TY - JOUR
T1 - Activating adolescents’ “hot” executive functions in a digital game to train cognitive skills
T2 - The effects of age and prior abilities
AU - Homer, Bruce D.
AU - Plass, Jan L.
AU - Rose, Maya C.
AU - MacNamara, Andrew P.
AU - Pawar, Shashank
AU - Ober, Teresa M.
N1 - Funding Information:
This work was supported in part by a research grant from the Institute of Educational Sciences, US Department of Education (Grant #R305A150417 ). The opinions expressed are those of the authors and do not represent the views of the Institute or the U.S. Department of Education. We would like to thank the students and teachers who participated in this research.
Publisher Copyright:
© 2018 Elsevier Inc.
PY - 2019/1/1
Y1 - 2019/1/1
N2 - Executive function (EF), critical for many developmental outcomes, emerge in childhood and continue developing into early adulthood (Blakemore & Choudhury, 2006). During adolescence there are important developments in Hot EF, which involves using EF in emotionally salient contexts (Zelazo & Carlson, 2012). The current study used an emotional design approach (Um et al., 2012) to study hot EF in adolescents playing a digital game designed to train the EF subskill of shifting. Participants (N = 233; aged 12–16, M = 13.8, SD = 1.1) played one of two version of the game: hot (with emotional design), or cool (with more emotionally neutral design). There was a main effect of condition, with higher posttest scores on shifting in the hot condition. Condition significantly interacted with age: older adolescents had better outcomes in the hot condition than in the cool condition. A three-way interaction between age, prior EF and condition was found, indicating that the age by condition interaction was affected by prior EF. These results indicate that the higher emotional arousal in the hot condition is more effective for enhancing EF skills, particularly for older adolescents, and argue for developing learning and training games that account for developmental changes such as the growth of hot EF in adolescence.
AB - Executive function (EF), critical for many developmental outcomes, emerge in childhood and continue developing into early adulthood (Blakemore & Choudhury, 2006). During adolescence there are important developments in Hot EF, which involves using EF in emotionally salient contexts (Zelazo & Carlson, 2012). The current study used an emotional design approach (Um et al., 2012) to study hot EF in adolescents playing a digital game designed to train the EF subskill of shifting. Participants (N = 233; aged 12–16, M = 13.8, SD = 1.1) played one of two version of the game: hot (with emotional design), or cool (with more emotionally neutral design). There was a main effect of condition, with higher posttest scores on shifting in the hot condition. Condition significantly interacted with age: older adolescents had better outcomes in the hot condition than in the cool condition. A three-way interaction between age, prior EF and condition was found, indicating that the age by condition interaction was affected by prior EF. These results indicate that the higher emotional arousal in the hot condition is more effective for enhancing EF skills, particularly for older adolescents, and argue for developing learning and training games that account for developmental changes such as the growth of hot EF in adolescence.
KW - Adolescents
KW - Cool executive functions
KW - Digital games
KW - Emotional design
KW - Executive functions
KW - Hot executive functions
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U2 - 10.1016/j.cogdev.2018.11.005
DO - 10.1016/j.cogdev.2018.11.005
M3 - Article
AN - SCOPUS:85057339067
SN - 0885-2014
VL - 49
SP - 20
EP - 32
JO - Cognitive Development
JF - Cognitive Development
ER -