| Publication date | 2022-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Brain and Language (JOURNAL) |
| Journal identifiers | ISSN: 0093-934X • E-ISSN: 1090-2155 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.bandl.2022.105124 |
| PMID | 35487084 |
| OpenAlex | W4225252463 |
| Language | EN |
| Citations received | 2 |
| References cited | 52 |
Digital games may benefit children's learning, yet the factors that induce gaming benefits to cognition are not well known. In this study, we investigated the effectiveness of digital game-based learning in children by comparing the learning of foreign speech sounds and words in a digital game or a non-game digital application. To evaluate gaming-induced plastic changes in the brain, we used the mismatch negativity (MMN) brain response that reflects the access to long-term memory representations. We recorded auditory brain responses from 37 school-aged Finnish-speaking children before and after playing a computer-based language-learning game. The MMN amplitude increased between the pre- and post-measurement for the game condition but not for the non-game condition, suggesting that the gaming intervention enhanced learning more than the non-game intervention. The results indicate that digital games can be beneficial for children's speech-sound learning and that gaming elements per se, not just practice time, support learning
Cognition · Cognitive psychology · Developmental psychology · Electroencephalography · Intervention (counseling) · Mismatch negativity · Multimedia · Serious game · Cognitive and developmental aspects of mathematical skills · Computer Science · Neuroscience · Neuroscience and Music Perception · Psychology · Reading and Literacy Development
Second Language Speech Learning
Digital game-based learning
Language-specific phoneme representations revealed by electric and magnetic brain responses
Training Japanese listeners to identify English /r/and /l/
Digital game-based vocabulary learning
The mismatch negativity (MMN) in basic research of central auditory processing
How to get statistically significant effects in any ERP experiment (and why you shouldn't)
GameFlow
The Effects of a Digital Articulatory Game on the Ability to Perceive Speech-Sound Contrasts in Another Language
Understanding the Interaction between Technology and the Learner
Digital Language Learning (DLL)
Digital game-based L2 learning outcomes for primary through high-school students
The Effect of Language Immersion Education on the Preattentive Perception of Native and Non-native Vowel Contrasts
Perception of French vowels by American English adults with and without French language experience
| Unique citing works | 2 |
|---|---|
| Citations per year | 2 |
| Citation span | 2025 - 2026 (2) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 2 |