Attention, control inhibition, and visual-spatial working memory represent the three basic sets of cognitive processes involving on executive functions (EF). Basic EF are relevant abilities in daily life that allow to control and monitor adapted behaviors in order to achieve specific goals. In the educational field, EF are related to academic achievement, social functioning, as well as the inhibition of maladaptive behaviors. Their impairment often leads to an incapacity to perform multiple and simultaneous mental activities, as well as to plan and monitor learning. The main aim of cognitive neuropsychology intervention is to identify effective methods that allow transferring trained strategies and abilities to daily life. Accordingly, virtual reality games (VRG) are showing ecological validity effectiveness in EF training. In this framework, the aim of this study was to examine the effectiveness of a VRG cooking-based for improving basic EF processing. 31 healthy subjects (M=24.3; SD=2.51) participated to 3 training sessions of 25 minutes each. Each session involved 6 VRG characterized by different levels of difficulties. Three traditional measures were administered to participants pre- and post-VRG: The Corsi test for assessing visual-spatial working memory, the Dual-task, and the Flanker task for attention and inhibition control respectively. The results reported a significant improvement of the three EF abilities after training, showing the potential effectiveness of a VRG along with the traditional measures. Future studies on students with learning disabilities are needed to compare performance and effectiveness.

Pilot study on effectiveness of a virtual game training on executive functions

Cipresso P.;
2021-01-01

Abstract

Attention, control inhibition, and visual-spatial working memory represent the three basic sets of cognitive processes involving on executive functions (EF). Basic EF are relevant abilities in daily life that allow to control and monitor adapted behaviors in order to achieve specific goals. In the educational field, EF are related to academic achievement, social functioning, as well as the inhibition of maladaptive behaviors. Their impairment often leads to an incapacity to perform multiple and simultaneous mental activities, as well as to plan and monitor learning. The main aim of cognitive neuropsychology intervention is to identify effective methods that allow transferring trained strategies and abilities to daily life. Accordingly, virtual reality games (VRG) are showing ecological validity effectiveness in EF training. In this framework, the aim of this study was to examine the effectiveness of a VRG cooking-based for improving basic EF processing. 31 healthy subjects (M=24.3; SD=2.51) participated to 3 training sessions of 25 minutes each. Each session involved 6 VRG characterized by different levels of difficulties. Three traditional measures were administered to participants pre- and post-VRG: The Corsi test for assessing visual-spatial working memory, the Dual-task, and the Flanker task for attention and inhibition control respectively. The results reported a significant improvement of the three EF abilities after training, showing the potential effectiveness of a VRG along with the traditional measures. Future studies on students with learning disabilities are needed to compare performance and effectiveness.
2021
2021 IEEE Global Engineering Education Conference (EDUCON)
Vienna, Austria
21–23 April 2021
2021 IEEE Global Engineering Education Conference (EDUCON)
IEEE
2021-
950
954
Educational training; Executive functions; Virtual reality
Giglioli I.A.C.; Mussoni S.; Cipresso P.; Marin-Morales J.; Riva G.; Alcaniz M.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2318/1842334
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