TY - JOUR
T1 - Individualisation in cognitive skills training
T2 - Essential or superfluous? Examining the effectiveness of an adaptive game for training executive functions in young adults
AU - Blume, Friederike
AU - Pawar, Shashank
AU - Ninaus, Manuel
AU - Plass, Jan L.
N1 - Publisher Copyright:
© 2024 The Authors
PY - 2024/8
Y1 - 2024/8
N2 - Significant resources have been allocated to the development of training programmes designed to enhance executive functions. Recently, digital games have emerged as a promising tool for this purpose. However, the impact of adaptive games, which adjust game difficulty based on the player's performance, on trained and untrained executive functions (i.e., near and far transfer) remains to be investigated. In the present study, 59 young adults participated in an executive function game designed to improve shifting abilities for a total duration of 120 min, distributed over four consecutive days. The differential effects of both an adaptive and a non-adaptive game version on shifting (i.e., near transfer), and updating and inhibition (i.e., far transfer) were examined. The findings indicated that while near and far transfer effects were identified, there were no discernible variations in training outcomes between the two game versions. The present study thus contributes to the expansion of the evidence base in the field of executive function games.
AB - Significant resources have been allocated to the development of training programmes designed to enhance executive functions. Recently, digital games have emerged as a promising tool for this purpose. However, the impact of adaptive games, which adjust game difficulty based on the player's performance, on trained and untrained executive functions (i.e., near and far transfer) remains to be investigated. In the present study, 59 young adults participated in an executive function game designed to improve shifting abilities for a total duration of 120 min, distributed over four consecutive days. The differential effects of both an adaptive and a non-adaptive game version on shifting (i.e., near transfer), and updating and inhibition (i.e., far transfer) were examined. The findings indicated that while near and far transfer effects were identified, there were no discernible variations in training outcomes between the two game versions. The present study thus contributes to the expansion of the evidence base in the field of executive function games.
KW - Adaptivity
KW - Digital games
KW - Executive functions
KW - Far transfer
KW - Shifting game
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U2 - 10.1016/j.lindif.2024.102517
DO - 10.1016/j.lindif.2024.102517
M3 - Article
AN - SCOPUS:85199903505
SN - 1041-6080
VL - 114
JO - Learning and Individual Differences
JF - Learning and Individual Differences
M1 - 102517
ER -