Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Gaming enhances learning-induced plastic changes in the brain

Bibliographic Data

ID21425465
AuthorsKatja 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)
Year2022
Volume230
Pages105124
Publication date2022-07-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueBrain and Language (JOURNAL)
Journal identifiersISSN: 0093-934X • E-ISSN: 1090-2155
PublisherElsevier BV (PUBLISHER)
DOI10.1016/j.bandl.2022.105124
PMID35487084
OpenAlexW4225252463
LanguageEN
Citations received2
References cited52

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

  • Language switching ability and executive function development in English learners

    Open Access•Shuai Wang•BMC Psychology•2025

  • Engaging a peer in task-interaction during a digital language game

    Open Access•Minttu Vänttinen, Mikko Kuronen et al.•Linguistics and Education•2026

  • Second Language Speech Learning

    Open Access•Ratree Wayland•Second Language Speech Learning•2021

  • Digital game-based learning

    Open Access•Séverine Erhel, Éric Jamet•Computers & Education•2013

  • Language-specific phoneme representations revealed by electric and magnetic brain responses

    Open Access•Risto Näätänen, Anne Lehtokoski et al.•Nature•1997

  • Training Japanese listeners to identify English /r/and /l/

    Open Access•Ann Bradlow, Ann R Bradlow et al.•Perception & Psychophysics•1999

  • Digital game-based vocabulary learning

    Di Zou, Yan Huang et al.•Computer Assisted Language Learning•2021

  • The mismatch negativity (MMN) in basic research of central auditory processing

    Open Access•Risto Näätänen, Petri Paavilainen et al.•Clinical Neurophysiology•2007

  • How to get statistically significant effects in any ERP experiment (and why you shouldn't)

    Open Access•Steven J Luck, Nicholas Gaspelin•Psychophysiology•2017

  • GameFlow

    Open Access•Penelope Sweetser, Peta Wyeth•Computers in entertainment•2005

  • The Effects of a Digital Articulatory Game on the Ability to Perceive Speech-Sound Contrasts in Another Language

    Open Access•Sari Ylinen, Anna-Riikka Smolander et al.•Frontiers in Education•2021

  • Understanding the Interaction between Technology and the Learner

    Open Access•P Li, Yu-Ju Lan et al.•Bilingualism Language and Cognition•2022

  • Digital Language Learning (DLL)

    Open Access•P Li, Yu-Ju Lan et al.•Bilingualism Language and Cognition•2022

  • Digital game-based L2 learning outcomes for primary through high-school students

    Open Access•Emmanuel O Acquah, Heidi T Katz•Computers & Education•2020

  • The Effect of Language Immersion Education on the Preattentive Perception of Native and Non-native Vowel Contrasts

    Open Access•Maija S Peltola, Outi Tuomainen et al.•Journal of Psycholinguistic…•2007

  • Perception of French vowels by American English adults with and without French language experience

    Open Access•Erika S Levy, Winifred Strange•Journal of Phonetics•2008

Unique citing works2
Citations per year2
Citation span2025 - 2026 (2)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 2

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae