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Cognitive games for children's Executive Functions Training with or without learning difficulties: an Overview

Published: 20 June 2018 Publication History

Abstract

Digital Cognitive Games are digital games that promote the performance of high-level cognitive activities involved in Executive functions, namely planning, working memory, attention, inhibition, self-monitoring, self regulation and initiation carried out by prefrontal areas of the frontal lobes. There is evidence that Executive Functions play an important role in learning during childhood. This issue becomes even more critical, when it concerns children with learning difficulties and research upon teaching interventions for enhancing their Executive Functions is carried out over the years. The past decade extremely positive beliefs have emerged regarding the use of Computer-assisted instruction in training Executive Functions. There is a plethora of software, online and mobile applications to claim that they improve the cognitive skills related to the Executive Functions in children and adults. This paper provides an overview of the purposeful approach underlying the utilization of Computer-assisted instruction and more specifically cognitive games in education as well as it presents the currently available online platforms/applications, which address children's population with or without learning difficulties and are supported by conducted scientific research.

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Cited By

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  • (2023)Multimodal personalised executive function intervention (E-Fit) for school-aged children with complex congenital heart disease: protocol for a randomised controlled feasibility studyBMJ Open10.1136/bmjopen-2023-07334513:11(e073345)Online publication date: 9-Nov-2023
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  • (2022)The Relevance of the Early Childhood Executive Functions With Preliteracy LearningHandbook of Research on Neurocognitive Development of Executive Functions and Implications for Intervention10.4018/978-1-7998-9075-1.ch015(340-364)Online publication date: 18-Mar-2022
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cover image ACM Other conferences
DSAI '18: Proceedings of the 8th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion
June 2018
365 pages
ISBN:9781450364676
DOI:10.1145/3218585
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 20 June 2018

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Author Tags

  1. Digital Cognitive Games
  2. Executive functions
  3. education
  4. mobile applications
  5. software programmes

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DSAI '18 Paper Acceptance Rate 17 of 23 submissions, 74%;
Overall Acceptance Rate 17 of 23 submissions, 74%

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Cited By

View all
  • (2023)Multimodal personalised executive function intervention (E-Fit) for school-aged children with complex congenital heart disease: protocol for a randomised controlled feasibility studyBMJ Open10.1136/bmjopen-2023-07334513:11(e073345)Online publication date: 9-Nov-2023
  • (2023)Stimulation of Executive Functions with Embedded Preliteracy Skills in High Ability Preschoolers: An Educational SoftwareResearch on E-Learning and ICT in Education10.1007/978-3-031-34291-2_12(195-220)Online publication date: 1-Jul-2023
  • (2022)The Relevance of the Early Childhood Executive Functions With Preliteracy LearningHandbook of Research on Neurocognitive Development of Executive Functions and Implications for Intervention10.4018/978-1-7998-9075-1.ch015(340-364)Online publication date: 18-Mar-2022
  • (2022)MetaCogs: Mitigating Executive Dysfunction via Agent-based Modeling for Metacognitive Strategy DevelopmentACM Transactions on Accessible Computing10.1145/351425415:3(1-32)Online publication date: 8-Jul-2022
  • (2022)Supporting Shy & Neurodivergent Children in Social PlayExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3503800(1-6)Online publication date: 27-Apr-2022
  • (2021)Supporting Shy Preschool Children in Joining Social PlayProceedings of the 20th Annual ACM Interaction Design and Children Conference10.1145/3459990.3460729(396-407)Online publication date: 24-Jun-2021
  • (2020)Cogni-PrelitEducation and Technology Support for Children and Young Adults With ASD and Learning Disabilities10.4018/978-1-7998-7053-1.ch010(189-207)Online publication date: 13-Nov-2020
  • (2020)BrainHoodProceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments10.1145/3389189.3398004(1-6)Online publication date: 30-Jun-2020
  • (2020)Supporting Sociodramatic Play at the Individual LevelExtended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play10.1145/3383668.3419902(213-218)Online publication date: 2-Nov-2020
  • (2020)The enhancement of visuospatial abilities through pencil-and-paper or computer-aided training: What is more effective in 7-year-old pupils?International Journal of School & Educational Psychology10.1080/21683603.2019.17106309:sup1(S1-S9)Online publication date: 6-Feb-2020

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